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Clue Jr.
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HISTORY

Mr. Pratt, a solicitor's clerk before his retirement, invented the classic who dunnit game in 1944. To their neighbors, Anthony E. Pratt and his wife appeared to be an unassuming couple similar to hundreds of other elderly people who had chosen to retire to the south coast near Bournemouth, England. What few realized was that he and his wife were specialists in savage murder and dark deeds.

After many hours of perfecting the mechanics of the game, and filing a provisional specification at the patent office, Mr. and Mrs. Pratt visited Waddington's Games in Leeds, England to discuss the possibilities of its manufacture. They were accompanied to the meeting by their friends, Mr. and Mrs. Bull who had already invented a successful game called BUCCANEER.

Waddington's personnel played the first game with the Pratt's and the Bull's in the office of the Managing Director, Norman Watson. Mr. Watson immediately recognized Clue as a winner. Due to post-war shortages of various materials, there were some delays before the game was finally launched in 1949.

Cluedo, and its american counterpart Clue (in 1949), is today sold in over 40 countries. The same successful formula works when translated into any language. There are also card games, electronic games, magnetic pocket games, a movie with 3 different endings, a musical, children books, a TV show and many versions with well known characters from TV show or other games, all using the same basic formula.



For children, a more appropriate theme was developped, with missing food or pets. There are less suspects, objects and/or rooms in these games so they're played quicker than their adult counterpart.





Goal of the GAME

This is a game for three to six players. The goal of the game is someone brought in two big 6 foot bunnies inside Moya. To win, you must determine the answers to these three questions: Who has done it? Where are the bunnies hiding? and with what "Irresistible Weapon" did the culprit lured them in?


HOW TO PLAY

The regular game has only 6 suspects and 6 weapons. Here, it's different. You can choose from 9 suspects and 8 weapons (a game with 6 players gives up to 324 possibilities), and there are tokens for both. The tokens are put on the board, like the little plastic toys were in the original commercial game.

The die and game pieces are not given. You can take buttons of different colours, those for coats work best because they have a pin on the backside, easy to pick up. The player in the RED starting square starts first, whatever colour of button he has. Then it's the player to his left who plays, and the others players in a clockwork manner. You also need an opaque envelope and one die. We'll talk about it later.

Print a few sheets of the detective pad that comes with the game.

SETUP

Of all the characters, select 6, take their cards and token and put the others aside. They won't be used. Do the same for the weapons, select those you want to play with, take their cards and tokens, remove the others.

Put your suspect's token (the character you've chosen) in the room nearest you. If less than 6 players are involved, put the remaining tokens in other rooms. Place each weapon's token in a different room, selecting any of the 9 rooms.

Take a detective's notebook sheet and write off the suspects that are not chosen for that particular game. All players must do that, since all possibilities are already written on the sheet.

Sort the pack of cards into three separate groups: Suspects, Rooms and Weapons. Shuffle each group separately and place each face down on the table. Then (discreetly, so no one can see them, not even you) take the top card from each group and place it into the envelope.

The Case File now contains the answers to the questions: Who? Where? What Weapon? Place the envelope in the center of the board.

Shuffle together the three piles of remaining cards. Then deal them out face down clockwise around the table. (It doesn't matter if some players receive more cards than others.) Secretly look at your own cards: Because they're in your hand, they can't be in the Case File - which means: none of your cards was involved in the crime!

Take a detective's notebook sheet and, so no one can see what you write, fold it in half: Check off the cards that are in your hand.

The player with the game piece on the RED starting square starts FIRST. Then the others clockwise.





RULES

Players move their suspect's game piece across the yellow squares the amount shown on the die in their roll. You may move your token forwards, backwards, or crosswise all in the same turn. It is forbidden to move diagonally. You cannot move your token to a particular space twice in the same turn nor occupy or move through the same square as another player. This rule does not apply to rooms, as multiple players and weapons may occupy the same room.

There are three ways to enter or exit a room:
  1. entering through the doorway by moving your token the number shown on the die across the yellow squares. The arrow facing a door shows you where to enter.
  2. you may use the Secret Passages by jumping corner to corner across the board without using the die.
  3. or your game piece may be placed into a room by another player when suggestions are being made to solve the murder mystery.
It is forbidden to enter and exit a room during the same turn; entering a room ends your turn. You do not need to throw the exact number on the die to enter a room. Doors or each room do not count as a square.

There are 4 creaking floorboards (the striped ones) that can be used with older kids. If a character lands on a floorboard, it squeaks and scares the rabbits and the culprit so much that the character landing on the floorboard takes any two cards from two different rooms and swaps them. Good memory is a great aid in this game as the cards may be swapped, so you have to watch the movement of the cards carefully. For young narls, use the creakings floorboards as regular ones.
creaking tile



SUGGESTIONS

Once a player enters a room, they are then eligible to make a "suggestion" on who committed the crime. This is done when the player names a Suspect, a Weapon, and the Room that they are currently in ("I suggest that the crime was committed in the Terrace, by Traltixx with the Pool as a lure"). If the named suspect is not currently in the room where the suggestion was made they are brought into the room along with the suggested weapon. Keep in mind that all characters are considered as suspects in the crime, and not only those who are being player.

Forfeiting or not taking your turn is against the rules; all players must roll the die. After entering a room and making a suggestions, you may not make another suggestions until entering another room or using at least two turns (leaving and then re-entering the same room).

Secret Passages can be used in any corner room on the player's turn without rolling the die. The player then announces that he has used the secret passage and may make a Suggestion.

After a Suggestion has been made, if possible, players must try to prove the Suggestion to be false. This is done by moving left to the player making the suggestion. If that player has one of the cards that were used in the alleged crime, he then secretly shows the player making the suggestion. Clue rules state that only one card is shown to the other player and that it is done secretly with out others seeing which card it is. It is not against the rules, however, to deliberately make a Suggestion naming one or two cards that you hold in your own hand to mislead other players, or to narrow your search for one specific suspect, room, or weapon. If the player to the left cannot prove the suggestion wrong, then the next player to the left attempts to prove it wrong. All cards shown prove that that card is not in the envelope and should be noted on your Detective Pad. Once a player has proven the Suggestion wrong, the next player in the playing order takes their turn. If no one disproves the Suggestion the player then may either pass their turn or make an Accusation.


ACCUSATION

When an Accusation is made, the player (on their turn) states that an Accusation is being made and states the three cards that he thinks committed the murder. They then carefully look at the cards inside the envelope making sure that no one else sees the cards. Unlike the previously stated rules, a player may make an accusation whether or not their token is in the room they mention. If the 3 cards named are the cards in the envelope, they are placed face up on the Clue board and that player is the winner. If the accusation is wrong, the cards are secretly placed back into the envelope and that player can no longer win nor make any suggestions/accusations. They stay in the game only to prove other's suggestions wrong with the cards they hold in their hands. Once a player has accused the wrong cards, blocking the doorways to rooms is against the rules and they must be moved into the nearest room. One Accusation per player per game is permitted.





GET THE GAME

Click on EACH of the images to see them in full size and save them to your computer or print them directly, on thin cardboard. Print the detective pad on ordinary paper. Glue or tape the 4 Moya board pages together, on the reverse side, to form a gameboard.


Moya Board

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BOARD up left
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BOARD up right
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BOARD down left
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BOARD down right



Cards and Tokens:

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ROOMS & WEAPONS
front
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ROOMS & WEAPONS
back
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SUSPECTS
front


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SUSPECTS
back

 
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TOKENS
weapons/suspects
front
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TOKENS
weapons/suspects
back



Detective Pad

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Detective Pad



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DISCLAIMER
FARSCAPE and all related characters and elements are trademarks of The Jim Henson Company, Hallmark Entertainment, Nine Network (Australia) and the Sci-Fi Channel.
This site has been done strictly for fun and is in no way affiliated with any of the above.

(C) 2008-2015 by Bluey for all editing, except when otherwise noted.

Everything is free to read, play, or print - for personal entertainment purposes only.






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