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How to Play Clue (Cluedo): Complete Rules Guide

Clue (North America) / Cluedo (UK/World) is a classic deduction game for 3–6 players. Solve the murder: WHO (suspect), WHAT (weapon), WHERE (room).

Setup

  1. Board: Place in center. 9 Rooms connected by corridors & secret passages.
  2. Suspect Tokens: Each player chooses one (Miss Scarlet, Colonel Mustard, Mrs. White, Mr. Green, Mrs. Peacock, Prof. Plum). Place on matching start squares.
  3. Weapons: Place each of 6 weapons (Rope, Knife, Candlestick, Revolver, Lead Pipe, Wrench) in a random room (one per room, 3 rooms empty).
  4. Cards: 21 cards total: 6 Suspects, 6 Weapons, 9 Rooms.
    • Shuffle. Remove 1 Suspect, 1 Weapon, 1 Room → place in Case File Envelope (center of board). This is the solution.
    • Shuffle remaining 18 cards. Deal face down, evenly to all players (some may have 1 more card). Players secretly view their hand.
  5. Detective Notepad: Each player takes a sheet to track deductions.

Gameplay – Turn Structure

  1. Roll Dice / Move: Roll 2d6. Move token horizontally/vertically (not diagonal) up to rolled number. Enter rooms through doorways or use Secret Passages (corner rooms) to jump to opposite corner instead of rolling.
  2. Make a Suggestion (if in a room): "I suggest it was Colonel Mustard, with the Candlestick, in the Library."
    • Move the named Suspect token and Weapon token into that room with you.
  3. Disprove the Suggestion: Player to your left checks their hand. If they hold any one of the three named cards, they must show exactly one (their choice) to you secretly. If not, next player checks, etc. Only one card shown total.
  4. Mark Notes: Record what you learned (e.g., "Player B showed me Candlestick" → Candlestick not in envelope).
  5. Make an Accusation (Optional, anytime on your turn): "I accuse Mrs. Peacock, with the Rope, in the Study."
    • Check envelope secretly. If correct → YOU WIN (reveal cards).
    • If wrong → YOU ARE ELIMINATED (cannot win, but still must disprove others' suggestions).
  6. End Turn.

Winning

First player to make a correct Accusation wins. If all but one player are eliminated, the last player wins by default (but must still make a correct accusation to formally win).

Key Strategy Tips

  • Track Everything: Use a grid: Rows = Cards, Columns = Players + Envelope. Mark ✓ (has), ✗ (not), ? (unknown).
  • Suggest to Gain Info: Name cards you hold to force others to show different ones (bluffing).
  • Room Control: Use Secret Passages to hit rooms efficiently.
  • Weapon/Suspect Movement: Moving opponents' tokens via Suggestions can help or hinder their position.

Common House Rules

  • Two-Player Variant: Add a "ghost hand" dealt face down; alternate disproving from it.
  • No Elimination: Wrong accusation = lose next turn / penalty, not elimination.
  • Secret Passages Count as Move: Must roll to use them.

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