




            This is, more or less, the way my copy (1950) of the original in-

       structions go.  I haven't even pointed out the places where it contra-

       dicts itself.






                               CLUE - Rules for Play





                                    Introduction




            This game  is unlike any other.  All of the characters are ficti-

       tious - even the "victim" is imagined.  It is like a stage play.


            The scene  opens in  Mr. Boddy's  palatial mansion.  Mr. Boddy is

       the victim of foul play and is found in one of the rooms.


            The object  of the  game is to discover the answer to these three

       questions:

            1st.      WHO? Which one of the several suspects did it?
            2nd.      WHERE?
            3rd.      HOW?


            The answer  lies in  the little  envelope resting on the stairway

       marked X  in the  center of the board.  The envelope contains 3 cards.

       One card  tells who did it - another card reveals the room in which it

       all happened, and the third card discloses the weapon used.


            The player who, by the process of deduction and good plain common

       sense, first  identifies the 3 solution cards hidden in the little en-

       velope, wins the game.



                                          1






            This is  accomplished by players moving into the rooms and making

       "suggestions" of  what they  believe is  the room,  the person and the

       weapon for  the purpose  of gaining information.  This information may

       reveal which  cards are  in other  players' hands  and which cards are

       missing and  must,  therefore,  be  hidden  in  the  little  envelope.

       "Accusing" a  suspect and  naming the weapon and the room under suspi-

       cion is one of the most exciting features of this game.


                                     Equipment




            The game Board showing nine rooms of Mr. Boddy's house.

            Six colored  tokens representing  the suspects in the house.  The
       colors of the pieces are closely associated with the names of the sus-
       pects: -

                  Suspects                  Tokens

                Col. Mustard............... Yellow
                Miss Scarlet................ Red
                 Prof. Plum................ Purple
                 Mr. Green................. Green
                 Mrs. White................ White
                Mrs. Peacock................ Blue


            Six miniature weapons and one die.


            The pack  of 21 illustrated cards includes a card for each of the

       6 suspects,  one for  each of the 6 weapons, and one for each of the 9

       rooms.


                                    Preparation




            Place the  wooden playing  pieces on  the starting squares marked

       with their  names.  All 6 pieces are placed on the board regardless of





                                      Clue - 2






       the number of players.  Place each of the Weapons in a different room,

       using any of the rooms.


                                Arranging the cards




            Place the  empty envelope  marked "Solution  Cards" on  the  spot

       marked "X"  in the  center of  the board.  Then sort the pack of cards

       into three groups - Room Cards, Weapon Cards and Suspect Cards.


            Shuffle each of these three groups separately.  Take the top card

       from each  group and  place it  in the  envelope.  This should be done

       carefully so  that no  player knows  any of the three cards (one room,

       one weapon, and one suspect) placed in the envelope.


                                 Dealing the cards




            The remaining  cards in  the three piles are now thoroughly mixed

       together and shuffled, and then dealt, one at a time, clockwise around

       the table  to each  player.   It is important that no player shall see

       any of  the cards while they are being shuffled and dealt.  Some play-

       ers may receive more cards than others.


            Each player  holds the cards dealt him, taking care that no other

       player sees the cards in his hand.


                                       Start




            Each player  takes the colored token nearest to him on the board,

       and uses it throughout the game.




                                      Clue - 3






            The player  having the red token, Miss Scarlet, rolls the die and

       moves first.


            After Miss  Scarlet has  moved, the next player on the left rolls

       the die  and moves.   Each  of the  other players follows in turn.  In

       succeeding games players should take turns, dealing and starting.


                                 Movement of tokens




            Player to  reach a  room may  move their  tokens  on  the  yellow

       squares anywhere  on the board according to the throw of the die.  All

       yellow squares on the board are for the movement of tokens.


            Tokens can move forward, backwards, or crosswise, but - never di-

       agonally.   A token  may me  moved forward  and crosswise  on the same

       turn, but it cannot move to a particular space twice in the same turn.


            No two  tokens may  occupy any  one square, nor may a player move

       his token  through a  square occupied  by another token.  A room, how-

       ever, may be occupied by any number of tokens and weapons.


                                 Moving into a room




            There are three ways of entering a room: (1) Throwing the die and

       moving your  token along  the  squares  entering  through  a  doorway,

       (2) via the  Secret Passages  by leaping  across the  board, corner to

       corner, without  using the die, and (3) a player's token may be placed

       in a  room by another player in the feature play known as "the Sugges-

       tion."





                                      Clue - 4






            If the  space at  the entrance to a room is occupied by the token

       of one  player, no  other player may move into that room, through that

       door.


                               Getting out of a room




            There are  three ways  of leaving a room: (1) by throwing the die

       and moving  out through a doorway onto the squares, heading toward an-

       other room  of your  choice, (2) by  using the Secret Passages and fi-

       nally, (3) by being transferred to a new room by some other player.


            On the  throw of  the die,  players may  enter Rooms by the doors

       only, but cannot leave a room on the same turn; entering the Room ends

       the move.   It  is not  necessary to throw the exact number to enter a

       Room.   That is,  if a  player needs  4 to  bring him  into a room and

       throws 6, he ignores the last two units after entering the Room.


            Players already  in a  room may  leave it by any door - using the

       die as  usual and moving towards another room - or, they may use a se-

       cret passage, if in a corner room.


            The doors of each room are not counter as a square.


                                  The "Suggestion"




            Whenever  a   player  moves   into  a   room  he  should  make  a

       "Suggestion."


            A "Suggestion"  consists of  naming a  Suspect, a  Weapon and the

       Room into  which the  player has  moved.   As soon as a player makes a

       suggestion the  token of  the suspect  named and  the weapon named are


                                      Clue - 5






       brought into  the room named in the suggestion.  No player may forfeit

       a turn  to remain  in a particular room.  Players must move by a throw

       of the dice [sic] or by the secret passages on each turn.


                                     An example




            The player representing Miss Scarlet may, in two moves, reach the

       Lounge.  Miss Scarlet may then call a Suspect into the Lounge (for ex-

       ample Mr.  Green) and  move the green token into the Lounge.  She will

       also call  into the  Lounge some  weapon (for example, the Wrench) and

       will say "I suggest that the crime was committed in the Lounge, by Mr.

       Green with the Wrench."


            Note:- All tokens, spare ones as well as players' own tokens fall

       under equal  suspicion and  should be  considered  by  players  making

       "Suggestions."


                        Proving the suggestion true or false




            When a  Suggestion has  been made the first player to the left of

       the one  making the Suggestion examines his cards to see if he is able

       to prove  the Suggestion  false.   To disprove  the Suggestion he must

       hold one or more of the cards named.  (In our example above, the cards

       named are  Mr. Green,  the Wrench and the Lounge).  If he holds one or

       more of  these cards,  he must  show one only to the player making the

       Suggestion.   This must  be done  without the other players seeing the

       card shown.


            (If Miss  Scarlet holds  in her  own hand  one or  more of  these

       cards, perhaps the Lounge and Mr. Green, she may soon discover whether


                                      Clue - 6






       some other  player has the Wrench, or if it is hidden in the envelope.

       A smart player will often deliberately make a Suggestion naming one or

       two cards that he holds in his own hand just to gain information or to

       mislead the other players.)


            If the  first player  to the  left does not have any of the three

       cards, then  the next  player at  his left examines his cards and must

       show one  of the three if he has it.  A player having more than one of

       the called cards may show whichever one he wishes, but only one.


            Obviously, if  any player  holds in his hand one or more of the 3

       cards named in the Suggestion, it is proof that those particular cards

       are not  in the  envelope.   Therefore, when  a card  is shown  to the

       player who made the Suggestion, his Suggestion has thus been proven to

       be false, and he may wish to make a note of this on Detective Pad.


            The opportunity  to prove the Suggestion false passes to the left

       until some  player has  shown ONE card to the suggesting player, whose

       turn then ends, and play passes to the next player.


            If no  one disproves  the Suggestion  the player  then may either

       pass the turn or else make an Accusation.


                                     Accusation




            When a  player is  satisfied that he knows the three cards hidden

       in the  envelope, he  can on  his turn, make an Accusation.  He states

       that he  is making an Accusation and names the three cards he believes

       to be  in the envelope.  Then, carefully, so that the other players do

       not see, he looks at the three cards in the envelope.  Contrary to the




                                      Clue - 7






       rules for  making a suggestion a player may make an accusation whether

       or not his piece is in the room he mentions.


                                  Winning the game




            If the Accusation is correct, that is, if the player finds in the

       envelope, those  3 cards that he just named, he lays the cards face up

       on the table, and he is the winner.


            If the Accusation is incorrect, the player returns th three cards

       to the  envelope unseen  by any  other player  and replaces  it on the

       board.   Having made a false Accusation he has no further moves in the

       game, and  cannot win,  but remains  as a player to contradict Sugges-

       tions made by other players with the cards he holds in his hand.


            However, if  the player's  token is resting on the space before a

       doorway, he  would move  this token into the room so that it would not

       block the door.  From there is would be available for other players to

       move into other rooms in order to make Suggestions.


            A player can make only one Accusation during any one game.


                                  Secret passages




            The Secret  Passages shown  in the corner rooms enable players to

       move between opposite corner rooms in one move.  This can be done on a

       player's turn  without throwing  the die merely by moving his token to

       the opposite  corner room  and announcing  he is using the Secret Pas-

       sage.  A Suggestion may be made after this move.





                                      Clue - 8






                     Other interesting notes and hints for play




            A player  must be extremely careful in examining his cards before

       stating he cannot disprove a "Suggestion."


            "Suggestions" may  even include  cards held  in the  player's own

       hand.


            The room  named in a Suggestion must always be the one into which

       the suggesting player's own token has been moved.


            A player  may make only one Suggestion after entering a room, and

       may not  make another  until entering  another room  or else, using at

       least TWO TURNS, leaving and then re-entering the same room.


            Tokens and  weapons transferred to a room as the result of a Sug-

       gestion are not returned to their original positions on the board.  To

       leave a  room in  which his  token has  been placed by a Suggestion, a

       player on  his next  turn uses either the Throw of the die or, if in a

       corner room, he can use the Secret Passage.


            If a  token is  moved into a room by a Suggestion, the player who

       owns the token may, on his next turn, make a Suggestion of his own for

       that room.  For this turn he does not throw the die or move his token.


            By making  Suggestions and having them proved True or False play-

       ers will  eventually be  able to identify the three cards in the enve-

       lope.









                                      Clue - 9


