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Your Task

Your Task. Mr. Boddy—appareantly the victim of foul play—is found in one of the rooms or his mansion. To win, you must determine the answers to these three questions: Who did it? Where? How?. Equipment. Game board, show 9 rooms of Mr. Boddy’s mansion

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Your Task

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  1. Your Task Mr. Boddy—appareantly the victim of foul play—is found in one of the rooms or his mansion. To win, you must determine the answers to these three questions: • Who did it? • Where? • How?

  2. Equipment • Game board, show 9 rooms of Mr. Boddy’s mansion • 6 colored tokens, each representing 1 of the suspects in the mansion—Colonel Mustard, Miss Scarlet, Mrs. White, Prof. Plum, Mr. Green, and Mrs. Peacock • 1 die • 6 miniture weapons—rope, lead pipe, wrench, revolver, knife, and candlestick • Pack of illustrated cards for each suspect, weapon, and room and Confidential envelope • Detective Notebooks, pencils, clipboards

  3. Set Up • Choose a suspect to represent your team. • Sort the pack of cards into 3 separate groups—suspect cards, room cards, and weapon cards. Shuffle each pile. Place each pile face down on the table. Then—so that no one can see the cards—take the top card from each pile and place it into the envelope. The envelope now contains the answers to the questions: Who? Where? How? • Mix the three piles of cards. Deal them out. Because these cards are in your hand, they tell you something important: not one of them is in the envelope! • Check off the cards your team has on your Detective’s Notebook. • Miss Scarlet always plays first. Play then goes to that team’s left.

  4. Moving Your Token On each of your team’s turns, try to reach a different room of the mansion. To start the turn, move your token either by rolling the die or—if your in a corner room—by using a Secret Passage. • Rolling: Roll the die and move either horizontally or vertically your token the number of squares on the marble floor. You may never take a square from another team. • Secret Passages: If you are in a corner room at the start of your turn, you may use a Secret Passage instead of rolling. State that you want to do so then move to the corner room diagonal from the room you are in.

  5. Entering or Leaving a Room You may enter or leave a room either by rolling the die and moving through a door OR by moving through a Secret Passage. • When you pass through a door, the door does not count as a space. • You may not pass through a door blocked by another suspect. • As soon as you enter a room, you must stop moving. • You may not re-enter a room on a single turn.

  6. Making a Suggestion Entering a room gives you the opportunity to make a suggestion. By making suggestions throughout the game, you try to determine—by a process of elimination—which 3 cards are in the envelope. To make a suggestion, move a suspect and a weapon into that room you just entered. Then suggest out loud that the crime was committed in that room, by that suspect, with that weapon.

  7. Proving a Suggestion True or False As soon as you make a suggestion, your opponents try to prove it false starting with the team on your left. • This team looks to see if one of the 3 cards you just named is in their possession. If they do, they must show it to your team ONLY. If they have more than one, they may choose which one they will show you. As soon as one team shows you one of the cards you named, it is proof that this card cannot be in the envelope. End your turn by checking off this card in your Detective Notebook. If no one is able to prove your suggestion false, you may either end your turn or make an accusation.

  8. Making an Accusation When you think you have figured out which 3 cards are in the envelope, you may, on your turn, make an accusation. You do not need to be in the room to make an accusation. Say: “I accuse (suspect) of committing the crime in (room) with the (weapon). Then—so no other team can see—look at the cards in the envelope. **Remember: Your team may make only 1 accusation during the game. If one of the cards is not in the envelope, your team forfeits the right to play except for proving other team’s suggestions false.**

  9. Winning Your team wins the game if your accusation is completely correct—that is, if you find all 3 cards you named in the envelope. When this happens, take out all 3 cards and lay them out for everyone to see.

  10. Special Notes • When you make a suggestion, you may, if you wish, name one or more of the cards that you hold in your possession. You might want to do this to gain specific information or to mislead your opponents. • You must leave a room on your next turn. • When a suspect or a weapon is transferred to a room, it is not returned to its original position. • A suspect transferred into a room may choose to make a suggestion in that room rather than rolling or using the Secret Passage. • There is no limit to the number of suspects and weapons that can be in one room at one time.

  11. Credits Parker Brothers. (1986). Clue: Classic Detective Game. Beverly, MA. Division of Kenner Parker Toys Inc. This company created the instructions modified in this PP and the images scanned of their gameboard, cards, and pieces. Images scanned and owned by Hannah Zehr.

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