Clue Master Detective
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Clue Master Detective or Super Cluedo is a crime fiction board game originally published in 1988 based on the original Cluedo board game (Clue in North America).
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[edit] Overview
As with the original, Clue Master Detective is set in a fictitious mansion, with the board divided into 13 different rooms. The players play one of ten suspects, currently visiting the now dead Mr. Boddy. The concept remains true to the original with some variations on gameplay.
[edit] Game contents
- Instructions
- A game board, representing the location of the murder
- Ten colored game pieces, representing the suspects
- Eight weapon pieces, representing possible weapons used
- Cards, containing depictions of game elements (weapons, suspects or rooms)
- A parchment envelope labeled, "Case File: Confidential", to hold the solution in each game
- Two green dice
[edit] The suspects
- Miss Scarlet- A sexy Asian goldigger who will stop at nothing to gain a profit. She referred to as the "Mercenary of Macao"
- Colonel Algernon Mustard- An elderly, retired military man who has traveled halfway around the world to see Mr. Boddy on a grave matter
- Mrs. Blanche White- The long-time only servant of Boddy Manor, who is rumored to spy on guests using keyholes.
- Mr. Thallo Green- A mathematical genius who is reputed kingpin in the "family" business and is short on cash at the moment.
- Mrs. Henrietta Peacock- And elderly ornithologist(president and sole member of the Peacock Salvation Society) who will stop at nothing to protect her rare bird friends.
- Professor Edgar Plum- An archeologist who claims to have found a discovery of a skeleton that will rival the Piltdown Man.
- Miss Georgia Peach- A beautiful young southern belle who claims to be Boddy's long-lost-great-step-niece.
- M. Alphonse Brunette- A shady French con artiste who has made sloppy business deals with the artwork he sells.
- Mme. Rhoda Rose- A Hungarian psychic who used to be Mr. Boddy's secretary and arrived with a foretold grave message she received to warn her ex-employer.
- Sgt. Grey- The police officer who arrived at the mansion to collect funds for the Police Blackmail Awareness Program.
[edit] The murder weapons
- The Rope
- The Lead Pipe
- The Knife (also called "The Dagger")
- The Spanner (called "The Wrench" in the North American version)
- The Candlestick
- The Revolver
- The Poison
- The Horseshoe
[edit] The rooms
- The Courtyard
- The Gazebo
- The Drawing room
- The Dining room
- The Kitchen
- The Carriage house
- The Trophy room
- The Conservatory
- The Studio
- The Cloak Room (not used as a murder location)
- The Billiard Room
- The Library
- The Fountain
[edit] The secret passages
- The Drawing room links to the Conservatory
- The Library links to the Kitchen
- The Courtyard has a private walk that links to the Cloak room
[edit] Gameplay
At the beginning of play, three cards -- one Suspect, one Weapon, and one Room card -- are chosen at random and put into a special envelope, so that no-one can see them. These cards represent the true facts of the case. The remainder of the cards are distributed among the players.
The aim is to deduce the details of the murder —- that is, the cards in the envelope. This is done by announcing suggestions to other players. An example of a suggestion is, "I suggest it was Miss Scarlet, in the Gazebo, with the Poison". All elements contained in the suggestion are moved into the room in the suggestion (so Miss Scarlet and the Poison would be moved to the Gazebo).
The other players must then disprove the suggestion, if they can. This is done in clockwise order around the board. A suggestion is disproved by showing a card containing one of the suggestion components to the player making the suggestion (for example, the Rope), as this proves that the card cannot be in the envelope. Showing the card to the suggesting player is done in secret so the other players may not see which card is being used to disprove the suggestion. Once a suggestion has been disproved, the player's turn ends and moves onto the next player. There is a new rule here, though, in which all cards relating to the situation must be viewed if held by three different players, so it might become instantly obvious to everyone that Madame Rose, the candlestick, and the Conservatory were all innocent of charge. The only way this process may be prevented is if one person is holding both cards, such as Madame Rose and the Conservatory, in which they must choose only one. Even so, you are still permitted only to make a suggestion when your piece is in a room, and the suggestion can only be for that room.
Once a player thinks he or she knows the solution, the player can make an accusation. The player checks the validity of the accusation by checking the cards in the envelope. If the player made an incorrect accusation, that player is out of the game (since the player now knows the correct solution) and the game continues with the remaining players. If the player made a correct accusation, the solution cards are shown to the other players and the game ends.
[edit] Changes from the original
- The game is played by two dice instead of one, making movement along the board much faster
- Added characters, weapons and rooms.
- The Lounge, Study, Hall and Ballroom are gone.
- The rooms are much closer to each other
- All characters now start in the Cloak room
- Snoop spaces allow you to read one card of your choice from any other player's hand
[edit] External links
- Extensive Clue Collection and Fan Discussion Forums TheArtofMurder.com