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Clue: Dungeons & Dragons

Clue: Dungeons & Dragons Rulebook

Table of Contents

Table of Contents

  • Object
  • Equipment
  • Setup
  • Game Play
  • Special Notes About Suggestions
  • Optional Rule: The Monster

Object

To capture the foul creature, you must determine the answers to these questions: Who killed the Archmage? Where? and with What Weapon?

Equipment

CLUE Game Board: This shows 9 Rooms within the Archmage's Castle. 6 Pewter Tokens: Each representing one of the Suspects (any one of you might be the doppelganger!)

Regdar the Human Fighter Tordek the Dwarf Fighter Lidda the Halfling Rogue Mialee the Elf Wizard Nebin the Gnome Wizard Ember the Human Monk

6 Pewter Weapons: Vorpal Sword, Mace of Disruption, Ring of Magic Missiles, Staff of Power, Flaming Battle Axe, Dagger of Venom Deck of Cards: One card for each of the six Suspects, six Weapons, nine Rooms. Also included are six Monster cards (used only when the "Optional Rule" is in effect.) Pad of CLUE scroll sheets to aid in your investigation Confidential Scroll Case envelope 1 Die

Setup

  1. Look on the board for the START space and Suspect name nearest you. Take that Suspect token as your playing piece and put it on that space. If fewer than six are playing, be sure to place the remaining Suspect token(s) onto the appropriate space(s) - they might, after all, be the doppelganger and they must be in the castle!

  2. Place each of the Weapons in a different Room. Select any six of the nine Rooms (the Maze in the middle of the board is not a Room).

  3. Place the empty envelope marked "Confidential Scroll Case" in the center of the board, covering the word "CLUE."

  4. Sort the cards into four groups: Suspects, Weapons, Rooms and Monsters. With the exception of the Monster cards, shuffle each group separately and place each face down on the table.

    Then - so no one can see them - take the top card from each of the Suspects, Weapons and Rooms decks and place it into the envelope.

  5. Shuffle the three remaining piles of Suspects, Weapons and Rooms cards together into one deck. Then deal them face down clockwise around the table. (It doesn't matter if some players receive more cards than the others.) Secretly look at your own cards. Because they're in your hand, they can't be in the Scroll Case envelope - which means none of your cards were involved in the murder!

  6. If choosing to play with the Optional Rule, shuffle and place all six of the Monster cards on top of the Scroll Case envelope in the center of the game board.

  7. Take a CLUE scroll sheet and, so no one can see what you write, fold it in half and check off the cards that are in your hand.

  8. Mialee the Elf Wizard always plays first. Play then proceeds, in turn, to the first player's left.

Game Play

MOVING YOUR TOKEN

On each turn, try to reach a different Room. To start your turn, move your token either by rolling the die or, if you're in a corner Room, using the Secret Passage.

Rolling

Roll the die and move your token the number of squares you rolled.

  • You may move horizontally or vertically, forward or backward, but not diagonally.
  • You may change directions as many times as your roll will allow. You may not, however, enter the same square twice on the same turn.
  • You may not enter or land on a square that's already occupied by another Suspect.

Secret Passages

The Rooms in opposite corners of the board are connected by Secret Passages. If you're in one of these Rooms at the start of your turn, you may, if you wish, use a Secret Passage instead of rolling. To move through a Secret Passage, announce that you wish to do so, then move your token to the Room in the opposite corner.

Entering and 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.

  • A door is the opening in the wall, not the space in front of the doorway. When you pass through a door, do not count the doorway itself as a space. It's just a doorway.
  • You may not pass through a door that's blocked by an opponent's token.
  • As soon as you enter a Room, stop moving. It doesn't matter if you roll a number that's higher than you need to enter.
  • You may not re-enter the same Room on a single turn.
  • It is possible that your opponents might block any and all doors to trap you in a Room. If this happens, you must wait for someone to move and unblock a door so you can leave!

MAKING A SUGGESTION

As soon as you enter a Room, make a Suggestion. By making Suggestions throughout the game, you try to determine - by process of elimination - which three cards are in the Scroll Case envelope. To make a Suggestion, move a Suspect and a Weapon into the Room that you just entered. Then suggest that the murder was committed in that Room, by that Suspect, leaving behind that Weapon.

Let's say that you're Mialee the Elf Wizard and you enter The Wizard's Tower. First move another Suspect - Regdar the Human Fighter, for instance - into The Wizard's Tower. Then move a Weapon - the Vorpal Sword - into The Wizard's Tower. Then say, "I suggest that the murder was committed by the doppelganger Regdar with the Vorpal Sword in The Wizard's Tower."

REMEMBER TWO THINGS:

  • You must be in the Room that you mention in your Suggestion.
  • Be sure to consider all Suspects, including spare Suspects and yourself, as under suspicion of being the doppelganger!

PROVING A SUGGESTION TRUE OR FALSE

As soon as you make a Suggestion, your opponents, in turn, try to prove it false. The first to try is the player to your immediate left. This player looks at his or her cards to see if one of the three cards you just named is there. If the player does have one of the cards named, he or she must show it to you and no one else. If the player has more than one of the cards named, he or she selects just one to show you.

If that opponent has none of the cards that you named, then the chance to prove your Suggestion false passes, in turn, to the next player on the left.

As soon as one opponent shows you one of the cards that you named, it is proof that this card cannot be in the Scroll Case envelope. End your turn by checking off this card in your notebook. (Some players find it helpful to mark the initials of the player who showed the card.) If no one is able to prove your Suggestion false, you may either end your turn or make an Accusation now.

MAKING AN ACCUSATION

When you think you've figured out which three cards are in the Scroll Case envelope, you may, on your turn, make an Accusation and name any three elements you want. First say, "I accuse (Suspect) of murdering the Archmage in the (Room) with the (Weapon). (Suspect) is the doppelganger!" Then, so no one else can see, look at the cards in the Scroll Case envelope.

In a Suggestion, the Room you name must be the Room where your token is located. But in an Accusation, your token may be in any Room.

Remember that you may only make one Accusation during the game.

IF YOUR ACCUSATION IS INCORRECT

If any one of the cards that you named is not inside the Scroll Case envelope:

  • Secretly return all three cards to the Scroll Case envelope.
  • You may make no further moves in the game, and therefore cannot win, but you do remain involved in the investigation.
  • You do continue to try to prove your opponents' Suggestions false.
  • Your opponents may continue to move your token into the various Rooms where they make Suggestions.
  • If after making a false Accusation your token is blocking a Room's door, move it into that Room so that other players may enter.

WINNING

You win the game if your Accusation is completely correct - that is, if all three of the cards you named are in the envelope. When this happens, take out the cards and lay them out for everyone to see.

Once you've found out who the murderer is, the doppelganger returns to his true form for the adventurers to capture. The spell is broken, the locks on the castle doors open and the Archmage is avenged!

Special Notes About Suggestions

  1. When you make a Suggestion, you may, if you wish, name one or more of the cards that you hold in your own hand. You might want to do this to gain information or to mislead your opponents.
  2. You may, if you wish, make a Suggestion and an Accusation on the same turn.
  3. You can make only one Suggestion after entering a particular Room. To make your next Suggestion, you must either enter a new Room or, sometime after your next turn, re-enter the Room that you just left. You may not forfeit a turn to remain in a particular Room. But if you're trapped in a Room because your opponents are blocking the door(s), you must remain there until a door is unblocked and you can move out of the Room.
  4. You can make a Suggestion that includes a Suspect or Weapon that's already in your Room. In this case, transferring one or both of those items is not necessary. When a transfer is necessary, leave the item(s) in the new Room after the Suggestion is made.
  5. If you are the Suspect that got transferred, you may on your next turn do one of two things: Move from the Room in one of the usual ways OR make a Suggestion for that Room. If you decide to make a Suggestion, do not roll the die or move your token.
  6. There is no limit to the number of Suspects or Weapons that may be in the same Room at one time.

Optional Rule: The Monster

Notice the six Claw Mark spaces on the board. As part of your game, you may move to one of these spots and battle a wandering Monster. If you decide to battle a Monster, pick a card from the Monster deck and follow the instructions below based on the Monster card that you have picked:

  • Goblin: Roll 2 or better to defeat the Monster. If you defeat the Monster then you get the treasure: Potion of Speed - roll the die twice and use the higher number to move that many spaces. If you do not defeat the Monster, go directly to the Maze. Return this card after use.
  • Skeleton: Roll 2 or better to defeat the Monster. If you defeat the Monster then you get the treasure: Potion of Speed - roll the die twice and use the higher number to move that many spaces. If you do not defeat the Monster, go directly to the Maze. Return this card after use.
  • Bugbear: Roll 3 or better to defeat the Monster. If you defeat the Monster then you get the treasure: Boots of Striding and Springing - roll the die twice, add them together and move that many spaces. If you do not defeat the Monster, go directly to the Maze. Return this card after use.
  • Gelatinous Cube: Roll 4 or better to defeat the Monster. If you defeat the Monster then you get the treasure: Broom of Flying - take an immediate extra turn. If you do not defeat the Monster, go directly to the Maze. Return this card after use.
  • Displacer Beast: Roll 5 or better to defeat the Monster. If you defeat the Monster then you get the treasure: Crystal Ball - look at one card you pick from another player's hand. If you do not defeat the Monster, go directly to the Maze. Return this card after use.
  • Beholder: Roll a 6 to defeat the Monster. If you defeat the Monster then you get the treasure: Amulet of Seeing - look at one card in the Scroll Case envelope. If you do not defeat the Monster, go directly to the Maze. Return this card after use.

To escape from the Maze, on your turn you must roll a 5 or 6. If you fail, you remain trapped in the Maze. You cannot make any Suggestions while in the Maze. If you succeed, exit from the Maze's one-way door and move the number of spaces you rolled (5 or 6).

You can also be freed from the Maze if you are the Suspect in a Suggestion. The Suggestion automatically moves you to the Room under suspicion.


Source note: transcribed from the official English one-page rules sheet for Clue: Dungeons & Dragons (USAopoly), a 400 dpi scan with no text layer, read directly from the page image. This is a single condensed sheet. It is not a complete rulebook: it does not name the nine Rooms or list the Suspect, Weapon and Room card titles beyond the tokens and the Weapons listed above, and it does not give a Maze or Monster-deck procedure beyond what is printed here. Where the scan is partly obscured by the page's sword graphics, the words are transcribed from the visible letters (the "Optional Rule" heading is printed as "Optional Rule: The Monster" and the rest of its title is covered by the graphic, so no further words are supplied; the Setup line reads "Suspect name nearest you").