Clue: Game of Thrones
Clue: Game of Thrones Rulebook
Table of Contents
Table of Contents
The Red Keep
High treason! The Commander of the City Watch of King's Landing has been found dead in the Red Keep. A noble, powerful and ambitious, coordinated this infamous plot with the aim of reinforcing his power, but who is responsible? You must find the truth to slow down the intentions of the person responsible. To do so, you must deduce:
- Who is behind the plot?
- Where was the assassination committed?
- And with which weapon?
The List of Suspects of the Red Keep
- Margaery Tyrell
- Cersei Lannister
- Tyrion Lannister
- Sansa Stark
- Petyr Baelish
- Jaime Lannister
The Weapons
- Crossbow
- Vial of Poison
- Arakh
- Catspaw's Dagger
- War Axe
- Faceless Man (coin)
Setup
Place the six Weapon tokens and the six Suspect tokens in the centre of the board (even if you are fewer than six players).
1. Choose a character. Select a character from the list of Red Keep suspects with whom you will play and take the corresponding Character card (page 10).
2. Deal the cards. Separate the Red Keep Rumor cards into three piles: suspects, weapons and locations. Secretly draw one card from each of the three piles and place the cards in the confidential envelope. Set the envelope aside. These three cards are the suspect, the weapon and the location involved in the plot!
Shuffle the remaining Rumor cards and deal them all face down to the players. Each player must have the same number of cards. If this is not the case, place the remaining cards face up beside the board.* Everyone must keep their cards secret!
*Add more mystery by placing the remaining cards face down in the Throne Room. On your turn, when you move into the Throne Room, you have two options: if Rumor cards are present, you may look at them secretly, or you may make an hypothesis (page 9).
Shuffle the Plot cards and place them face down beside the board. They allow extra actions during the game (page 10).
3. Take a detective sheet. Be careful to keep your sheet to yourself! Secretly, put crosses in front of the Rumor cards that you hold in your hand and that will be revealed to you throughout the game.
4. Begin the game. See page 6.
Meereen
Council treason! A Grand Master has been assassinated, threatening to destroy the fragile peace agreement established in Meereen following the taking of the city by Daenerys. Someone has joined the Sons of the Harpy and wants to destabilise Slaver's Bay. You must discover the truth and avoid chaos by revealing:
- Who is responsible for the murder?
- Where was the crime committed?
- Which weapon was used?
The List of Suspects of Meereen
- Hizdahr zo Loraq
- Jorah Mormont
- Grey Worm
- Missandei
- Daario Naharis
- Daenerys Targaryen
The Weapons
- Crossbow
- Vial of Poison
- Arakh
- Catspaw's Dagger
- War Axe
- Faceless Man (coin)
Setup
Place the six Weapon tokens and the six Suspect tokens in the centre of the board (even if you are fewer than six players).
1. Choose a character. Select a character from the list of Meereen suspects with whom you will play and take the corresponding Character card (page 10).
2. Deal the cards. Separate the Meereen Rumor cards into three piles: suspects, weapons and locations. Secretly draw one card from each of the three piles and place the cards in the confidential envelope. Set the envelope aside. These three cards are the suspect, the weapon and the location involved in the plot!
Shuffle the remaining Rumor cards and deal them all face down to the players. Each player must have the same number of cards. If this is not the case, place the remaining cards face up beside the board.* Everyone must keep their cards secret!
*Add more mystery by placing the remaining cards face down in the Great Pyramid. On your turn, when you move into the Great Pyramid, you have two options: if Rumor cards are present, you may look at them secretly, or you may make an hypothesis (page 9).
Shuffle the Plot cards and place them face down beside the board. They allow extra actions during the game (page 10).
3. Take a detective sheet. Be careful to keep your sheet to yourself! Secretly, put crosses in front of the Rumor cards that you hold in your hand and that will be revealed to you throughout the game.
4. Begin the game. See page 6.
Begin Playing / Who Will Win the Game?
All players roll the dice. The one with the best score starts the game; play continues clockwise. You win the game if you make the correct accusation (the suspect, weapon and location hidden in the confidential envelope). See page 9 to understand how to make an accusation and win the game.
During Your Turn
During your turn, move your token and start a rumor in order to discover what the other players know thanks to their cards. When you think you know which cards are hidden in the confidential envelope, move your token to the centre of the board and make an accusation.
- Move your token. Roll the dice and move your character.
- Start a rumor. Only if you are on a location.
- Use your detective sheet if needed.
- Make an accusation. Only once in the game, from the central space of the board.
Move: Two Options
1. Roll the dice
Roll the dice. Move your character token the number of spaces shown by the dice. If one of the dice shows a question mark, immediately draw a Plot card. Then move your token the number of spaces shown by the other die.
2. Use a secret passage
If you are on a location with a secret passage (the locations in the 4 corners of the board), you may use it to move to the location connected by that passage. You do not roll the dice if you use a secret passage.
Movement rules
- You are not obliged to use the whole score shown by the dice for your movement.
- You cannot re-enter a location you have just left during the same turn.
- If you land on a space with a question mark, you must stop and draw a Plot card.
- During your turn, you must leave the location you are in, unless you were moved by an opposing player during a rumor (see page 8).
- You cannot move diagonally.
- If you enter a location, your movement is finished until your next turn.
"If you roll a question mark on the dice, immediately draw a Plot card."
Start a Rumor
Starting a rumor will help you determine the three cards hidden in the confidential envelope. After moving to a location, except the Throne Room (Red Keep board) or the Great Pyramid (Meereen board), you may start a rumor: name a suspect, a weapon and a location (the location where your token is). Then move the Weapon and Character tokens named in your rumor into the location where you are.
Example: You are Tyrion and you enter the Training Yard. You start a rumor: "I think Cersei committed the crime, with the War Axe, in the Training Yard!" Move the Cersei token and the War Axe into the Training Yard.
True or false rumor
As soon as you start a rumor, the other players must prove it false. The first to try is the player on your left. If this player has one of the three cards named by the rumor, they must show you that card, secretly from the other players. If this player has more than one card named by the rumor, they must select only one card.
What if a player cannot show a card?
If the first player on your left has none of the three cards named by the rumor, it is up to the player on their left to show you a card. And so on until a player shows you a card. If none of the players has the named cards, your turn ends. Leave the Weapon and Character tokens where you moved them. It is now the turn of the player on your left.
If your token ends up in the location involved in the rumor
If you were involved in the rumor and your Character token was moved to a new location, you may choose to draw a Plot card. If your token was already present in the location named by the rumor, or if the moved suspect did not belong to a player (in a game with fewer than 6 players), no card is drawn. On your next turn, you may stay in the location to start a rumor.
Fill In Your Detective Sheet
Tick the cards that other players have shown you; this proves that these cards are not in the confidential envelope. When you have ticked all the cards of the other players on your detective sheet, you are ready to make an accusation and solve the plot.
How to Win: Make an Accusation
When you think you have guessed the three cards hidden in the confidential envelope, go to the central space of the board and make an accusation. State your accusation aloud: "I accuse Tyrion, with the crossbow, in the Hand's Tower." Then check the contents of the confidential envelope, out of sight of the other players.
Correct answer. You have won! Congratulations, you have solved the murder mystery! Then reveal the contents of the confidential envelope to all players.
Wrong answer. Oops! You made a mistake and have lost the game. Discreetly put the cards back in the confidential envelope. Say nothing to anyone! Keep your cards hidden and continue to answer the rumors started by other players. You can no longer start a rumor or make an accusation until the end of the game.
If all players are wrong?
If all players make a false accusation, the case remains unsolved and the game is over. Take the cards out of the confidential envelope to find out which suspect gets away unpunished!
Plot Cards
How to get a Plot card?
- You roll a question mark on the dice: you MUST draw a card.
- You land on a question mark space during your move: you MUST draw a card.
- You find yourself in a new location following a rumor started by a player: you MAY draw a card.
If you draw a card that must be played immediately, follow the instructions on the card. For the other cards, set them aside and use them whenever you wish. You may use as many Master of Whisperers cards as you wish during a turn. Discard cards when you use them. A used card cannot be drawn again.
White Walkers
The game contains 8 White Walker cards in the Plot card pile. If you draw a White Walker card, place it prominently beside the board. When a player draws the 8th White Walker card, they are killed by it and are therefore eliminated from the game!
Draw the 8th White Walker card
Card text: "Place this card beside the board. The player drawing the 8th White Walker card is eliminated from the game."
If you draw the 8th White Walker card, you are eliminated from the game. Place your cards face up so that all players can see your cards. You can no longer play or draw Plot cards. However, your Character token is still part of the game and can still be named in a rumor.
Shuffle the 8th card into the Plot card pile. Even if it is the only White Walker card in the pile, it remains the 8th. This means that this 8th White Walker card can be drawn again and again, eliminating other players. Note: it is possible for all players to be eliminated from the game before the mystery is solved. In that case there is no winner for that game.
Master of Whisperers
Card text: "Go to the space of your choice. Use this card immediately." (This card's wording, partly garbled in the source text layer, is given as read.)
Character Cards
Each card has a unique power associated with the character you chose at the start of the game. This power can only be used once per game. After using it, set the card aside.
Card text (e.g. Cersei Lannister, Daenerys Targaryen): "Once per game, you may move your token a second time. Roll the dice, move your token and roll the dice again. Flip this card after using these powers." (Partly garbled in the source; the individual character cards are on page 10 of the original, not included in the source file.)
Two Players or Two Teams
To play with 2 players or 2 teams, first read the basic rules, then take into account the few changes below.
Setup
Follow step 1 and the beginning of step 2 of the setup in classic mode (page 3). Once the three cards are placed in the confidential envelope, shuffle the Rumor cards and place the first 4 cards of the pile face down beside the board. Then deal all the cards equally to the two players/teams.
How to play
Start rumors as in a classic game. The opposing player/team must always try to answer by showing a single card each turn. The major difference in this mode is the following: if the player/team cannot answer your rumor, you must look at one of the 4 cards placed beside the board, out of sight of the other players. Once the item is ticked on your detective sheet, put the card back exactly where you took it. It is up to you to remember which card you have already looked at in a later turn!
The rest of the game plays out exactly as in a classic game!
Contents
- 1 double-sided board
- 6 token stands
- 12 Suspect tokens
- 6 Weapon tokens
- 12 Character cards
- 38 Rumor cards
- 21 Plot cards
- 1 double-sided detective pad
- 1 confidential envelope
- 2 dice
- 1 rulebook