Clue: Secrets & Spies
Clue: Secrets & Spies Rulebook
Table of Contents
Table of Contents
Setup
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Detach all the tokens from the frame. Set the 2 white "X" tokens aside; you do not need them for now.
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Shuffle the object tokens and place one, at random, on each empty slot provided on the city spaces.
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Place each of the 7 character tokens on its starting city, that is, the city bearing the same colour. Place agent Black on the CLUEDO headquarters space.
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Form 4 piles with the cards: the mission cards, the secret appointment cards, the secret identity cards, and a last pile with the action cards.
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Shuffle the cards of the 4 piles and place each pile face down beside the game board.
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Place the 6 score markers on their matching-colour space at the bottom of the score scale. (The number of players does not affect this.)
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Place agent Black's score marker on the number 16 of the score scale.
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Give each player:
- 1 secret identity card,
- 3 action cards,
- 1 mission card,
- 1 quick-reference rules card.
Each player looks at their own cards but does not show them to the other players.
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Turn over the first card of the secret appointment deck.
Board labels shown on the setup diagram (page 5): Agent token (pion agent); Object tokens (pions objet), one placed on each empty object space of each city; Agent Black score marker (marqueur de score de l'agent Black); Object space of Agent Olive (case objet de l'agent Olive); Agent's space (emplacement des agents); Score scale (échelle de score); Agents' score markers (marqueurs de score des agents); Secret appointment to be carried out (rendez-vous secret à réaliser); Revealing lamp (lampe révélatrice).
Important Information
During a game of CLUEDO SERVICES SECRETS you will travel and score points. This version is COMPLETELY DIFFERENT from CLUEDO CLASSIC: read this page CAREFULLY even if you are stuck on CLUEDO CLASSIC!
- At the start of the game, you receive a secret identity card. This is your TRUE identity, so keep it very secret!
- On your turn you may activate ANY agent whose object space is EMPTY (by placing an action card face up on it). You are this agent for that turn.
- During the game you will score points for the other agents. Don't panic: these points are credited to YOUR agent (the one whose secret identity you hold) at the end of the game.
Scoring Points
There are 2 ways to score points: completing a mission or attending a secret appointment.
1. Completing a mission
Each player receives a mission card at the start of the game, showing 2 objects.
- At the start of the game, use the cover of the active agents to recover the objects on your mission card. To do this, move the agents from the cities where they are to the object spaces of those agents. Once they are in place, use the action cards to FLY, GIVE or EXCHANGE objects between agents, and so recover them.
- At the start of your turn, if an active agent (ANY agent) possesses the 2 objects shown on your mission card, that agent completes the mission and moves its score marker one space.
- Keep the mission card. Your agent (the one whose secret identity you hold) will score one point at the end of the game!
2. Attending a secret appointment
- A secret appointment card is always kept face up on top of its pile during the game.
- Use the action cards to move to the city space shown on the secret appointment card. Once on that space, you may pass the card to the revealing lamp to discover the name of the agent you must meet. Be careful, keep that secret name to yourself!
- To score a point, you must bring this agent, and any other agent, onto the space of the appointment city.
- The agents who attend this appointment each score 1 point, and so each moves its score marker one space on the board.
- Keep the mission card. Your agent will score one point at the end of the game!
Translator's note: the printed text of this last bullet reads "Conservez la carte mission" (keep the mission card), as printed in the French booklet; it is transcribed as printed.
Figure caption (page 7): "Agent Rose meets Agent Black on the score scale."
Winning the Game
As soon as a score marker joins Agent Black's marker on the score scale, the game ends. It is time to reap the rewards of your work as a man of the shadows: reveal your secret identity and count the points from your missions and your secret appointments!
The number of spaces you advance equals the number of points accumulated during the game. If you have scored a lot of points with agents other than your own, you may well overtake everyone on the scale!
Playing Clue: Secrets & Spies
The oldest player begins the game. Play continues clockwise.
Your Turn
Follow steps 1 to 5 on EACH turn.
1. Activate an agent
Choose one of your action cards and place it face up on the EMPTY object space of the agent of your choice. That agent is now active, and you take its identity for this turn.
Have you activated agent Black? If so, move its score marker one step DOWN the score scale. Do this each time you activate agent Black. Remember: as soon as Agent Black's score marker meets that of another agent, the game ends.
Tip: look at the secret appointment card and your mission cards to help you decide which action card to play. For example, if Miami is shown on the secret appointment card, play an action card that lets the active agent get there this turn.
2. Move
Follow the movement instructions on the action card you played. There are 3 types of movement shown on the action cards:
- Move 1 or 2 cities: the active agent may move 1 or 2 spaces represented by cities. Cities must be connected to each other, as shown.
- Bring an agent to your city: move the token of any other agent onto the space where your active agent is.
- Swap cities with another agent: swap the location of your active agent with that of any other agent.
Then check the following:
- Did the active agent end its turn in a city where an object token is located? If so, take that object and place it face up on one of the empty object spaces of the active agent. If all the object spaces of the active agent are full, do NOT move the object token.
- Is the active agent on the city space shown on the secret appointment card? If so, scan the secret appointment card with the revealing lamp (UV) to discover which agent you must meet there.
- Is the active agent on the appointment city's space WITH the other agent revealed by the revealing lamp? If so, you score 1 point (see Scoring Points, page 10 of the booklet). Keep this secret appointment card in front of you and turn over the next secret appointment card from its pile.
Note: if the active agent IS the agent shown on the secret appointment card and no other agent is on that space, the appointment is not valid. The agent shown on the card must be on the appointment city's space together with at least one other agent (any agent, in that case) for the appointment to be valid.
3. Take an action (optional)
Follow the ACTION shown on the card you played (if you wish):
- STEAL an object placed on the object space of another agent and move it to an empty object space of the active agent (if an object space is free).
- GIVE one of your objects to any other agent who has an empty object space.
- EXCHANGE one of your objects with one of another agent.
Does an agent possess the 2 objects shown on your mission card? If so, you complete this mission! You score 1 point (see Scoring Points). Keep this mission card in front of you and take another one from the pile.
4. Take a new action card
Draw a new action card.
5. End of turn
If all the agent spaces are occupied, remove the action cards placed on them and place them under the pile of the other action cards. Your turn is over.
See page 12 of the booklet for examples of action.
Points
- The score markers of 2 agents cannot end their turn on the same space of the score scale. If 2 markers end up on the same space, the one that arrived last advances one more space (up to the next free space).
Mission Points
- If ANY agent possesses the 2 objects shown on your mission card, THAT agent moves one space up the score scale (or one space down, if it is agent Black). It does not matter whether that agent is active or not.
- Remember: 2 score markers cannot finish on the same space!
- Keep the mission card you have just completed, face up, in front of you, and take a new one from the top of the pile. Your agent, whose secret identity you conceal, will reap the rewards at the end of the game.
Secret Appointment Points
- The active agent AND the agent shown on the secret appointment card each score a point.
- If the agent shown on the card IS the active agent, you must bring any other agent to your city space. That agent and the active agent each score 1 point.
- Think carefully before moving score markers: your choice may allow an agent to climb the levels faster than the others!
- Keep the successful secret appointment card in front of you, face up, so that the agent whose secret identity you hold scores points at the end of the game.
- Turn over the next card from the secret appointment pile.
End of the Game
As soon as an agent's score marker meets that of Agent Black on the score scale, the game ends.
Follow the steps below to determine the final score.
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Reveal your secret identity to everyone by turning over your secret identity card.
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Remove Agent Black's score marker from the score scale.
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The player whose agent is highest on the score scale counts their points first. Agents that no player has revealed as their secret identity no longer score points. Leave them where they are on the score scale.
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Each player counts the number of mission and secret appointment cards they have won during the game. They move their score marker up by as many spaces as the number of cards won.
Note: agents cannot be on the same space of the score scale! If your marker ends on an occupied space at the end of your count, move it to the next free space. See the scoring example on page 14 of the booklet.
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The other players then calculate their score, beginning with the player whose agent has the most points on the scale, and so on down to the last player.
- If one or more players' agents have not managed to score any points on the score scale, the player who holds the most mission and secret appointment cards moves their marker first.
- If there is still a tie, follow the order in which the agents appear on the board (Rose, Moutarde, Olive, etc.).
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The first player to reach the "super spy" level wins the game!
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If no player reaches the "super spy" level, the player whose agent is highest on the score scale wins the game!
See page 14 of the booklet for an example of scoring.
Translator's note: the score scale is printed with levels 1 to 16, grouped into levels named "Niveau 1" to "Niveau 4" and "Super espion" (super spy) on the top band; the wording above follows the printed text.
Examples: Playing a Turn
Read the following to see examples of what can happen during your turn.
It is player A's turn.
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Before choosing the agent to activate, player A looks at:
- his mission card, to see which 2 objects he must recover; AND
- the secret appointment card, to see in which city the next secret appointment takes place.
Mission card: shows a pistol and a diamond. Secret appointment card: the appointment will take place in London.
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Player A then checks which agents have not yet been activated, by looking at which object spaces hold no action card. The object spaces of agents Rose and Olive are empty, so player A may activate either one.
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Player A chooses to activate agent Rose, because she is in Paris, close to London, the city of the secret appointment. She also has a diamond already placed on one of her object spaces, and this is one of the 2 objects on player A's mission card.
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Player A looks at his action cards and chooses this card to activate agent Rose.
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Player A follows the MOVEMENT instructions of the card and travels to London. This is the location of the secret appointment, so player A can scan the appointment card with the revealing lamp to discover the identity of the agent he must meet. The card reveals Agent Leblanc.
Player A now knows that, to complete his mission, he must bring Agent Leblanc to London.
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Player A decides to use the ACTION indicated on the card, because he needs a pistol to complete his mission and Agent Black has one. Player A therefore STEALS the pistol and places it on the empty object space above agent Rose.
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Agent Rose now possesses the 2 objects shown on player A's mission card. This mission scores 1 point, so the agent moves its score marker 1 space up the score scale. That space is occupied by the score marker of agent Moutarde, so the marker moves directly to the next space.
Examples: Scoring Points
At the end of the game, the score scale looks like this:
(Agent Black's score marker is removed from the scale.)
The player who holds the secret identity of agent Olive begins to score points. Agent Olive won 2 mission cards during the game, so that agent may advance 2 spaces on the score scale.
Agents Moutarde and Violet each score 1 point. Agent Moutarde advances first, followed by agent Violet.
Agent Rose scores 3 points. However, as the space is occupied by Moutarde's marker, she is placed directly in front of him.
One more point would have put agent Rose in the lead, but in this case it is agent Olive who wins the game and reaches the rank of Super Spy!
Agents
The printed "Les agents" page presents the 7 agents with their specialty. Descriptions as printed (names are the French-edition names):
- Leblanc. Specialty: infiltration. Agent Leblanc is a ruthless woman of action, determined to make a name for herself among the elite.
- Rose. Specialty: seduction. No man can resist her charm: her fatal power of attraction leaves far more painful traces than a bullet wound.
- Pervenche. Specialty: surveillance. Espionage is an ancestral tradition in agent Pervenche's family. She has dedicated her whole life to this cause and fully intends to become the best spy in the organisation.
- Violet. Specialty: computer hacking. No security system, however elaborate, withstands the high-flying computer hacking skills of agent Violet!
- Moutarde. Specialty: special operations. As a former commando, agent Moutarde strongly prefers action to reflection.
- Olive. Specialty: persuasion. Agent Olive has become a master of the con: he is capable of convincing you to buy sand in the middle of the desert...
- Black. Specialty: subversion. With no ethics and no patriotic sense, only personal profit drives the operations of agent Black.
Optional Mode: Messages by Text (SMS)
The booklet's "Installation" section, glossary and FAQ describe an optional mode in which the game sends messages to a mobile phone during play. The game can be played without it.
Important information (as printed on the insert's reverse, operational terms only): a mobile phone is not included, and SMS sending fees depend on the operator. The game can be played without a mobile phone. Hasbro undertakes to keep the servers needed for this product available until 31/12/2011; after that date, the servers needed to use the SMS function may no longer be accessible. This is not a subscription, and the service should only be used with the prior authorisation of the person who pays the phone bill. Each SMS sent ("AGENT", "AIDE", "PAUSE", "REPRENDRE" or "STOP") is charged at the usual rate. During a normal game you receive 6 messages on your phone; more messages are sent if you type "AIDE". Prepaid plans may be charged SMS outside the plan. In this version of Cluedo, you can receive messages on your own mobile phone during play. Exclusive information, or a nasty move by your opponents: these messages are there to spice up your games!
Omitted as non-rules boilerplate: the data-protection, complaints and consumer-service contact text, the list of participating operators, and the copyright line.
Installation
We advise you to play a few games WITHOUT this option first, to become familiar with the game. The SMS messages will add a new dimension to your games when you want to move up a level!
- Take the mobile phone you have decided to use for this game (only one phone is needed). Send the word "AGENT" by SMS to the short number 31117 (see the Important Information section on the back of this page).
- Start your game as usual, following the instructions in the game rules. Before you start to play, each player must take the phone, and must pass it to the next player when they have finished their turn. Do not forget to pass the phone on each time!
- Six messages will arrive at random to spice up the game (including the WELCOME message).
- If a message arrives during your turn, open it and read it aloud, then follow the instructions it gives you.
That is as simple as that!
Revealing Lamp and Messages
- If an SMS asks you to look at a secret appointment card, take the revealing lamp and pass it over the white part in the middle of the card. This special lamp reveals the location of the appointment!
- If an SMS asks you to look at an action card, take the revealing lamp and pass it over the small icon in the bottom right corner of the card. The lamp reveals an object!
Glossary
The messages use abbreviations, which are listed below:
- agt: agent
- vs: vous (you)
- nvlle / nvel: nouvelle / nouvel (new)
- L.A.: Los Angeles
- rdv: rendez-vous (appointment)
- pt / pts: point / points
- échge / Échgez: échange / Échangez (exchange)
- avt: avant (before)
- chx: choix (choice)
- pr: pour (for)
- PC: ordinateur portable (laptop)
- QG: Quartier Général (headquarters)
Frequently Asked Questions
How do I start receiving messages on my mobile phone? Send the word "AGENT" by SMS to 31117.
What should I do if the message instructions tell me to look at a card? See the Revealing Lamp and Messages section above.
Can I put SMS reception on PAUSE if I want to stop the game for a few minutes? Yes. Send the word "PAUSE" by SMS to 31117. You will receive no more SMS until you decide to resume (see the next question). If you do not resume within one hour, the sending of SMS will stop altogether.
How do I RESUME sending SMS to continue the game? To resume after a PAUSE, send the word "REPRENDRE" by SMS to 31117 within the hour following the "PAUSE" message. If you do not resume the game within that time, you will no longer receive SMS.
How do I completely STOP receiving SMS? Send the word "STOP" by SMS to 31117. You will no longer receive messages.
What happens if a message arrives between two players' turns? For example, I have finished my moves on the board but have not yet passed the phone to the next player. If your turn is over, that is, you have finished your moves and scored your points for this turn (if applicable), the next player follows the instructions of the message.
If an SMS arrives during my move, must I stop moving and follow the message's instructions immediately, or must I finish my move before reading it? You must finish your action (movement or other activity) before reading a message.
If the SMS instructions tell me to "CHOOSE A CITY", can I choose a city in a block so that it carries the "X" token on the board? No.
How many SMS will I receive? You will receive 6 messages during the game.
Are messages addressed only to the player whose turn it is, or to all players? Unless the SMS says otherwise, only the player whose turn it is is concerned by the instructions of the message.
How do I receive a reminder of the explanation of the SMS content? Send the word "AIDE" (help) by SMS to 31117.