Clue: The Office
Clue: The Office Rulebook
Table of Contents
Table of Contents
Set-Up
Toby Is Dead! (For the Day)
"Everyone knows there are a million reasons why anyone would want to get rid of Toby. Now you must figure out who did it. Move around the office and look at the cards in the other players' hands. If you can narrow down who did it, where, and with which weapon, and identify the three cards in the envelope, you win an extra week of vacation! In the meantime, I will be making sure the rules are being followed. I will enjoy the world without Toby... even if it's just for one day." -Michael Scott
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Separate the Rumor cards into Employees, Rooms and Weapons. Secretly take one card from each pile and place it into the yellow envelope. Put the envelope off to the side.
The envelope now holds the answer to the crime: who did it, in which room, with which weapon?
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Shuffle the remaining Rumor cards together and deal them, face down, so that each player has the same number. Place any extra Rumor cards face down in the Sales Dept.
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After assembling the employee badges, place them on their matching color start spaces. Then choose which employee you'd like to be. Take the matching Personality card and place it Power-side up. See page 7 for details.
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Each player gets a Clue sheet. Secretly check off the Rumor cards you were dealt.
Do not check off your Employee pawn unless you have its Rumor card.
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Shuffle the Intrigue cards and place them to one side. See page 7 to learn when to draw an Intrigue card.
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Weapons: Place the weapons in the Sales Dept. Roll the dice. High roller goes first.
The weapons are: World's Best Boss Coffee Mug, Poisoned Pretzel, Dundee Trophy, Bicycle Chain, Mr. A. Knife, Ream of Paper, Nunchucks, Rabid Bat, and Bacon Grill.
Turn
On your turn, move around the office and Start a Rumor to try and find out what the other employees know by learning which cards they have in their hands. When you think you know what cards are in the envelope, head to the Sales area and Make An Accusation.
- Move — Roll the dice. Every turn.
- Start a Rumor — "I think it was..." Only if you're in a room.
- Make an Accusation — "It was..." Once per game, in the Sales Dept.
Moving
There are two ways to move.
Roll the Dice
Roll the dice. Move up to the sum of the two dice. If one of the dice shows a Question Mark, immediately draw an Intrigue card.
Use a Secret Passage
If you're in a Room with a secret passage (Annex, Warehouse, Parking Lot, or Break Room), you may use it to move to the connected room.
If You Move to the Sales Dept.
If you move to the Sales Dept., you may either:
- Look at any or all face down Rumor cards, or
- Make An Accusation (see page 6).
Rules to Moving
- You do NOT have to use your full move.
- You may NOT re-enter a Room you left during that turn.
- If you land on a space with a Question Mark, STOP MOVING and draw an Intrigue card.
- On your turn you must move out of a room unless you were moved there during a Rumor (see page 5).
- You may move horizontally or vertically but NOT DIAGONALLY.
- If you enter a Room, STOP MOVING.
- You may pass through, but not end on, a space occupied by another player.
Rumor
Start a Rumor
By starting a rumor, you try to determine which three cards are in the envelope.
If after moving, you are in a room (not in Sales), you may Start A Rumor. To start a Rumor name an Employee, a Weapon and the Room you are in. Move the employee's badge and Weapon into the room with you (if they are not already there).
Example: You're Pam and you enter the Kitchen. You start a Rumor: "I think Dwight "murdered" Toby with the Nunchucks in the Kitchen." Move Dwight's badge and the Nunchucks into the Kitchen.
Proving a Rumor True or False
As soon as you've started a rumor, the other players try to prove it false. The first to try is the player to your immediate left.
If that player has one of the named Rumor cards in his hand, he shows it to you and only you. If the player has more than one of the cards named, he selects one (just one) to show you. Check this card off on your Clue sheet – this proves the card is not in the envelope. Your turn is over.
If the player to your left has none of the named Rumor cards, then the next player to the left tries to prove your rumor false. And so on.
If no one can prove your Rumor false, your turn is over.
If You Were Moved Into a Room as Part of a Rumor
If the Employee you are playing was implicated in the rumor and your badge was moved into the room from somewhere else, you may draw one Intrigue card for the inconvenience.
If your Employee was already in the room, or an Employee not controlled by a player was moved, then no card is drawn.
Accusation
When you think you've figured out which three cards are in the envelope, go to the Sales Dept. to Make An Accusation.
Once you get to the Sales Dept., you accuse an Employee, using a Weapon, in a Location: "I accuse Stanley of 'murdering' Toby with the Poisoned Pretzel in the Break Room." Then, secretly look at the cards in the envelope.
Winning
You win the game if your Accusation is correct – that is, if you find in the envelope all three of the cards you named. When this happens, take out the cards and show everyone.
If Your Accusation Is Wrong
- Secretly return the three cards to the envelope.
- You do not make any more moves in the game, and cannot win.
- You continue to try to prove your opponents' rumors false by showing cards when asked.
- Your badge can still be part of a Rumor, but you no longer draw Intrigue cards.
Intrigue Cards
There are two types of Intrigue cards.
Clocks. There are 8 Clock cards in the Intrigue deck. The first 7 do nothing. If drawn, place the card face up underneath the board so all can see how many Clock cards have been drawn. If you draw the 8th Clock card, however, your employee has been removed from the game and cannot win the vacation!
Keepers. If you draw a Keeper, you get to keep it. These good cards reflect Michael Scott's game changing whims and are used in different ways throughout the game. You can have and play as many Keepers as you like in any turn.
Three Ways to Draw Intrigue Cards
- Roll a Question Mark: You MUST draw a card.
- Land on a Question Mark: You MUST draw a card.
- Moved to a room as part of someone starting a Rumor: You MAY draw a card.
Drawing the 8th Clock Card
If you draw the 8th Clock card, you are out of the game. Place your cards face up where all players can see them. You no longer play in the game or draw any Intrigue cards. However, your badge can still be part of a Rumor.
Return the 8th Clock card to the draw pile of Intrigue cards, even if it is the only card left in the draw pile. This means that the 8th Clock card can be drawn again and again.
Note that it is possible for all of the Employees to get eliminated by the murderer and no one wins.
Personality Cards
The POWER SIDE shows a power that that Employee has. (The printed text reads "a power that that Employee has"; reproduced as printed.) This power is useable once per game. After you use it, turn the card over to the Personality side.
The PERSONALITY SIDE gives some information about that Employee but has no effect on the game.