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Clue: Treachery at Tudor Mansion

Clue: Treachery at Tudor Mansion Rulebook

Table of Contents

Table of Contents

  • Quick Start
  • Object
  • Let's Play
    • On Your Turn
  • Cards
    • Narrative Cards
    • Puzzle Cards
    • Clue Cards
    • Placement Cards
  • Building the Mansion
  • How to Solve the Murder
  • Solutions
  • Hints
    • First Set of Hints
    • Second Set of Hints
    • Third and Fourth Set of Hints

Quick Start

  1. Take out the tutorial board that says, "Someone turned the lights off! Work out how to turn them back on!" Lay it on the table. Place your pawns in the centre of the board. Next, take out the Tutorial Deck from the left-hand side of the package. Place it next to the tutorial board.

    DO NOT LOOK THROUGH THE CARDS.

  2. The youngest player goes first. Move your pawn to any numbered location (nodes, as shown in the illustration in step 1) on the tutorial board, then draw the card from the Tutorial Deck that has the same number on it. The numbers represent different points of interest in the room and the cards you draw will tell you something about what you find there.

  3. Read your cards out loud to the table.

    • If it's a narrative card, it will give you information and directions to follow. There may be prompts at the bottom telling you what action to take next, don't miss them! When you've finished with these cards, discard them to the lid of the box.

    • If it's a puzzle card, it will have a puzzle piece icon in the bottom-right corner that is labelled with a letter and number. Puzzle pieces with the same letter go together. The card will also tell you how many puzzle pieces you need to solve that puzzle along the bottom edge.

      NOTE: If you don't have all the pieces to solve a puzzle, explore more nodes on the board and leave the unfinished puzzle face up on the table until you find more pieces.

      The answer to every puzzle in the game will be a NUMBER.

      When you think you've solved the puzzle and have that number, draw the matching card from the deck. If the card you pulled says SOLVED, you're correct! If the number you're looking for doesn't have a corresponding card in the deck, or if the card you pulled doesn't say SOLVED on it, you're incorrect — try again!

  4. When the first player has completed their turn, play moves to the left. The next player should move their pawn to an unexplored node and draw the card that has the matching number.

  5. The goal of the Tutorial Deck is to turn the lights on — good luck! If you get stuck at any point during the game, check the HINTS section at the back of this booklet.

STOP. PUT THE RULES AWAY AND BEGIN PLAY.

You will be prompted to return to the rules when needed.

Object

Take turns exploring Tudor Mansion as you work together to solve puzzles and gather clues to escape the mansion and crack the case. The more clues you find, the better your chances are of solving the classic whodunnit mystery: WHO killed Dr. Black, WHERE did they do it and with WHAT weapon?

Let's Play

The youngest player goes first, then turns rotate to the left.

On Your Turn

The only way to escape Tudor Mansion and solve the mystery is to explore rooms, reveal puzzles and gather clues. To do this:

  • MOVE your pawn to an unexplored number on the gameboard. Take the card from the deck that has a matching number.
  • READ your card out loud to the group. If there are any actions listed on it, do what it says. If it's a puzzle, lay it on the table for everyone to see until you find all the pieces needed to solve it. For more information about the different types of cards you'll encounter, see Cards.
  • SOLVE any available puzzles on the board with the help of your fellow players.
  • PASS your turn to the player on your left if there's nothing left to do.

NOTE: When a turn ends and the next begins is somewhat fluid in this game — do your best to keep track of who performed the last action. One way to do this is to remember who last moved their pawn to an unexplored node.

Cards

Throughout the game, you'll encounter several different kinds of cards.

Narrative Cards

Most of the cards will be narrative cards that tell you pieces of the story and direct your actions while you play. Read these out loud and do what they say. If any card has a no-entry symbol, discard it to the lid of the box when you've finished.

Puzzle Cards

Puzzles often consist of multiple cards that can be anything from word play problems to visual riddles that you have to piece together. Every puzzle card will have a puzzle-piece icon in the corner with the letter assigned to that puzzle, and a note about how many pieces are needed to solve it.

Solved puzzles will unlock new items, locations and clues and are the key to advancing through the game.

NOTE: If the puzzle piece icon on a card is empty, that card is an item and should be kept out for the entire game.

Keep puzzles face up where everyone can see them and do not discard them until another card instructs you to.

Remember, all the solutions for puzzles are NUMBERS. When you think you've discovered the right number to solve the puzzle, look for that card in the deck.

  • If you don't find the card in the deck, it means you were incorrect and you'll have to try again.
  • If you do find it, you should see SOLVED at the top of the card.
  • If you DON'T see SOLVED at the top, you've pulled the wrong card; put it back in the deck and attempt to solve again.

NOTE: If you get stuck on a puzzle or room and cannot move on, see Hints at the back of this booklet and find the hint that corresponds with the puzzle piece letter/number you're stuck on.

Clue Cards

Clue cards are kept for the entire game. Every Clue card will have a spyglass icon in its lower-right corner. These cards aren't used to solve puzzles, but will help solve the final mystery at the end of the game.

Keep them face up on the table where everyone can see them.

Placement Cards

Placement cards change the board and add additional numbered locations for you to explore. When instructed by the game to do so, you'll find these cards in the deck and place them on the board. Line up the art on the card with the art on the board.

Any players that were at a location under the card should be placed on top and lose access to any unexplored locations under the new card. You may now explore the new, RED location.

Building the Mansion

The gameboard grows as you play and unlock new rooms in the mansion. When the game tells you to take a board out, find it in the box and place it beside the other rooms in the game. Similarly, when instructed, find new decks of cards in the box and add them to the game by unwrapping them and placing them under your current deck. Do not look through the decks, and do not shuffle any of the cards.

The starting rooms of the mansion are, from northwest to southeast: Conservatory, Billiard Room, Study, Cellar, Lounge, Hall and Kitchen.

How to Solve the Murder

At the end of the game, you will have to decide as a team: who killed Dr. Black, with what weapon and where? Use all of the clues and evidence you've gathered during your escape to make a final decision.

  • Look at different rooms or nodes you may have missed. Take your time to do so.
  • Lay out the Clues you've found in the rooms they were found in to create a full picture of the murderer's path through the mansion.

Once you think you've solved the mystery, make your accusation. Then open the solve packet to find out if you were right.

Solutions

This table is printed upside-down in the booklet, so it can only be read on purpose.

Puzzle NumberCard Number
A8
B147
C195
D167
F209
G247
H283
J365
K367
M483
N451
P372
T201
X362
Y5

Hints

First Set of Hints

Puzzle NumberCard NumberHint
A12It's really dark in here. Remember, you need three pieces to solve this puzzle.
Y16You need something that lights up to help you see!
B1103This gold key is so striking… it may have a matching lock somewhere in the room.
C1120These books look important, Black certainly has deep pockets. Could he have kept notes about them somewhere?
D1118Overlapping the pieces of armour in different positions seems to change what you see.
F1269The gardener seems moody, better hold on to this just in case though. It could be vital.
G1132Those who dance the waltz must follow the lines.
H1225A silver key likely fits in a silver lock. Hmm, are there any doors around here?
J1335Be sure to follow this very red maze from the outside in and note what darts you pass.
K1375Before you hit the cue ball, there were ten balls on the table.
P1370Stress makes it hard to focus. Try playing some darts to relax before you keep looking for the key.
X1360Taking inventory requires careful attention to detail, be sure to look carefully at every room.
M1400Lining the wire cards up correctly is key to solving the equations.
N1430The vintages on some of these bottles seem absurd, and why are some numbers underlined?
Q1100It's so dark in the chimney but a fire is out of the question to light it up.
R1130It may not be a good idea to stick your hand under that desk without being able to see better.
T1200Poor plant, if only you had something to hold water in.
U1260Where did that torch go?

Second Set of Hints

Puzzle NumberCard NumberHint
A25A new perspective is often just what you need. You can rotate cards to line up and connect images.
B2145The key for this lock is probably nearby. When you find it, match up the cipher to solve the puzzle.
C2117Stack the shelves carefully, lining everything up matters when organising books!
D2165The etchings don't look decorative. When they line up the right way, they may spell something out.
F2261These two ingredients together may be good to use on a dying plant.
G2232On such a dark night, the moon must be shining brightly. It would be nice to let it's glow in.
H2290What a weird red rug, Black certainly had questionable taste in décor.
J2336What do the darts say as you make your way from the top to the bullseye?
K2379Which ball did you pot? Make a note of that number!
P2369Every key fits a lock, this one may not go to a door though.
M2452Check the fuse box for a clue as to what order you should trace the wires.
N2445These symbols almost look like they could be on the label of a wine bottle.
T2276The watering can is a tool, much like the torch, and its cipher works the same.

Third and Fourth Set of Hints

Puzzle NumberCard NumberHint
A35When you connect the wire cards by lining up the art, do you see a number?
C3116If you could track down a note, you may be able to make sense of the colours of the books.
D3166Read the words from top to bottom, left to right.
F3265A salt water solution could be good for slowing down a plant's growth.
K3383You're a good shot, that's another ball off the table.
M3465Even Tudor Mansion isn't so old that you can't find a calculator, use one on a phone if needs be.
Puzzle NumberCard NumberHint
C4192The highlighted words appear to be significant.
F4268Water and alcohol would just cancel each other out.
K4387Three down, wow. What order did you pot them in?