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Parker Brothers Clue Classic Detective Game Instruction Manual

Parker Brothers Clue Classic Detective Game Instruction Manual

Classic detective game

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Object
Mr. Boddy— apparently the victim of foul play— is found in one of the rooms of
his mansion. To win, you must determine the answers to these three questions:
Who done it? Where? and with What Weapon?
Equipment
Clue ® Game Board: This shows nine rooms in Mr. Boddy' s mansion
6 colored tokens, each representing one of the Suspects:
Colonel Mustard— yellow; Miss Scarlet— red; Professor Plum— purple;
Mr. Green— green; Mrs. White— white; and Mrs. Peacock— blue
6 miniature weapons: Rope, Lead Pipe, Knife, Wrench, Candlestick, Revolver
Pack of cards: One card for each of the six Suspects, six Weapons and nine Rooms
Pad of detective "notebooks" to aid in your investigation
Confidential "Case File" 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 token(s) onto the appropriate name(s)—
they might, after all, be involved in the crime, and they must be on the premises!
2. Place each of the weapons in a different room. Select any six of the nine rooms.
C
D
LASSIC
ETECTIVE
For 3 to 6 players / Ages 8 to adult
Rules ©1986 Hasbro, Inc. Printed in U.S.A.
G
AME

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Summary of Contents for Parker Brothers Clue Classic Detective Game

  • Page 1 2. Place each of the weapons in a different room. Select any six of the nine rooms. ETECTIVE Rules ©1986 Hasbro, Inc. Printed in U.S.A.
  • Page 2: Game Play

    3. Place the empty envelope marked “Case File CONFIDENTIAL” onto the “X” in the center of the board. 4. Sort the pack of cards into three groups: Suspects, Rooms and Weapons. Shuffle each group separately and place each face down on the table. Then— so no one can see them—...
  • Page 3 you in a room. If this happens, you must wait for someone to move and un-block 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—...
  • Page 4 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 door, move it into that room so that other players may enter. Winning You win the game if your Accusation is completely correct—...

This manual is also suitable for:

Clue