How to Play Clue

Use your brilliant deductive skills to figure out which suspicious character killed Mr. Body and how and where the murder was committed.

Round up three to six players.

Put all six colored tokens on the starting squares marked with the appropriate suspect's name. For example, the white piece belongs on the Mrs. White square.

Place the weapons randomly, one in each room.

Separate the 21 cards into three piles ' room cards, weapon cards and suspect cards.

Shuffle each pile of cards and put the top one of each type into the envelope marked "Solution Cards" without looking at them. Place the envelope on the X in the middle of the board.

Give each player a pad of detective notes and a pencil.

Put the remaining cards together and shuffle them.

Deal one card at a time facedown to each player. Players should keep their cards hidden.

Have each player choose a token. Play begins with Miss Scarlet and continues to the left. Some tokens may remain unused if there are fewer than six players.

Roll the die and move your token that number of spaces on the yellow squares. Pieces may move forward, backward or to the side, but not diagonally.

Enter or leave a room by moving through the doorway or using a secret passage found in the corner rooms. Your turn ends when your token enters a room, no matter what the die roll was.

Make a suggestion after entering a room. Move the weapon and suspect into the room your token is in and state your suspicion. For example, if you are in the library, you can move Mr. Green and the rope into the room with you and say, "I suggest that the crime was committed in the Library by Mr. Green with the rope."

Prove the suggestion true or false. Once a suggestion has been made, the player to the suggester's left checks his or her cards. If he or she holds any of the three cards (in this case the library, Mr. Green or the rope), he or she shows one only to the suggester. If the first player to the left doesn't hold any of the cards, the next player to the left checks his or her cards and so on. The suggestion is proved false once a card held by another player is shown.

Make an accusation when no player can disprove the suggestion. When you have figured out which three cards are in the envelope, announce that you are making an accusation and identify which cards you believe they are. Carefully look at the cards in the envelope making sure no other players can see them.

Win the game if your Accusation is correct. Lay the cards on the table faceup. If you're wrong, however, return the cards to the envelope and you may not move anymore. You can, however, disprove suggestions with the cards in your hand.


A player may move his or her token forward and sideways on the same turn, but he or she cannot land on the same space twice in one turn. Only one token may occupy a space at a time. A player cannot enter and leave a room on the same turn. No one can enter a room through the doorway if a token is in the doorway space. Use a Secret Passage on your turn instead of rolling the die. A suggestion may be made after the token is moved.


You must leave a room and re-enter it to make a new suggestion. Anything moved to a room as the result of a suggestion remains there and is not returned to its original location. You can make a suggestion only from the room you are naming; an accusation can be made from any location. A player may only make one accusation per game.

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