Strategies for Clue
Once you get into the intricacies of the game of Clue,
you can develop various strategies to help you play
effectively and win the game. The goal of Clue is to deduce
the outcome using logic, fate and even strategy before any
of your opponents can do the same. Young children may not
appreciate the strategy aspect of the game; however, adults
may quickly get swept up trying to internally strategize and
figure out ways to trick and persuade fellow players to
follow their game plan. A few Clue strategies are listed below. You can either follow these strategies or
develop a few of your own:
- Clue Strategy #1: A player may lure another
player's character or pawn into the room, deleting the
need to roll the die to move their pawn or character
into that particular room. Each player should be aware
of what the other players are doing in order to avoid
falling for these types of tricks.
- Clue Strategy #2: In the alternative from
Strategy number 1, if it is clear that one player wants
to go to a certain room, other players can sabotage that
player’s effort by pulling his/her character/pawn to
other rooms, preferably far away from where they are
trying to go.
- Clue Strategy #3: If no one has a card to
disprove a suggestion, that can mean that either that
particular player guessed one card correctly, guessed
two cards correctly, or wants to confuse his or her
opponents by suggesting three of their own cards. Always
be careful of putting too much weight on what other
players guess. This is one of the sneakiest ways to
confuse an opponent.
- Clue Strategy #4: If it is obvious that one
of your opponents are eliminating rooms and weapons and
suspects by repeating two of the same each time and just
inserting a new person or room for example, the other
players may be able to determine that the player in
question is up to something, and they may therefore be
able to figure out the cards this player has seen.
- Clue Strategy #5: Each time a card is shown,
record each accusation with a unique number. For
example, suppose that Freddy is asked about Miss Scarlet
with the rope in the Library. If Freddy has none of
these, put a FX next to them on the detective pad. If he
shows one card then mark the detective pad with a F1 (or
a F2 if there is already a F1 etc...). As the game
progresses, you should be able to eliminate options and
therefore you will be able to figure out what card
Freddy has shown. This may sound a bit complicated at
first, but once you practice it a few times you will
find it can be a great advantage in the game of Clue.
Clue Tips and Warnings
Below are a few additional tips to help with the play of
the game of clue:
- A character pawn may be moved forward and sideways
on the same turn, but it cannot land on the same space
twice in the same turn.
- Only one character pawn may occupy a single space at
a time, however two players may be in the same room at
the same time.
- No player is allowed to enter and exit the same room
on the same turn.
- A pawn character can not enter a room through the
doorway if another character pawn is blocking the
doorway space, however this rule is often ignored in
most home games.
- Do not count the doorway itself as a space as the
doorway is simply like a real doorway, a place to pass
through.
- Any player may use a Secret Passage on their turn
instead of rolling the die if they start the turn in one
of the rooms that contain a secret passage. A suggestion
may be made after the character is moved if the player
so desires.
- Players are required to leave a room and re-enter it
to make a new suggestion.
- There is never a limit to the number of suspects and
weapons that may be located in a room at one time.
- Any player may make a suggestion followed by an
accusation on the same turn, as long as it is their
turn.
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