Clue (or "Cluedo" in the UK, where it was invented) is a game where players try to figure out the three main facts of a murder: the murderer, the location of the murder, and the murder weapon. They do this by having their characters run around a mansion and gather evidence.
Here are the basic rules of Clue. (For some strategy tips, check out How to Win at Clue.)
Players: 3 to 6
Contents: Clue game board, six suspect tokens, six murder weapons, 21 cards, secret envelope, one die, a pad of detective notebook sheets.
Goal: To correctly name the murderer, murder weapon, and murder location.
Sort the cards by type and shuffle each pile face-down. Without looking, take one suspect card, one weapon card, and one room card, and slide them into the secret envelope.
Shuffle the rest of the cards together, and deal them clockwise to the players until all cards are dealt.
Place the murder weapons in rooms randomly, no more than one per room. Some modern versions of Clue assign the weapons to specific rooms.
Place the suspect tokens on the assigned starting squares.
Each player takes the closest suspect token that has not already been chosen by another player, and the game begins.
Miss Scarlett takes the first turn, and turns continue clockwise around the table.
On your turn, roll the die, and move your playing piece that many spaces on the yellow squares.
You can move only horizontally or vertically, never diagonally, and can't enter a space or doorway you have already entered this turn.
You can move through a doorway to enter a room, but this ends your movement.
You can't move through a yellow space occupied by another player, but multiple players can be in the same room.
If you start your turn in a room with a secret passage, you can use the secret passage instead of rolling the die.
This will put your character in another room across the board, ending your movement.
If you end your movement in a room, you get to make a suggestion. To do this, name a suspect, a murder weapon, and the room you just entered. For example, if you just entered the lounge, you might say, "I suggest the crime was committed by Colonel Mustard, in the lounge, with a dagger." The named suspect and murder weapon are both moved into your current room.
The player to your left must disprove your suggestion by showing you one card from her hand that matches your suggestion. If that player can't do so, the player to her left must disprove your suggestion by showing you one card from his hand. This responsibility passes clockwise until someone shows you a card, or until all players have passed.
If someone shows you a card, you should cross it off on your detective notebook as a possibility. Any cards you hold should also be crossed off as possibilities. Don't let other players see your notebook.
Your piece might be moved into a room on another player's turn because your character is suggested as a suspect. If this happens, instead of rolling the die or taking the secret passage on your next turn, you can simply make a suggestion in your current room.
In all other cases, you must start your turn by rolling a die or taking a secret passage. You cannot stay in the same room to make suggestions.
If you think you have solved the case by eliminating all the false possibilities and have not just had your suggestion disproved this turn, you can end your turn by making an accusation. Announce that you are making an accusation, and state your final guess of the murderer, the murder weapon, and the murder location.
Once this is done, secretly look at the three cards in the murder envelope. If you are correct, lay the cards face-up on the table, proving to all players that you have won the game.
If you are wrong, you lose the game! Secretly replace the three cards back in the murder envelope without revealing them. Your turn is over, and you are now eliminated from the game.
You no longer take any turns, but must stay at the table to disprove the suggestions of others. If your piece is blocking a doorway, it is moved into the room.