Set-Up
There are six characters, and each character (Scarlet,
Mustard, Peacock, Green, White, Plum) of the game needs to be placed in the
small square in the center.
Then each player takes a character that has not already been
taken by another player.
After that, players need to sort the cards by type (there
are three types of cards) and shuffle each pile couple time with facedown.
Without looking at the cards, take one character card that
is going to be the suspect, one weapon card (there are 6 weapons: Wrench,
Candlestick, Dagger, Pistol, Lead Pipe, and Rope), and one room card (there are
9 rooms: Bathroom, Study, Dining Room, Game Room, Garage, Bedroom, Living Room,
Kitchen, Courtyard), and slide them into the envelope.
Then pass out the rest of cards one-by-one clockwise to the
players until all cards are passed out.
Players can also have a detective notebook (shows above) to
help them eliminating all the false possibilities. Don’t let other players see
your notebook once the game start.
Start Play
Each player rolls two dices to determine who goes first. After
find out who is first, and turns continue clockwise around players.
Players can only move horizontally or vertically; players
can also stay at the same position.
There are also some secrete passage that allows players to jump
from one room to others that requires only one move.
Strategies:
First, players need to look at their own cards and mark the
cards on the detective notebook to eliminate the false possibilities.
Each turn, when a player asks a combination of cards (Who?
What? Where?) mark them down to the second column. If the left-side player of
the player has one of the three cards, he or she must show the card to the
player. Otherwise, suggestion continues clockwise around players. If any player
showed a card to the player, and other players can guess one of the three cards
is not in the envelope.
Player can ask card on his or her own hand, too. This is a
good strategy to eliminate false possibilities. For example, if one player has
Study and Wrench, but not Green. Then the player can ask who has Green, Wrench,
and Study. In this case, if anyone shows the player a card, then the player can
eliminate the Green. Otherwise, the Green must be in the envelope.
In some case, the player rolls two dices, but the player gets
a smaller number and cannot reach into one of the rooms. The player should try
to reach the Question Mark to get extra helping card. Some helping cards are
very helpful.
Win/Lose
By repeating those steps show
above, if a player thinks that he or she solved the case by eliminating all the
false possibilities, the player needs to wait until his or her turn to roll the
two dices to move his or her character back into the start place (where is in
the center).
After reach to the start place, the
player says the combination of three cards. Then the player can open up the
envelope and confirm with his or her own answer. If the player has the right answer,
then the player wins. Otherwise, the player loses, and secretly replaces the
three cards back in the envelope without revealing them to other players. The game
continues among other players.
This is a great game for someone
who enjoys thinking things out. If anyone has time, I would recommend the game
to you.
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