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She is represented by a pink token. The weapon icons are typically made of unfinished pewter except the rope, which may be plastic or string ; special editions have included gold plated, brass finished and sterling silver versions.
There are nine rooms in the mansion where the murder can take place, laid out in circular fashion on the game board, separated by pathways overlaid by playing spaces.
Each of the four corner rooms contains a secret passage that leads to the room on the opposite diagonal corner of the map. The centre room often referred to as the Cellar or Stairs is inaccessible to the players, but contains the solution envelope, and is not otherwise used during game play.
Coloured "start" spaces encircle the outer perimeter which correspond to each player's suspect token. Each character starts at the corresponding coloured space.
At the beginning of play, three cards—one suspect, one room, and one weapon—are chosen at random and put into a special envelope, so that no one can see them.
These cards represent the solution. The remainder of the cards are distributed among the players. In older versions, play begins with Miss Scarlett and proceeds clockwise.
The objective of the game is to deduce the details of the murder, i. There are six characters , six murder weapons and nine rooms, leaving the players with possibilities.
As soon as a player enters a room, they may make a suggestion as to the details, naming a suspect, the room they are in, and weapon.
The tokens for the suggested suspect and weapon are immediately moved into that room, if they are not both already present. Suggesting an opponent's token is a legitimate board strategy; likewise the weapon icons, though esoteric.
A player may even suggest himself or herself as the murderer and may include cards in their own hand. Once a player makes a suggestion, the others are called upon to disprove it.
If the player to their left holds any of the three named cards, that player must privately show one and only one of the cards to them.
Otherwise, the process continues clockwise around the table until either one player disproves the accusation, or no one can do so.
A player's turn normally ends once their suggestion is completed. A player who believes they have determined the correct elements may make an accusation on their turn.
The accusation can include any room, not necessarily the one occupied by the player if any , and may be made immediately following a suggestion.
However, the other players can move their token into rooms when making suggestions and they must continue to privately show cards in order to disprove suggestions.
A player who makes a false accusation while blocking the door to a room must move into that room so others can enter and leave.
If all players except for one player have made an incorrect accusation, the remaining player automatically wins. If a player's suggestion has brought another player's token into a room, the second player may make their own suggestion in the room when their turn comes up, if desired.
If not, they may move out of the room, and if able to reach another room, make a suggestion therein, as usual. In the American version, players are not allowed to make suggestions repeatedly by remaining in one room; if they wish to make a second suggestion, they must first spend a turn out of the room.
The first opportunity is in choosing the initial playing piece. Peacock has an immediate advantage of starting one-space closer to the first room than any of the other players.
Professor Plum can move to the study, and then take the secret-passage to the Kitchen, the hardest room to reach.
This has been eliminated with the implementation of the high roll rule in modern versions. The next opportunity is choice of initial rooms to enter.
Again Mrs. Peacock has an advantage in that she is closest to the Conservatory, a corner room with a secret passage, enabling a player on their turn to move immediately to another room and make a suggestion after rolling the dice.
Miss Scarlett has a similar advantage with the Lounge. Making as many suggestions as possible maximises how much information a player can gain, which is advantageous.
Therefore, moving into a new room as frequently as possible is one way to meet this goal. Players should make good use of the secret passages. Separate cards into suspect, weapon and room category.
Face them down. Randomly take 1 card from each category and put the 3 cards into murder envelop or somewhere hidden. Other murder-unrelated cards normally 18 are shuffled and distributed to all players.
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Publisher: Marmalade Game Studio Ltd. Share Embed. Add to Cart. Bundle info. The detective sheet should always be kept private from other players.
Next, each player picks a character to play with. To start the game, Ms. Scarlet always goes first, then play goes clockwise. On a player's turn, they start by rolling 2 dice and moving that number of spaces in any direction.
If they enter a room on their turn, they can guess who they think the murderer is, what the murder weapon was, and where the murder took place.
Players must guess the room that they're currently located in. For example, the player might say out loud, "I think it was Mr.
Green in the study with the candlestick. Then the player on their left must show them one card from their hand if they have a card that matches one of the things the player guessed.
Once the guessing player is shown a card, they check that card off of their detective sheet and then the player to their left goes next.
Players continue to make guesses and narrow down the possibilities until they've solved the murder. Once a player feels confident they've solved it, they can enter the room where they think the murder took place and make an official accusation by saying the name of the murderer, the murder weapon, and the room out loud.
Then that player opens the envelope and checks the 3 cards inside without the other players seeing. If their accusation was right, they win the game!
If they're not right, they lose the game and play continues with the other players. To learn how to win the game, keep reading!
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Article Summary. Part 1 of Roll the dice or use a secret passage to move your character token each turn.