Do you just use one column on the sheet, or are you like me, marking down everyone’s answers to everything as well as what you’ve shown across all the columns?
Which is your favorite piece to play? Any other stuff you want to share?
I used to write down all the answers and make deductions from that mass of information.
However this can cause mild irritation with players who don’t understand what you are doing. :eek:
I found it disappointing if the next player had your location, since then you had to move immediately.
House rule at my house: you must speak in character, preferably with an accent. Miss Scarlett & Colonel Mustard have southern accents in my head, & everybody else sounds vaguely British. I am always Mrs. Peacock, who is something of a prude & a raging alcoholic.
I always note all the questions and answers. This is a huge advantage over anyone that does not.
We rolled to see who would go first. I thought that was actually in the instructions.
I believe one of the player actually would have a slight advantage due to starting position, but without looking at the board, I do not recall which one. This might also be a matter of preferences, as with Risk where some love to start with Australia and others prefer to try to grab North America.
House Rules, like Monopoly will really change game-play. I haven’t play very often in years, but it was one of my favorite games.
I have Clue Master Detective, with the four new suspects introduced in the VCR game (which I also have).
Clue Master Detective also has a silly rule that with a suggestion, you don’t stop at the first player to your left to have a contradictory card - you go around the entire table and get everyone’s contradictory card. Even considering the bigger board, more cards, etc., I think that’s a load of hooey!
What? I’m not shouting! All right! I’m shouting! I’m shouting!! I’m…
When I play Clue I try to minimize the impact my cards have on other players’ scoresheets. I try to make a mental list with the cards I have in my hand, and I always reveal the highest possible card on that list. If possible, I try to reserve one card of each type (weapon/room/culprit) that I will not reveal under any circumstances unless it is the only card I can reveal. I rank those 3 so that if the only cards I can reveal are among the three “keepers” I can still have a chance of holding on to a card that nobody has seen yet. The longer it takes the players to see my “last resort” card, the longer it takes them to make an accusation.
I don’t create the list all at once. It evolves as the game is played and I’m forced to reveal cards. My last resort card usually turns out to be picked from among the card types I am holding the most of, but will almost never be a room card because I like to use the rooms strategically to force other players into areas they can’t make any progress by making a suggestion in.
Also, if I get the sense that a particular character is narrowing in on my last resort card, I will use their name in a suggestion whenever I can, and I will try to move them into rooms that I am holding the card of, so they can’t make meaningful progress with a suggestion. Even if it slows me down a bit, usually it slows them down more.
I use a single column, but in the box for each person/weapon/room I write the initial of the person who showed me the card, so I can keep track of who has what.
And just to brag a little, my wife and I were playing Clue with our grandson one night recently and I nailed it on the very first turn. Nobody else even got to play!
He made a suggestion that happened to be correct. It’s mathematically possible, but I thought you couldn’t make an accusation in the same turn that you made a suggestion.
My family is “lethal” at Clue. We all keep detailed notes–it’s expected.
We have been known to play double Clue (at least one item is doubled–two culprits, two weapons, two crime scenes). This is easiest with a non-player’s help but you can accomplish it yourselves by drawing two each of weapons, people and rooms, mixing the cards and then removing one.
Tactics that are fun: “Suspect” three cards that you have in your own hand. Then make furious notations when nobody can prove you wrong. When you can do it without hurting your own game, repeatedly suspect an item that you know is in another player’s hand. Make detailed notations in an attempt to lure others into wasting a turn or drawing incorrect conclusions.
We all have our preferred characters but we roll for starting position since there are definitely advantages in terms of rapid access to “key” rooms.
We also usually play with this house rule: If you are suspected twice in a row you have the option of moving to the new room or refusing to move. This was implemented after a particularly viscious game in which Colonel Mustard was suspected by others on every turn just because we could.