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Top 73 · #14 of 54 in Family

Clue / Cluedo

Deduce the one suspect, weapon and room hidden in the murder envelope by moving through the mansion, making suggestions and crossing off cards other players reveal. This entry covers Hasbro product 38712, with 13 red Bonus cards and four side cards for two-player play.

My collection
👥 2–6 players (best with 4·5)🔞 age 8+⏱️ 40–40 min🎯 weight 2/5
FamilyDeduction & bluffing

Rules

Deduce the one suspect, weapon and room hidden in the murder envelope by making suggestions in rooms and crossing off cards other players reveal.

Edition: Hasbro product 38712 Korean edition (©2017 booklet, 13 Bonus cards)Rulebooks cross-checked · owner reviewed

Identify this edition first

This guide covers Hasbro product 38712. Alongside the 21 black CLUE cards it has 13 red Bonus cards, and White is one of the six suspects.

ComponentQuantity
Gameboard, murder envelope, detective notepad1 each
Character tokens, weapon tokens6 each
Black CLUE cards21: 6 suspects, 6 weapons, 9 rooms
Red Bonus cards13
Dice2

Do not mix editions

Later editions may remove these Bonus cards or replace White with Dr Orchid. The room names and two-player setup below are specific to product 38712.

Build the case and set up

?Suspect?Weapon?Room
One of each into the envelope
???
Secretly put one suspect, one weapon and one room into the murder envelope. Those three cards are the only solution for this game.
  1. 1Put all six character tokens and all six weapon tokens in the centre, even with fewer than six players. Take the character token matching your chosen colour.
  2. 2Separate the black cards into suspect, weapon and room piles. Shuffle each and put its top card into the murder envelope without looking.
  3. 3Shuffle all remaining black cards together and deal as evenly as possible. Put any leftovers face up beside the board.
  4. 4Mark your own cards and the face-up leftovers on your detective sheet. Mark every card you are shown later.
  5. 5For the Bonus-card game, shuffle the 13 red cards and place them on the red question-mark space. Leave them out for classic play.

Your turn: move, enter, suggest

Roll and move
Stop when you enter a room
1Three-part suggestion1Three-part suggestion1Three-part suggestion
Starting left, show one card
?Starting left, show one card
Once you enter a room, stop moving and make one suggestion containing that room, one suspect and one weapon.
  • Everyone rolls both dice; the highest roll starts, then play goes clockwise.
  • Move horizontally or vertically through corridors, forwards or backwards, but never diagonally. You do not need an exact roll to enter a room; discard extra movement.
  • If you stop on a red question-mark space, draw the top Bonus card, follow it and discard it. You may pass the space and keep moving towards a room instead.
  • If another player's suggestion moved your token into a room, you may make a suggestion there on your next turn without rolling.

Move the named pieces

Bring the suggested suspect token and weapon token into your current room, whoever owns that character. They remain there after the suggestion is resolved.

How a suggestion is disproved

Scarlet · Rope · Garage??Scarlet?Rope?Garage
Check from the left
?None: next player?Show exactly one
Stop after one card is shown
Start with the player on the suggester's left. Even if they hold two matching cards, they privately show exactly one. Stop as soon as one player disproves the suggestion.
  1. 1The player on the suggester's left checks whether they hold any of the named suspect, weapon or room cards.
  2. 2If they hold one or more, they choose exactly one and show it only to the suggester.
  3. 3If they hold none, they say they cannot disprove it and the next player checks.
  4. 4The process ends when one card is shown or everyone fails to disprove it. Record what you learned.

Suggest a card you own

Including one of your own cards can hide what you already know and make the table's response to the other two items more informative.

Secret passages and rooms

  • At the start of your next turn in a room with a secret passage, you may move directly to its connected room without rolling.
  • Stop and make a suggestion in the destination room. You cannot continue into a corridor or another room in the same turn.
  • As with entering by dice, any unused movement ends when you reach a room.

Final accusation and elimination

Board centre
Accuse, then check alone
???
All match: winAny mismatch: out
Reach the centre, state your final accusation, then check the envelope alone. All three correct wins; any mismatch eliminates you.
  • When you have a final suspect, weapon and room, reach the centre and announce the accusation before checking the envelope privately.
  • If all three cards match, reveal them and win immediately.
  • If any card differs, return all three without revealing which part was wrong. Keep your hand secret.
  • An eliminated player no longer moves, suggests or accuses, but must still show one matching card when able to disprove another player's suggestion.
  • If every player makes a wrong final accusation, the case is unsolved; reveal the envelope.

Two-player or team gameNo Bonus cards

Four side cards????Inspect a different one after a failed disproof
Deal the rest to two players or teams
??Player A??Player B
×No Bonus cards
After filling the envelope, place four black cards face down beside the board before dealing the rest.
  1. 1Complete normal setup steps 1 and 2. Shuffle the remaining black cards, then place the top four face down in a row beside the board.
  2. 2Deal the rest between the two players or teams. Do not use the red Bonus cards.
  3. 3Whenever the opponent or opposing team cannot disprove your suggestion, secretly inspect one side card you have not seen and return it face down to the same position.
  4. 4Inspect a different side card each time; remember their positions to avoid looking at the same card again.
  5. 5All other movement, suggestion and accusation rules are unchanged.

Frequently asked questions

Q. Can I keep making suggestions after a wrong final accusation?

No. You are eliminated and stop moving, suggesting and accusing. Keep your cards hidden and continue showing one when you can disprove another player's suggestion.

Q. Do I need the exact roll to enter a room?

No. Enter as soon as you reach the doorway and discard any unused movement.

Q. If I hold two matching cards, do I show both?

No. Choose exactly one and show it only to the suggester.

Q. What if another player's suggestion moves my token into a room?

On your next turn you may suggest immediately from that room without moving, or roll and leave normally.

Q. Are Bonus cards used with two players?

No. Use the four face-down side cards instead, inspecting a different one whenever your opponent cannot disprove a suggestion.

💡 Master tip

Include one card you hold in a suggestion to hide what you already know while reading the table’s response to the other two items. Record who could not disprove each suggestion, and make a final accusation only after all three parts are certain.

Ready for something heavier

If this one has gotten too easy, try these — same feel, one step up in weight.

Tools you can request

Not built yet. Let us know if you want one — it goes on the list.

Digital detective sheet

Track revealed cards and automatically flag candidates no player appears to hold

Private accusation checker

Check the three murder-envelope cards without revealing them to the table

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