Wednesday, July 8, 2009

Clue Deux

So my friend Chris texted me yesterday with a mission. He said, "Reinvent the game Clue so it's fun." For a long time, I had a grudge against Clue myself, as I tended to play with my sister, and she has a knack for getting the exact answer right on the first guess of the game two games in a row... WHAT ARE THE ODDS?! *Ahem - ok, I'm better now. Anyway, for multiple reasons, I decided to give it some thought, and here's a variant I came up with late yesterday.

Clue Deux

-Rules of the original Clue apply unless specifically stated otherwise here.

-Before the game, randomly deal out a weapon card to each player. Players take the weapon token. This is their starting weapon for the game. Collect the weapon cards, and distribute hands as in the original game.

-On your turn, after movement, you may attack another player if you are in the same room, or one square away orthagonically from each other on the game board. Movement and weapon effects are determined by a two six-sided dice roll, rather than one used in the original Clue.

Attacking a player:

-When attacking a player, roll two six-sided dice.

9-12 = Sneak Attack - Look at a random card from that player's hand, and your weapon effect occurs on them.

5-8 = Hard Fight - Each player looks at a random card from the other's hand, and each weapon effect happens to the other.

2-4 = Clumsy Attack - You reveal a card at random to the other player, and their weapon effect happens to you.

-Weapon effects:

Revolver - Player is sent back to their start square. (Dies)

Candlestick - Roll the dice. Move the player the number shown on the roll. (Burned)

Knife - Player's next movement roll is halved. (Stabbed)

Rope - Player cannot accuse next turn. (Choked)

Lead Pipe - Room cannot be entered or left until your next turn, except by secret passage. (Bar the door)

Wrench - Player loses a turn. (Unconscious)


-After each attack, exchange your weapon with the other player's weapon.

-As noted, all other rules for the original Clue still apply, and the ultimate goal is to deduce who committed the murder, where and with what. Players may still only accuse the room in which they are standing, and accusations still move other players' tokens to that room.

So, that's what I came up with on short notice. Thoughts?

-Andrew

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