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Clue: Supernatural

Clue: Supernatural Rulebook

Table of Contents

Table of Contents

  • The Case File
    • Who?
    • What?
    • Where?
  • Set-Up
  • The Game Basics
    • How to Win
    • How to Play
  • How to Win
    • Make an Accusation
    • Were You Right?
    • What if Everybody Guesses Incorrectly?
  • Intrigue Cards
    • Three Ways to Draw Intrigue Cards
    • Drawing the Eighth Demon Card
    • Roll Too Low to Enter a Location? Grab an Intrigue Card!
  • 2-Player or Team Rules

The Case File

One of the main characters has been possessed by Abaddon and opened a gateway to Hell. It is up to everyone to hunt down who has been possessed, what mystical object was used to open (and can close) the gateway, and where it was opened.

To win the game you must find out three things:

  1. Who performed the ritual?
  2. What mystical object was used to open the gateway?
  3. Where was the gateway opened?

Who?

Meet the Suspects. One of these six characters has been possessed by Abaddon. You must find out who.

The six suspects are: Bobby, Castiel, Charlie, Dean, Sam and Crowley.

What?

Check out the Objects. One of these mystical objects was used to open the gateway. You must find out which one.

The six mystical objects are: John Winchester's Journal, Ruby's Knife, Four Horsemen Rings, Revolver, First Blade and Demon Tablet.

Where?

Take a peek at the Locations. The gateway is in one of these Places. You must find out where.

The nine locations are: Pacific Northwest, Rocky Mountains, Great Lakes, Mid-Atlantic, West Coast, Great Plains, Southwest, Southeast and New England.

Set-Up

  1. Place all six suspect movers and all six mystical objects in the center of the board (even if there are less than six players).

    • Choose a character from the suspect list to play as. You will use your character's matching mover to move around the game board.
    • Select the matching power card for your suspect.
    • The CHARACTER SIDE shows the power the suspect has. This power is usable once per game. After you use it, turn it over to the QUOTE SIDE. This side gives a quote from the suspect but has no effect on the game.
  2. Sort all the CLUE cards into Suspect, Object and Location decks.

    • Shuffle each deck separately and place them facedown on the table.
    • Without looking, take the top card from each deck and put them into the yellow envelope. These are the suspect, mystical object and location involved in the hunt.
    • Place the yellow envelope at the side of the board.
  3. Shuffle the remaining cards from the three decks of CLUE cards together.

    • Deal the cards facedown to each player.
    • If the cards don't divide exactly between players, place the two or three leftover cards face-up at the side of the board. Shh! Everyone must keep their cards secret!
  4. Give each player a Score Sheet and pen (not included). Shh! Always keep your Score Sheet secret!

    • Without letting anyone see, each player must secretly cross off the CLUE cards they have been dealt and any leftover cards that are face up on the table. Your cards are not in the envelope so they are not involved in the hunt!

The Game Basics

How to Win

Solve the Hunt! To win you must be the first player to find out which suspect, object and location card are in the yellow envelope.

How to Play

Everyone rolls the dice. Highest roller goes first, play then continues left.

  1. Decide who goes first.

  2. On your turn, roll, move and enter a location.

    • Roll the dice and move your suspect mover that number of spaces around the board. (Or, if your mover was moved by another player since your last turn, you can choose to stay where you are and ask a question without moving.)
    • You can move vertically and horizontally, forward and back through the center, but not diagonally.
    • You may only enter or exit a location through the door thresholds.
    • Always try to enter a location (at the start, any location will do). You don't need an exact roll to enter a location; if your roll would have taken you beyond the location, just finish your move early and stop in the location.
    • If you roll a question mark, immediately draw an Intrigue Card. Then move the number shown on the other die.

    Moving through Joining Locations and Secret Passages. If you're in a location that has a Joining Location or Secret Passage to another location, you can move into the other location at the start of your turn without rolling the dice. You cannot pass through one location and into another or into the Center on a single turn; you must stop and ask a question whenever you enter a location.

  3. Then ask a CLUE question (Rumor) and get an answer.

    • If you entered a location, you must stop and ask a CLUE question about one suspect, one mystical object and the location you've just entered.
    • For example, if you'd just entered the West Coast, you could ask: "Was it Dean with the First Blade on the West Coast?" Hint! Try to ask about suspects, items and locations you haven't crossed off your Score Sheet.

How to Win

Make an Accusation

Once you've asked enough questions to eliminate all but three of the cards on your Score Sheet (one suspect, one object and one location), you're ready to solve the Hunt!

You must get to the rectangular space in the center of the board before you can make an accusation. Once you get there, say your accusation out loud: "I accuse Sam of using Ruby's Knife in New England!"

Then, without letting anyone else see, check the cards in the Envelope.

Were You Right?

YES, I got all three cards right! You win! Congratulations, you've solved the Hunt! Reveal the cards in the envelope to everyone.

NO, I got something wrong!

  • Keep your cards hidden and keep answering other players' questions.
  • Do not ask any further questions or make any further accusations.

What if Everybody Guesses Incorrectly?

If everyone makes an incorrect accusation, the Hunt remains unsolved. Take the cards out of the envelope and take a look at which suspect got away with it!

Intrigue Cards

There are two types of Intrigue Cards.

Demons. There are 8 Demon Cards in the Intrigue deck. The first 7 do nothing. If drawn, place the card face up, next to the board so all players can see how many Demon Cards have been drawn. If you draw the 8th Demon Card, however, then your game is over.

Action Cards. If you draw a "Play Immediately Card" follow the direction on the card. If you draw any other Action Card, you get to keep it and choose when to play it. You can have and play as many Action Cards as you like in any turn. Discard all Action Cards once they are used. Discarded Action Cards will not be used again.

Three Ways to Draw Intrigue Cards

  • Roll a Question Mark: You must draw a card.
  • Land on a Question Mark: You must draw a card.
  • Moved to a Location as part of someone starting a Rumor: You may draw a card.

Drawing the Eighth Demon Card

If you draw the 8th Demon Card, you are out of the game. Place your cards face up where all players can see them. You no longer play in the game or draw any Intrigue Cards. However, your mover can still be part of a Rumor.

Shuffle the 8th Demon Card back into the draw pile of Intrigue Cards, even if it is the only card left in the draw pile. This means the 8th Demon Card can be drawn again and again.

Note that it is possible for all of the suspects to get attacked by Demons and no one wins.

Roll Too Low to Enter a Location? Grab an Intrigue Card!

If your roll is too low and you cannot enter a location this turn, aim to land on an Intrigue space instead!

  • You don't need an exact roll to stop on an Intrigue space. When you land there, pick up the top Intrigue Card and if it is an Action Card follow the instructions. If it is a Demon, put it to the side of the game board in full view of the other players.
  • Once you've used the card, place it on the discard pile.
  • If you're not using the Intrigue Cards, ignore the ? on the die and on the board, and just move your suspect mover towards the next location you want to enter.

2-Player or Team Rules

You will still have to read the full instructions to play CLUE this way!

For 2 players or teams, add the following rules to your game. If you're playing in teams, keep younger players involved by grouping them with older players.

  1. The first major difference between 2-player/team CLUE and classic CLUE is the set-up. (See page 3 for classic set-up.)

    • Follow steps 1 and 2 of set-up as usual.
    • In step 3, shuffle the rest of the CLUE cards together as usual. But then, before you deal them to the players/teams, take the top four CLUE cards from the deck and place them facedown in a row at the side of the board.
    • Follow step 4 of set-up as usual.
    • But ignore step 5: you can never use the Intrigue Cards in a 2-player or Team game.
  2. The second major difference in 2-player/team CLUE is what you do when nobody answers your question. (See page 5 for classic rules on asking.)

    • Ask questions as normal. The other player/team must always try to answer.
    • But, if player/team cannot answer, you must secretly look at one of the four cards at the side of the board. Once you've crossed it off your Score Sheet, return the card to exactly the same spot at the side of the board.
    • Every time the other team/player cannot answer one of your questions, secretly look at a different one of the four cards at the side of the board. (You'll have to remember the places of the ones you've already seen!)

Everything else is exactly the same as classic CLUE!

  • Throughout the game you will get to see other players' cards one at a time. Every time you see one, cross it off your score sheet.
  • Shuffle the Intrigue Cards and place them at the side of the board for bonus moves while you play. Or, if you want to play original CLUE, return them to the box.

  • Bring the suspect's mover and mystical object token you're asking about into the location with you.
  • The player on your left must be the first to try to answer your question. If he has any of the cards you asked about he must show one of them to you secretly. He should never show you more than one card!
  • If he doesn't have any of the cards you asked about, they just say "I cannot answer" and the question passes left to the next player and so on until you have been shown one card.
  • What if no one can show me a card? First put on a poker face! As long as you weren't bluffing by asking about one of your own cards, you've figured out which cards are in the Envelope.

  • Finally, end your turn by marking off your Score Sheet.

    • Cross off the card you have been shown on your Score Sheet. It's not in the envelope, so it's not involved in the Hunt!
    • Leave the suspect mover and mystical object you moved where they are. If the suspect mover belongs to another player, they can ask a question on their next turn without moving.
    • Now your turn is over. No matter who answered your question, the player on your left goes next.
    • Once you've crossed off everybody's cards on your Score Sheet, you're ready to solve the Hunt!