RulesPal
Chat
Rulebook
CLUE: The Legend of Zelda thumbnail

CLUE: The Legend of Zelda

CLUE: The Legend of Zelda Rulebook

Table of Contents

Table of Contents

  • Who, What, Where
    • Who
    • What
    • Where
  • Set-Up
  • Game Rules
  • How to Win
  • Boss Encounter Cards
    • Bosses
    • Ganondorf
  • 2-Player or Team Rules
    • Set-Up
    • Game Play
  • Contents

Who, What, Where

Who

Meet the Heroes. Only one of them has the power to defeat Ganondorf.

Link, Darunia, Impa, Rauru, Nabooru, Zelda

What

Inspect the magical items. Only one of them can be wielded in the fight against Ganondorf.

Master Sword, Fairy Bow, Megaton Hammer, Boomerang, Hookshot, Bombchu

Where

Take a peek at the locations. One of these is where Ganondorf has set up his lair. You must find out which one.

Death Mountain, Kakariko Village, Lake Hylia, Lost Woods, Zora's Domain, Sacred Forest Meadow, Gerudo Valley, Kokiri Forest, Gerudo Fortress

Set-Up

To start the game, place all 6 weapons and movers in the center of the board (even if there are less than 6 players).

  1. Give each player:

    • a Personality Card (once per game, you may start a Rumor using a room you are not in. The suspect of the Rumor is moved to the room you name. Flip this card over after using your power.)
    • a Mover
    • a Clue Sheet
    • a Pen (not included)
  2. Separate cards into 4 decks: Hero, Weapon, Location, and Boss Encounter.

    • Without looking, place one Hero, Weapon, and Location card into the yellow envelope. These are the cards that reveal the prophecy!
    • Shuffle the rest of the cards together (these are the Rumor Cards), and deal them evenly to each player. If there are any leftovers, place them face up by the side of the table.
    • Shuffle the Boss Encounter cards separately and place them next to the game board.
  3. Players secretly cross off their CLUE cards along with any leftover ones on their CLUE sheet. Throughout the game you will see other players' cards, which you must also cross off to determine which cards are in the envelope and used in the prophecy.

Game Rules

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

  1. On your turn, roll the dice and move around the board, trying to enter a location. You don't need an exact roll to enter a location; you may always finish your move early. (If your mover was moved by another since your last turn, you can choose to stay in that location and ask a question.) You may move any direction except diagonally.

  2. Upon entering a location, ask a question about one hero, one weapon, and the location you just entered. Bring the hero's mover and the weapon into the location with you. Example: "Is Ganondorf's lair on Death Mountain, and can Link defeat him with the Fairy Bow?"

    The player on your left must try to answer you. If they have any of the cards in question, they must reveal one to you secretly. If they don't they simply say "I cannot answer," and the question passes to the player on their left, and so on until you have been shown one card.

    If no one can show you a card, 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!

  3. End your turn by crossing off the card you've been shown on your CLUE sheet. Leave the hero mover and weapon you moved where they are.

How to Win

Once you've crossed off everybody's cards on your CLUE Sheet, you're ready to make your prophecy! Make your way to Hyrule Castle in the center of the game board, and once there say your accusation aloud and discreetly check the cards in the envelope.

  • If you were right: Congratulations! You have defeated Ganondorf.
  • If you were wrong: You are out of the game and must return the cards to the envelope. Now you may only answer questions.
  • If you were all wrong: Ganondorf triumphs, and the heroes will need to regroup and try again in another game.

Boss Encounter Cards

If you land on a Question Mark, roll a Question Mark, or are moved into a location to be questioned, you may draw a Boss Encounter Card. There are two types of these.

Bosses

If you draw a Boss Card, you have defeated a boss and gain its power. Unless the power says "Play this card immediately" you may choose when to play it. You can play as many cards as you like on any turn. Boss cards must be discarded after use.

(Example card: Barinade - Take an extra turn. Play now or keep until needed.)

Ganondorf

Eight Ganon Cards are in the deck. The first seven are harmless and shall be placed by the side of the board upon being drawn, but if you draw the eighth, Ganondorf arrives and takes you out of the game. Place your cards face up where all can see, and shuffle the eighth Ganondorf Card back into the Boss Encounter Deck, as it may be drawn again. Your mover may still be questioned; leave it on the board.

(Card text: The player who draws the 8th Ganondorf card is eliminated from the game. If 8 are revealed, the game is lost.)

2-Player or Team Rules

For 2 players or teams, you may not use the Boss Encounter cards, and you must make the following minor modifications to your game.

Set-Up

Set up the game exactly as you would for regular CLUE, except before dealing out CLUE cards to players/teams, take the top four cards and place them face down next to the game board.

Game Play

Ask questions as normal. The other player/team must always try to answer. If they cannot, secretly look at one of the four CLUE Cards by the side of the board. After crossing it off your CLUE sheet, return the card to its place.

Everything else is exactly the same as regular CLUE!

Contents

Custom Game Board, 6 Hero Movers, 6 Personality Cards, 21 Rumor Cards, 25 Boss Encounter Cards, Custom Score Pad, Envelope, 6 Zinc Weapons, 2 Dice, Rules