Monday, 12 March 2012

Why Strategise Strategies For Stratego

What’s Stratego?
Stratego; another Milton Bradley produced boardgame (now of course Hasbro) featuring a 10×10 square board and two players with 40 pieces each. Pieces represent individual officers and soldiers in an army. The objective of the game is to simply capture the opponent's Flag (or alternatively, to capture so many of your opponent’s pieces that they cannot make any further moves). What’s brilliant about this game is element of surprise - players cannot see the ranks of each other's pieces, so disinformation becomes a big part of the gameplay. Probably the best 2 player game down to the sheer number of different ways you can play, and the excitement of discovery, as you find where you thought was a flag, was a bomb all along…


History
Chinese Predecessors
The origins of Stratego can be traced back to traditional Chinese board game Jungle also known as Game of the Fighting Animals (Dou Shou Qi) or Animal Chess. The game Jungle also has pieces (but of animals rather than soldiers) with different ranks and pieces with higher rank capture the pieces with lower rank. The board, with two lakes in the middle, is also remarkably similar to that in Stratego. The major difference between the two games is that in Jungle, the pieces are not hidden from the opponent, and the initial setup is fixed.
A modern, more elaborate, Chinese game known as Land Battle Chess (Lu Zhan Qi) or Army Chess (Lu Zhan Jun Qi) is a descendant of Jungle, and a cousin of Stratego: the initial setup is not fixed, both players keep their pieces hidden from their opponent, and the objective is to capture the enemy's flag. Lu Zhan Jun Qi's basic gameplay is similar, though differences include missile pieces and a Chinese Chess-style board layout with the addition of railroads and defensive camps. A third player is also typically used as a neutral referee to decide battles between pieces without revealing their identities.

European Predecessors
In its present form Stratego appeared in Europe before World War I as a game called L'attaque. It was in fact designed by a lady, Mademoiselle Hermance Edan, who filed a patent for a jeu de bataille avec pièces mobiles sur damier (a battle game with mobile pieces on a gameboard) on 11-26-1908. The patent was released by the French Patent Office in 1909. Hermance Edan had given no name to her game but a French manufacturer named Au Jeu Retrouvé was selling the game as L'Attaque as early as 1910.
Depaulis further notes that the 1910 version divided the armies into red and blue colours. The rules of L'attaque were basically the same as the game we know as Stratego. It featured standing cardboard rectangular pieces, colour printed with soldiers who wore contemporary (to 1900) uniforms, not Napoleonic uniforms.

Classic Stratego
The modern game of Stratego, with its Napoleonic imagery, was originally manufactured in the Netherlands by Jumbo, and was licensed by the Milton Bradley Company for American distribution, and first introduced in the United States in 1961.
Pieces were originally made of printed cardboard. After World War II, painted wood pieces became standard, but starting in the late 1960s all versions had plastic pieces. The change from wood to plastic was made for economic reasons, as was the case with many products during that period, but with Stratego the change also served a structural function: Unlike the wooden pieces, the plastic pieces were designed with a small base. The wooden pieces had none, often resulting in pieces tipping over. This, of course, was disastrous for that player, since it often immediately revealed the piece's rank, as well as unleashing a potential domino effect by having fallen pieces knock over other pieces. European versions introduced cylindrical castle-shaped pieces that proved to be popular. American variants later introduced new rectangular pieces with a more stable base and colorful stickers, not images directly imprinted on the plastic.
The game is particularly popular in the Netherlands, Germany and Belgium, where regular national and world championships are organized. The international Stratego scene has, in recent years, been dominated by players from the Netherlands.
European versions of the game show the Marshal rank with the numerically-highest number (10), while American versions give the Marshal the lowest number (1) to show the highest value (i.e. it is the #1 or most powerful tile).

For more modern versions including a 4 player Stratego see http://en.wikipedia.org/wiki/Stratego.

How To Play
Setup
Players may arrange their 40 pieces in any configuration on a designated 4×10 section of the playing board. 

There are also 6 Bombs and 1 Flag, which are not moveable. Note that the moveable pieces have a number in the upper right corner to designate the order of rank. I’m going by the game I was brought up with, thus, the Marshal is ranked 1 (highest), the General 2, the Colonels 3, and so on to the Spy who is marked with an "S".

The players place one piece in each square of their half of the board. All squares are to be filled from each end. That is, 10 per row, 4 rows deep. The two middle rows are to be left unoccupied at the start of the game.

The pieces are placed with the notched ends up and the printed emblem facing the player in such a way that the opponent does not know the arrangement of the pieces. Such pre-play distinguishes the fundamental strategy of particular players, and influences the outcome of the game.


Pieces
For most pieces, rank alone determines the outcome, but there are special pieces. The most numerous special piece is the Bomb, which only Miners can defuse and which immediately eliminates any other piece that strikes it, but cannot move. Each team also has one Spy, which wins when it attacks only the Marshal. The Spy loses if it is attacked by any piece, including the Marshal and except for the opposing Spy, in which case both are removed. From highest rank to lowest the pieces are:
Rank #
Piece
Number available
Special Abilities
10 or 1
Marshal
1
9 or 2
General
1
8 or 3
Colonel
2
7 or 4
Major
3
6 or 5
Captain
4
5 or 6
Lieutenant
4
4 or 7
Sergeant
4
3 or 8
Miner/Sapper
5
Can defuse bombs
2 or 9
Scout
8
Can move any distance in a straight line
1 or S
Spy
1
Can defeat the Marshal but is defeated by any attacker
B
Bomb
6
Destroys any piece except Miner, cannot move
F
Flag
1
Wins/loses the game when captured, cannot move

Aim
The goal is to capture your opponent's flag, make him/her surrender, capture all your opponent's pieces, or make it impossible for your opponent to move.

Gameplay
Rules for Movement
  • Turns alternate, first Red then Blue, one move each.
  • A piece moves from square to square, one square at a time. (Exception: Scout – see rule 8). A piece may be moved forward, backward, or sideward but not diagonally.
  • Note that there are two lakes in the center of the board, which contain no squares. Pieces must move around lakes and cannot move where there is no square.
  • Two pieces may not occupy the same square at the same time.
  • A piece may not move through a square occupied by a piece nor jump over a piece.
  • Only one piece may be moved in each turn.
  • The "Flag" and the "Bomb" pieces cannot be moved. Once these pieces are placed at the start of the game, they must remain in that square.
  • The "Scout" may move any number of open squares forward, backward, or sideward in a straight line if the player desires. This movement, of course, then reveals to the opponent the value of that piece. Therefore, the player may choose to move the Scout only one square in his turn, so as to keep the Scout’s identity hidden. The Scout is valuable for probing the opponent’s positions. The Scout may not move and strike in the same turn. 
  • Once a piece has been moved to a square and the hand removed, it cannot be moved back to its original position in that turn.
  • Pieces cannot be moved back and forth between the same 2 squares in 3 consecutive turns.
  • A player must either "move" or "strike" in his turn.

Rules for "Strike" or Attack
  • When a red and a blue piece occupy adjoining squares either back to back, side to side, or face to face, they are in a position to attack or "strike". No diagonal strikes can be made.
  • A player may move in his turn or strike in his turn. He cannot do both. The "strike" ends the turn. After pieces have finished the "strike" move, the player who was struck has his turn to move or strike.
  • It is not required to "strike" when two opposing pieces are in position. A player may decide to strike, whenever he desires.
  • Either player may strike (in his turn), not only the one who moves his piece into position.
  • To strike (or attack), the player, whose turn it is, takes up his piece and lightly "strikes" the opponent’s piece while at the same time declaring his piece’s rank. The opponent answers by naming the rank of his piece.
  • The piece with the lower rank is lost and removed from the board.
  • When equal ranks are struck, then both pieces are lost and removed from the board.
  • A Marshal removes a General, a General removes a Colonel, and a Colonel removes a Major, and so on down to the Spy, which is the lowest ranking piece.
  • The Spy, however, has the special privilege of being able to remove only the Marshal provided he strikes first. That is, if the Spy "strikes" the Marshal in his turn, the Marshal is removed. However, if the Marshal "strikes" first, the Spy is removed. All other pieces remove the Spy regardless of who strikes first.
  • When any piece (except a Miner) strikes a Bomb that piece is lost and is removed from the board. The Bomb does not move into the empty square, but remains in its original position at all times. When a Miner strikes a Bomb, the Bomb is lost and the miner moves into the unoccupied square.
  • A Bomb cannot strike, but rather must wait until a moveable piece strikes it.
  • Remember, the Flag also can never be moved.

To End the Game
Whenever a player "strikes" his opponent’s Flag, the game ends and he is the winner. If a player cannot move a piece or "strike" in his turn, he must give up and declare his opponent the winner.

House Rules
Some Are More Equal Than Others
If two pieces come in contact are of equal rank, the attacking piece wins - this is a great house rule for preventing a slow defensive strategy, and making the game a lot more aggressive (and thus in my experience, more enjoyable. It’s always enjoyable making a ‘perfect’ strike whereby your attacking piece takes a piece of equal value, which in turn makes it gutting when the same happens to you. Makes for some great bluffing too.

Once Spotted, Always Seen
I normally always use this house rule to play. Begin play as normal, but keep the pieces face up for all to see once their identity is revealed. Strong players will memorize the location of all of your important pieces (your Marshal, your General, etc.) anyway, so this is a great house rule to play for quicker play and more energy spent on strategy.

No Poker Face
After each player places their pieces, all pieces are then revealed by turning them face up. Play continues as normal. Or an alternative is for each player to take turns placing each piece face up, one at a time, on any square on their side of the board they choose. Both players are allowed to see where their opponent is placing his/her pieces.

Makes for an interesting game as you immediately know where the enemy Flag is and the strength of your opponent's army – ditto for your opponent.
­­­­­­
Rescue Mission

Similar to queening a pawn in chess; twice per game, if one of your officers reaches your opponent's back row, you can rescue one of your ‘lost’ officers. There are these four conditions:

1.       Scouts cannot rescue other pieces
2.       You cannot rescue Bombs
3.       Your second rescue must be with a different piece than your first rescue
4.       If you choose not to rescue a piece when that piece reaches the opponent's back row, that piece cannot rescue again
With this variation, you now have the added task of keeping your opponent from reaching your back row.

Bring Mr Flag Home
This is a little twist on the capture-the-Flag theme.  All you need is a rook from a chess game to simulate your castle.  You play just like the normal game but when the other player captures your Flag and moves away from the space, you place the rook in its position (this is your castle.)  So wherever you decide to originally place your Flag in setup becomes your castle.  To win, the other player must move with the Flag and return it back to his Flag (or castle if the Flag is already moved from the original position) before he is captured.  When he's captured, the Flag stays on the same space and he is removed.  The Flags can't be moved by themselves but can be moved by any moving piece by any player to any square.   Once an opposing player takes the Flag back to his castle, he wins.

Silent Defence
The attacker has to reveal his rank, but the defender does not.  The defender simply declares whether he wins or loses the battle... therefore the attacker is not sure what he was just killed by, or what he just killed.
This is one of the published variations from the rule booklet in the later versions. This probably came about from the electronic version in the 90s which plays by a similar rule. In Silent Offense, the opposite is true.  The attacker asks for the defender's rank.  The attacker then declares who is the victor.

True Assassin
The Spy can capture any officer as long as it the one attacking. I love playing by this rule, in fact I feel it ought to be the default rule because this variation makes the Spy a much more significant player. With the classic rules, as soon as the Marshals are eliminated, the Spy is all but worthless. It's only role would be that of a scout to find out the value of an opposing piece.

Attacking Scout
The Scout piece can strike on a long move. This gives the Scouts more power, and can add a bigger danger threat to solid arrangements. I love playing with this rule because along with the Assassin rule, it adds more excitement and a kind of ‘fair play’ tactic to these special pieces.

Tactics
Collecting the information, planning, and strategic thinking play an important role in Stratego, especially the psychological aspects of it. Although I will show some brilliant tactics, they are never quite full proof because your opponent could play the same tactic against you! Also note, tactics drastically change depending on the house rules you play. I will bring your attention to this further in the specific tactics.

Famous Five Strategies
1.       Placing one's pieces initially so as to protect the Flag, while possibly misleading the opponent as to where it is

2.       Make strong pieces available for attack; don’t hide them trapped in corners or behind bombs as you may disadvantage yourself by not having the chance to use them.

3.       Identifying patterns in the enemy's movement during game play that give clues as to the distribution of the opponent’s forces.

4.       Starting with stronger pieces and/or Bombs farther away from the Flag (although this is risky), so as to trick one's opponent into attacking the wrong side of the board.

5.       During game play, players must identify Bombs without sacrificing too many troops, determine the probable location of the enemy Flag, and form an attack plan that takes into account the likely ranks of the troops and exact location of the Bombs that usually surround the Flag.

Flag placement
Since one of the win criteria is to capture the Flag, its placement is vital. It is commonly placed on the back row surrounded by two or three Bombs for protection. Some players will use this generalisation to their advantage and place the Flag somewhere unprotected, for example the Shoreline Bluff (also called "the Lakeside Bluff"), i.e. placing the Flag directly adjacent to one of the lakes where the opponent may not think to look for it.

Inexperienced players may accidentally alert an opponent to the location of their Flag by calling too much attention to it when they initially position their pieces on the board. This is often done by simply placing their Flag down first and then constructing their defenses around it. One counter measure for this is to place all the pieces on the board randomly and then rearrange them into the desired setup. This tactic became obsolete when some newer versions came supplied with a cardboard privacy screen.

Calling Bluffs
A cluster of Bombs may deceive one's opponent into thinking they know where the Flag hides, when in fact, it is on the other side of the board.

Threaten with a small unit, towards a known medium sized unit, convincing your opponent to think your piece is much more powerful, and thus they retreat.

If the opponent's Marshal wins its first battle (and is thus revealed), and a player immediately moves a piece near the back row on the other side, the opponent will probably assume that this piece is the Spy when, in fact, the Spy may be on the other side of the board (and already close to the Marshal). This is a common tactic as it may cause the Marshal to move next to the Spy, thereby allowing the spy to attack first.

Scouting for Flags
Scouts are very useful towards the end of the game, once the board clearer. They can be used to identify bombs on the back row, reveal bluffs or even capture the flag (if your rules permit). They are most effective when they are moved one space at a time until necessary, as the moment they move multiple spaces, they are identified as a scout. Since they can move along a whole line, they are also effective for catching a spy daring to take a step into one's territory, even when they are standing on the other side of the board.

Secret Spy
Placing the Spy too far forward, for example, makes it more likely to be captured early on, but placing it too far back may make it inaccessible when the enemy Marshal is identified. In most games, it is advisable to have the Spy shadow a General or a Colonel. These pieces are normally vulnerable to attack by the opposing Marshal. Keeping a General or Colonel in the same vicinity as the spy allows an effective retreat to where the opponent's Marshal can be ambushed by the Spy.

Spy bluffs are also effective. For example, using a Sergeant to shadow a Colonel might confuse an opponent, and he may be reluctant to have his Marshal attack the Colonel.

Bombs Ahoy
Miners are weak, but their ability to defuse Bombs may be needed early, although sophisticated players might identify opposing Bombs, but leave them in place, interfering with the enemy's movement. To do this, it is vital to memorize the location of all the opponent's Bombs as they are identified. By keeping the Miners unmoved in his own territory during the early game, a player can create the Bomb bluff, in which the opposing player may mistake those unmoved Miners for Bombs.

Perfect Strike
One of the most important concepts of Stratego is the incomplete knowledge and misdirection, so the manual recommends taking a piece with one that is not much stronger than it, for example strike a Captain with a Major. In the same manner, one strategy is to protect with an "evens and odds" system, where a piece is protected by one two levels stronger than it, an odd piece protecting another odd piece, for example protecting the Captain with a Colonel.

Queen of Chess
Just like in Chess, if a player is lucky enough to have gained an advantage over his opponent, they should not hesitate to sacrifice their Queen for the greater good. For example, attacking a Major with another Major is much more of a loss for the opponent if he doesn't have any Colonels, Generals or Marshals remaining on the board.

Unknowingly Unknown
A risky strategy, (all the more exciting) which might be necessary when losing, is to attack unknown, unmoved pieces with a strong piece. This strategy relies on odds, for example if a player attacks an unknown, unmoved piece with a General, it would lose to any of the 6 Bombs, the Marshal or the other General. Mathematically, the odds are 7 in 40, but realistically these can be improved by not attacking pieces likely to be Bombs, or by keeping track of the pieces already identified.

My Ultimate Arrangement
Taking into account this strategy is played when the following house rules are in play:
  • Some Are More Equal Than Others
  • Once Spotted, Always Seen.
  • True Assassin
  • Attacking Scout
(See House Rules for more information)

By positioning your pieces in such a way as shown;
 You create (if played with no human error) a near impossible situation for the other player. This is much complex and effective Hide the Flag in the Corner strategy, as I will explain. 

1. Play by using the scouts to seek out your opponents side - first use the scout nearest to the lake (it increases your chances of discovering a ‘tricky’ piece, as I will later explain). This is where the Attacking Scout house rule comes in real handy as if they also have scouts on their front row, you’ll (assuming you go first) be able strike them out. This then means they either reveal themselves to you as they take your Scout, or, better still, they leave your Scout for that turn, which means on your turn you can use your scout to see a trickier piece, that’s a piece hidden behind the lake.
2.       Continue using scouts until it is no longer possible to seek out a piece without being caught first. Due to the Attacking Scout house rule, if your opponent takes one of your scouts with their own, your set-up is created so you can take their piece with another Scout! Make sure to move scouts into positions where they can be used on the next turn, if you are taken, of if you move to the side revealing a pathway for you to check out another piece.
3.       Now use the Five or Four (That’s a Major or a Captain, as I’m using the American numerical ordering whereby #1 = the best piece, The Marshall) depending on the front/second row strength you’ve discovered, so if you reveal eights to sixes play your five, if you reveal five, play your four, and of course if you find a bombs use your eight. This is your side for ultimate attacking, the other sides are merely a distraction for your opponent, and should only be played for defensive reasons.
4.       Once you break through your opponents first two rows of defense you are bound to come across some high ranking officers. That’s where, depending on what you see (use your scouts damn it!) you will use your Colonel (3) to take definite pieces (those you know are safe to take, without fear or repercussions).
5.       Try to drag out your opponents pieces, using the bluffs and poker face tactics I’ve described before. Sacrifice your Colonel even if it means taking a General (2) or a Marshal (1).
6.       If you come across a Marshal early on, it will become a cat and mouse game, hopefully they will come down to greet your hidden Marshal, but if they are content on staying put your going to have to trap their one by bringing out your spy.
7.       At some point your other rows will be broken into, and hopefully you will have done plenty of defense damage simply with the order of the units. The side furthest away from the flag is the weakest, with just a Colonel for protection, so if a General or Marshal comes out to play down that row, there isn’t much you can do, but don’t fear because they will not be able to get to your flag since your spy and two defend the middle part, and of course your Marshal defends the flag side.
8.       With plenty of practice this set-up will become a near perfect win every time, in fact I have never been beaten by a player or by the computer with this set-up, HOWEVER, note that this set-up works only if playing by the house rules laid out before. Without them, then this not as strong, in fact it could be quite damaging depending on which rules you play by.

For other great set-ups I suggest you browse Ed Collin’s blog dedicated to Stratego, or play online Sean O’Connor’s The General, (which is exactly like the board game, complete with house rule options) which has a range of different set-ups that you can test for yourself.


Sources
Sites
www.edcollins.com/stratego/
en.wikipedia.org/wiki/Stratego
http://www.windowsgames.co.uk/thegeneral.html 

Images

Wednesday, 13 April 2011

Why It Was Miss Stevens With The Boardgame In The Dining Room...

Cludeo (USA Clue) is the most famous board game after Monopoly, despite the two different names. Cluedo is one of my favourite boardgames…and that’s a heavy compliment if you could see how many different boardgames I own. The main reason for my love of Cluedo, is due to the sheer enjoyment of the game when played with 4 – 6 people. The tension that rises throughout the game, as you get closer to the truth behind Mr Black’s death, and notice your fellow players (note, I mention players and not opponents like in monopoly!) try and conceal their glee as they too have worked out the murder weapon/suspect. I also believe it’s the least argumentative game – mainly because a player either shows a card or reveals they haven’t got one – either way they’re helping you out, because, unless they show you a card you’ve already seen, (see tactics ** below) there's nothing to get grumpy about. Again, like all good boards there is luck involved, BUT...and this is a big but, if you make perfect note taking then you won't need the luck of the dice to win, unless, of course, you play this game under the influence or large quantities of red wine...then I can assure you, your chances of winning are reduced to a fraction of a jiffy. 


What’s Cluedo?

Cluedo is a popular murder mystery themed deduction board game originally published by Waddingtons in Leeds, United Kingdom in 1949. The object of the basic game is for players to strategically move around the game board, (a mansion) in the guise of one of the game's six characters, collecting clues from which to deduce which suspect murdered the game's perpetual victim: Dr. Black (Mr. Boddy in North American versions), and with which weapon, in what room. 


History

In 1944, Anthony E. Pratt, an English solicitor's clerk from Birmingham, filed for a patent of his invention of a murder/mystery-themed game, originally named "Murder!" The game was originally invented as a new game to play while waiting out air raid drills in underground bunkers during World War 2. Shortly thereafter, Pratt and his wife presented the game to Waddingtons' executive, Norman Watson, who immediately purchased the game and provided its trademark name of "Cluedo" (a play on "clue" and "Ludo", which is Latin for I play.). Though the patent was granted in 1947, due to post-war shortages the game was not officially launched until 1949, at which time the game was simultaneously licensed to Parker Brothers in the United States for publication, where it was re-named "Clue" along with other minor changes.

However, there were several differences between the original game concept and that initially published in 1949 (which also remains the most enduring version of the game). In particular, Pratt's original design calls for ten characters, one of whom was to be designated the victim by random drawing prior to the start of the game. These ten included the eliminated Mr. Brown, Mr. Gold, Miss Grey, and Mrs. Silver, with Nurse White, and Colonel Yellow. The game allowed for play of up to eight remaining characters, providing for nine suspects in total. Originally there were eleven rooms, including the eliminated "gun room" and cellar. In addition there were nine weapons including the unused axe, bomb, syringe, poison, shillelagh (walking stick), and fireplace poker. Some of these unused weapons and characters would appear in later spinoff versions of the game.

Some gameplay aspects were different as well. Notably, the remaining playing cards were distributed into the rooms to be retrieved, rather than dealt directly to the players. Players also had to land on another player in order to make suggestions about that player's character through the use of special counter-tokens, and once exhausted, a player could no longer make suggestions. There were other minor differences, all of which would be updated by the game's initial release and remain essentially unchanged in the standard classic editions of the game.

It is now published by Hasbro, (yes them again) and Cluedo is the only board game to have continued beyond the edges of the board game – seen the film CLUE anyone? This Hollywood film was released with 3 different endings, depending on where you saw it (although if you buy the DVD you can watch all three). There have been books, TV shows and even a Broadway musical, no other board game has achieved as many spin offs. 

Characters
The iconic characters of Cluedo have been one of the, if not the reason for why Cluedo is so successful. Here's a little bit of history for each of the characters...

Miss Scarlett is the resident femme fatale in Cluedo. She is typically portrayed as young, cunning, and highly attractive. Originally spelled Scarlett in both the US & UK Games, the US versions changed to the alternate spelling Scarlet with the 1963 version. She rolls first in the game.

Colonel Mustard is the stock character of a great white hunter and colonial imperialist. He is usually a military man both dignified and dangerous. Originally patented as Colonel Yellow, his name was changed prior to the first edition of the game. He rolls second in the game.

Mrs. White is usually the stock portrayal of frazzled cook, but has also had a couple of divergent characterizations; the movie portrays Mrs. White as a fellow resident guest. Originally patented as Nurse Whiteand changed prior to publication of the first edition. She rolls third in the game.

Rev Green Ah....the character of Green has been given two different personas in the Cluedo world. Originally patented as Mr. Green, in Britain, he is Reverend Green, a hypocritical vicar who erm, lets say weakens when it comes to the Sixth commandment, murder. In North America, he is Mr. Green, who has taken many money-oriented roles from mobster to businessman. Parker Brothers insisted on the name change as they thought the American public would object to a parson being a murder suspect. He rolls fourth in the game.

Mrs. Peacock is the stock character of a grande dame, an elderly yet still attractive woman who maintains her dignity in almost all cases in most versions. She is the only original character to debut with the game who was created after the original patent was filed by the inventor. She rolls fifth in the game.

Professor Plum is the stock character of an absent-minded professor. Often depicted as either a young or middle aged fellow with a bow tie and glasses, he is widely seen as the intellectual. He rolls last in the game.

Dr. David Black (UK)/Mr. John Boddy (US) is the owner of Tudor Close (later Tudor Manor and Tudor Hall), who takes the stock character of a generic 'victim'. In Cluedo, he is the unseen host who is murdered or injured, which inspires the premise to discover who murdered him, with what implement, and where the crime scene took place in his mansion. Dr. Black was listed in the original patent filing as one of the 10 characters created for the game, in which one character was randomly drawn from the suspect cards to serve as the new victim prior to the start of each game. Therefore, the victim was never intended to be the same character each game, nor were the player assignments. However, prior to the publication of the first edition, Dr. Black was relegated to the role of permanent victim in the UK, and Mr. Boddy in North America.



How To Play

Setup
At the beginning of play, three cards — one suspect, one weapon, and one room card — are chosen at random and put into a special envelope, so that no one can see them. These cards represent the facts of the case. The remainder of the cards are distributed among the players, although if there are four or five players, some players will end up with more cards. I know some people roll the dice, highest roles get the extra cards, or you can place the extra cards down so everyone can although this changes tactics a little, as I will explain later.
Players are instructed to assume the token/suspect nearest them, although most people just ‘dibs’ a character. Play begins with Miss Scarlet and proceeds clockwise. Players roll the dice and move along the board spaces accordingly, and entering rooms in order to make suggestions from that room.

The Aim
The aim is to deduce the details of the murder; that is, the cards in the envelope. There are six different characters, six possible murder weapons and nine different rooms, which, I might add, leaves the players with 324 distinct possibilities! In the course of determining the details of the murder, players announce suggestions to the other players, for example, "I suggest it was Professor Plum, in the Library, with the candlestick." All elements contained in the suggestion are moved into the room in the suggestion. It is possible for a player to be using the piece representing the murderer. This does not affect the game play; the object of the game is still to be the first to make the correct accusation

Suggestions
The other players must then disprove the suggestion, if they can. This is done in clockwise order around the board. A suggestion is disproved by showing a card containing one of the suggestion components (for example, Professor Plum) to the player making the suggestion, as this proves that the card cannot be in the envelope. Showing the card to the suggesting player is done in secret so the other players may not see which card is being used to disprove the suggestion. Once a suggestion has been disproved, the player's turn ends and moves on to the next player.

The player's suggestion only gets disproved once. So, though several players may hold cards disproving the suggestion, only the first one will show the suggesting player his or her card. A player may only make a suggestion when his or her piece is in a room and the suggestion can only be for that room.

Accusation
Once a player has sufficiently narrowed the solution, that player can make an accusation. According to the rules, "When you think you have worked out which three cards are in the envelope, you may, on your turn, make an Accusation and name any three elements you want." Players may name any room (unlike a Suggestion, where a player's character pawn must be in the room the player suggests).


The accusing player checks the validity of the accusation by checking the cards, keeping them concealed from other players. If he has made an incorrect accusation, he plays no further part in the game except to reveal cards secretly to one of the remaining players when required to do so in order to disprove suggestions. Also, according to the rules, "If, after making a false Accusation, your character pawn is blocking a door, [you must] move it into that room so that other players may enter." Since a character pawn can only block a door by being outside of a room, this clearly demonstrates that the character pawn need not be in any room to make an Accusation. If the player made a correct accusation, the solution cards are shown to the other players and the game ends.

3-6 Players
If the game is played with two people, the process of elimination diffuses the same information to both players. Such a game tends to pass quickly making the game pointless in my opinion. All editions of the current version of the game are advertised as a three-six player game only unlike the first editions that advertised as 2-6 players.



House Rules

It’s quite popular for people to assume they know the rules, thus not reading the rule book. This has led to the Cluedo being played, and generally preferably, slightly differently rules:

Ladies First? Sod That
Rather than Miss Scarlett going first, the youngest/highest dice roll goes first. This stops everyone arguing over Miss Scarlett (although you will find it is in fact the pawn Mrs Peacock that should be argued over)

Cherry Picking Players
Instead of working clockwise in accusations, and thus always asking the same person first, the accuser can pick any player to accuse. However, even if that player does not have a card to show, it is the end of their turn, they do not continue to question the other players. I actually prefer this way, although it changes tactics drastically, but I like the personal charm it adds to the game by cherry picking someone to interrogate.

Back to Black
When a player think’s they’ve worked it out, they must go to the stair case in the middle (where Mr Black/Mr Boddy was found) by landing on a space touching the bottom of the staircase before making their accusation. This adds more tension to the game as people will start accusing characters just to bring them into a distant room if they fear that particular player knows the truth. This can be a headache or added humour – just note if this rule is in play then make sure you have your poker face on when you’ve worked out who dunnit! 

Changing Rooms
Many players keep coming out of their room, only to re-enter it, or using the secret passage to keep bouncing between two rooms to continue making accusations. To stop this some players enforce a rule whereby you cannot make another accusation in the same room as your previous turn. This excludes the secret passages of course, because a player isn’t staying in the same one BUT some dastardly players then enforce you cannot use the secret passage more than twice in a row. This drastically changes my game plan, so I tend not to play by this rule!

Two Die For

Depending on the game, some are played with one die, others with two dice! This can speed up/slow down the game, it's just a matter of preference. I generally like two dice because, despite knowing the odds of rolling any number are equal, I will, unfavourably, roll a one or two every go, which gets me nowhere!


Tactics 

The following rules will help you become the super sleuth detective. I’ve added in alternatives to the house rules, so make sure you know your game plan depending on the rules! I would also like to mention that if every player plays takes great notes (see note taking tactic below) then the game will become tiresome, as everyone will know who the murderer is at exactly the same time...yet another family board game ruined by perfect strategy.

Be Picky About Peacock
Whether this was intentional or not, due to the layout of the board and the playing pieces, Mrs Peacock is the best piece to play with. Why? Because she is only 6 spaces away from a door, whilst all the rest of the characters are 7 spaces away. It may not seem like much, but if you are playing a version with one die then you are the only character who could get into a room on the first go. Even with two dice, you are 14% more likely to get into the nearest room. HOWEVER, there is a perfectly good reason why I'm Miss Scar...Stevens. And that's because she goes first which will give a head start over Peacock is your using two dice and *know* how to roll high ;)


The Righteous Path
So you’ve snagged Mrs Peacock and have happily popped to the Conservatory to water some plants/interrogate suspects. Now where? The image left shows the quickest route to every room starting from Mrs Peacock’s space. When you get to the study, use the secret passage to access the kitchen, and then return back to the study. Ideally, you want to make sure to end up in a different room every time you roll the dice, to do that, try to move along the route in the picture. Don’t skip any except if you’ve crossed off the Ball Room, Kitchen or Lounge, because those three rooms make you go out of your way and/or won’t affect the statistics of the main route.

Other players may suspect your character in an accusation thus dragging your playing piece to another room. As Douglas Adams would say, Don’t Panic! This is where you should make use of the route when possible, and work out the shortest route to the other rooms. Just be sure to find the shortest route possible to cover all the rooms, and don’t let on to the other players that you mind being pulled to the dining room for the fourth turn.

No Room At The Inn
It’s all well and good memorising the route and knowing where to head next, but I wouldn’t leave until you have uncovered who holds the room (if any do at all). There are 9 rooms and only 6 suspects and 6 weapons. Also as you have to be in the room to use it in your accusation, it obviously makes finding the room the trickiest bit. Therefore, unless you are rudely taken to another room you’ve already crossed off, you should stay put till you figure out if any of the other players have that room in their hands. By focusing on the rooms, the murder weapon and suspect should become clear on their own through your own accusations and through the deductions.

Chaaaaaange Places!
A player may lure you into moving their piece into a room, deleting the need to roll the die and move their pawn into that particular room. Instead be aware of what other players are doing in order to avoid falling for these tricks and instead sabotage that player’s efforts by pulling their character to other rooms, preferably far, far away from where they are trying to go. (And I said this game didn’t cause arguments) To conclude, never move a character into your room unless you know

a) It will not give another player an advantage

b) It’s necessary as you have all the rooms, and still don’t know the suspect

c) It'll stop them from moving to a room you know they need to enter.

Note taking
This is the most important tactic to the game. You must take notes, and play a different sort of clue game. It’s not enough to be shown a card and cross it off your list. You must work out what all the other players are showing each other…without resorting to peeking! 


Left is an example of my sheet. As I’m playing with 5 other players it means we each get 3 cards equally. I have noted down the three I own, and written out the names (initials would do really) of the other players. 

The Game starts and one of the players (doesn’t matter whom) asks Lenny if he holds Col. Mustard, Lead Piping or the Billiard Room. Put a circle quickly under each card, under their name (as shown left) Now as you own the Lead piping, you know he cannot possibly show this card so mark an ‘X’ on that square. Lenny happens to show the player a card. This means he definitely has either Rev Green or the Ball Room, if not both.





Keep marking down circles for every accusation. If you noticed, I put a little ‘1’ in the corner of the first round of accusations for Lenny, it turns out he was asked again (funnily enough) thus I put a little 2 in each corner, so not to confuse with the first ‘set’. The Billiard Room was used twice, so I simply marked a ‘1’ and a ‘2’. This ensures you don’t mess up later!





Continue to do this. In my example left, we see Terri was asked about Prof. Plum the Dagger and the Hall. Obviously she does not have Prof. Plum, so again cross that off. It happens to now be my go.




I decide to ask Willie if he has Col. Mustard, Dagger and Study. You do not need to note down the different items you asked him, just mark them all off if he does not have them or, tick the one he does. He shows me the Dagger. I tick this one off and also cross it off on my column, as this can’t possibly be the murder weapon. It also means, that if Willie has the Dagger, Lenny, Carl and Terri possibly hold the Dagger. So I put a cross in their circles.


Now I can deduct that if Terri doesn’t have the Dagger OR Prof. Plum, she must have shown someone (whoever it was, not important) the Hall. Therefore I tick the Hall off and cross it off again under my column.



Willie then happens to be asked if he has Pro. Plum, Lead Piping or the Billiard Room. I can once again work out that Willie must own the Billiard Room, since I own the other two cards.


Now I can deduct once again, that if Willie owns the Billiard Room, Lenny can’t, thus Lenny must own both Rev. Green AND Col. Mustard as the Billiard Card was used in both set (1) and (2).



If I happened to find all three cards of a player, for example say Lenny then showed me his Lounge card, I can cross off all the other ones in his column, as obviously he can’t own any other card then the three he has.

The deduction strategy here is to not lose a single piece of information exchanged during an accusation done by any other player. You want to be able to work out who-dunnit, with what and where before anybody else, thus the person who deduces the most information will work it out first.






Playing the fool
Most players like to narrow down a particular weapon or suspect by using the cards they already have in their hand, thus finding out from their opponents a definite yes or no answer. This can work well when used properly but be wary of using this aid too much because i
f you make it too obvious that you’re eliminating rooms/weapons/suspects by repeating two of the same each time and just inserting a new weapon for example. 


The other players may be able to determine what cards you own, especially if you later have to show one of the cards in question later, and consequently they may therefore be able to figure out all the cards you have crossed off.


It’s actually quite a slow way of finding out things. Unless you need to narrow it down to a couple of items I’d keep the search wide open. 


Also note, if no one has a card to disprove a suggestion that can mean that either that particular player guessed one, two or three cards correctly, or wants to confuse his or her opponents by suggesting one/two/three of their own cards. Always be careful of putting too much weight on what other players guess. This is one of the easiest ways to confuse an opponent. 

Dirty Rotten Cheat
Lastly, now I do not condone this, but as I’m revealing all the tactics, and if you’re a complete scoundrel, and not the best at taking notes (why are you playing cluedo?) you can cheat. Depending where your opponent marked their paper (top, middle, or bottom) you can tell which card they just saw (person, weapon, or room)…of course if I noticed you were doing this to me I might be inclined to pretend I was crossing off in a different section, ruining this cheating strategy all together...


Sources