The dealer turns face-up the remaining Destination Markers. The game is now ready to begin. PLAY The dealer plays first. Play passes to the left. On your turn, you: 1. Take the top Action card from the Draw Pile and add it to your hand. Play one of your two Action cards see "Playing Action Cards" below.
Conclude your turn by checking off the identity of any Clue cards you were shown during your turn. Feel free to keep notes on your notesheet, such as what you see happening during other players' turns. Unless you are ready to make an Accusation see " Making an Accusation " , your turn now ends.
Place the Action card you just played on the discard pile. The player to your left now takes his turn. Playing Action Cards There are five different types of Action cards. To play an Action card except a Private Tip , simply take the card from your hand and place it face up on the table in front of you. Action cards allow a player to perform different actions on their turn.
These are how players gain access to additional clues, allowing them to work to deduce the solution. Once all players have an action card, the destination markers are shuffled face-down and one is dealt to each player.
The players flip up their destination markers and the remainder destination markers are placed in the middle face up. On a player's turn, they perform the following actions: 1 Draw an action card from the deck 2 Play one action card 3 Check off any new clues on their sheet 4 optional Make an Accusation. Action cards allow the player to gather clues from other players in various ways.
Once a player thinks they have the solution, they can make an accusation on their turn you may do it without playing an action card. A player may only make one accusation a game.
The player names off the suspect, vehicle, and destination, then secretly looks at the solution cards. If they match the player's accusation, the player wins. You can move vertically and horizontally, forward and back through the corridor , but not diagonally Always try to enter a room at the start, any room will do. An exact roll is not needed to enter a room; if your roll takes you beyond the room, just finish your move early and stop there.
Roll too low to enter a room? If your roll is too low, you must stay in the Corridor this turn; or aim to land on a Red Bonus space instead! An exact roll is not needed to stop on the Bonus space. When landing on a Bonus space, pick up the top Red Bonus card and follow the instructions. For example, if you entered the Garage, you can ask: Was it Scarlet? The question then moves on to the next player until you are shown one card. If no one can answer and you are not bluffing, you would have identified one of the cards in the murder envelope 2 Player rules Ask questions as normal.
The other player must always try to answer. If the player cannot answer, you must secretly look at one of the four cards at the side of the board. Every time the other team cannot answer one of your questions, secretly look at a different one of the four cards at the side of the board.
Leave the character and weapon token you moved where they are. If the character token you moved belongs to another player, they can ask a question on their next turn without moving.
End your turn. Each player then snoops on the hand offered to them. Read aloud the card and show it to all players. Pass this card face down to any player who picks it up and reads it to themselves.
They will then return the card, along with the one Clue Card of the type requested or all cards held of this type, if instructed by the Private Tip. If the player has no cards of the type requested, they return only the Private TIp card itself. Return Clue Card s to the player after studying them. After playing a private tip card, place it under the discard pile, face-down. To make a suggestion, name a suspect, vehicle and destination whose marker is before you.
When you think you have figured out which three cards make up the solution, you should make an accusation on your turn. You may do so after you play an action card. If you are convinced you know the solution, you can also make an accusation without playing an action card. Then, making sure no one else sees, look at the three cards of the solution.
In a suggestion, the destination you name must be the same as the destination marker in front of you. In an accusation, you may name any destination. You can only make one accusation in a game.
If your accusation is incorrect:. If your accusation is correct, show the other players the cards and claim your victory! Save my name, email, and website in this browser for the next time I comment.
Contents hide. What is the goal? Game setup.
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