The Huntington Campaign
Clue Game Rules for Pendragon
The Clue rules for Pendragon are based on the official game rules by Hasbro.
This game involves the investigation of a murder. In order to win, a player must correctly identify the killer, the murder weapon and the room where the crime took place.
When played as part of a Pendragon session, the GM will tie the Clue game into the Huntington Campaign’s ongoing storyline. Moreover, in the course of playing Clue, each PC will roll for certain traits and skills (marking the boxes on his character sheet if he succeeds).
Miniatures (the usual miniatures for Pendragon PCs)
Castle Map (i.e., the Pendragon Clue Game Board)
Pendragon Clue Cards
Clue Display Cards
Ordinary playing cards: Just enough cards to randomly generate a number equally the amount of players (such as Ace through Eight).
Investigation Log (one per player)
Pendragon Character Sheets
Each player uses his Pendragon miniature as a game piece.
Shuffle the ordinary playing cards.
Each player draws a card and places his miniature on the Castle Map in the square having the same number displayed on the card.
Sort the Pendragon Clue Cards into three decks: Suspects, Weapons and Rooms. With the images of the cards facing down, shuffle the decks separately and then randomly draw one from each.
Making sure the images are hidden, place the three drawn cards into the Crime Folder. The suspect, weapon and room displayed on the cards in the Crime Folder indicate the killer, murder weapon and crime scene.
Place the Crime Folder to the side of the Castle Map.
Combine the remaining Pendragon Clue Cards into a single deck and shuffle them.
Deal them out facedown to each player so that everyone has an equal number of cards.
Shhh!!! Keep your cards secret from other players!
If the cards do not divide equally among the players, place the leftover cards face up on the table where everyone can see them. Hence, each player will immediately know that the suspect(s), weapon(s) and/or room(s) displayed on these cards are not involved in the murder.
Each player gets an Investigator’s Log but must make sure other players do not see its contents.
On his Investigator’s Log, each player checks off the suspect(s), weapon(s) and/or room(s) from his Pendragon Clue Cards. Naturally, these people, items and locations are not involved in the murder (for the simple fact that they are not in the Crime Folder).
Shuffle the Reward Cards and randomly place one (face down) in each the castle’s rooms (excluding the chamber with the Staircase).
HOW TO PLAY
1) Randomly determine who goes first (such as by a die roll). Play then continues to the left.
2) On your turn, roll d6 and move your miniature up to the number of squares indicated by the die result. Horizontal and vertical moves are permitted, but not diagonal (the lack of diagonal movement allows for the strategy of a player using his miniature to block another’s path, to block a door, etc.). Note that, if desired, you can move less than the number of squares you rolled, or forfeit movement altogether for that turn.
3) You do not need an exact roll to enter a Room. For example, if your roll would have taken you beyond the Room, just finish your move early and stop in the Room.
4) The first player to enter a particular Room claims the Reward Card designated for that Room. After this, no more Reward Cards are associated with that area.
5) Each time you enter a Room (other than the chamber with the Staircase), you must voice a Suspicion involving that same Room. For example, let us say you enter the Garden. A possible Suspicion would be, “Was it Fatalina, with Black Magic, in the Garden?” Whereas the Garden has to be the location voiced in the Suspicion, you may inquire about any Suspect or Weapon. As a rule, you want to make inquiries about Suspects and Weapons not in your personal set of Pendragon Clue Cards. BUT, you are free to include one or more persons or things from your personal set of cards in order to bluff or throw other players off-track.
• Voicing a Suspicion (and the examination of it) immediately takes place once you enter a room. In other words, you do not wait until your next turn to do it.
• When you voice a Suspicion, place the Clue Display Cards representing the Suspect and the Weapon in the Room on the map. This way, everyone clearly knows each element in the presented Suspicion. (i.e., no “Wait a minute, someone was eating chips too loudly and I thought you said something else” sort of stuff)
• The player on your left examines his personal set of Pendragon Clue Cards. If he has a card representing one of the elements of the current Suspicion (i.e., Suspect, Weapon or Room), he must SECRETLY show you that card. If the player on the left has more than one applicable card, he decides which to show. He never shows you more than one card at this time.
• If the player on the left does not have a Pendragon Clue Card representing any of the elements in the Suspicion being currently examined, he must announce, “I cannot answer.” The question then passes to the next player on the left, and so on, until you have been shown ONE card. Once a Pendragon Clue Card representing an element of the examined Suspicion is shown, the process stops.
• It is possible that no one can show you a card. For example, this would be the case if the Suspect, Weapon and Room you inquired about happen to be the ones in the Crime Folder. This could also happen if you bluffed by voicing a Suspicion involving one or more cards in your own personal set. In any event, if none of the players can show you a card, the examination of the Suspicion you raised naturally comes to an end.
• Use your Investigator’s Log to mark off Suspects, Weapons, and Rooms that you rule out as being in the Crime Folder.
• Your turn is now over. The player on your left now rolls the die and moves (possibly being able to enter a room and voicing his own Suspicion).
HOW TO WIN
Once you think (or flat out know) all three of the elements of the murder (i.e., the guilty Suspect, the Weapon used, and the Room where the crime took place), you win the game by making an Accusation. Here is the procedure that is used:
• You can only make an Accusation in the chamber with the Staircase. As with other Rooms, you do not need to roll the exact number of squares in order to enter it.
• Once you have entered the chamber with the Staircase, you immediately make an Accusation by officially identifying a specific Suspect, Weapon and Room. For example, “I accuse Fatalina, with Black Magic, in the Garden.” While doing this, place the appropriate Clue Display Cards on the designated Room (so that the elements of the Accusation are clearly known by each player).
• The player making the Accusation opens the Crime Folder and secretly checks the cards therein. If all three cards match his Accusation, he then places them face up on the table for all to see. He has won the game! Congratulations, Sherlock!
• If one or more of the cards in the Crime Folder do not match the Accusation then he secretly places them back in the Crime Folder and sets it back on the table. He is now out of the game, but he must not tell the other players which cards he got wrong! Nevertheless, he remains present in the game, retaining his personal set of Pendragon Clue Cards. In this case, he continues to respond to the Suspicions voiced by other players (in the usual manner) but is no longer able to move his miniature, voice Suspicions or make any more Accusations.
• If all of the players make Accusations but, for whatever reason, none of them correctly identify the cards in the Crime Folder, the cards in the Crime Folder are removed and openly displayed. The game is over. What a bunch of losers!
There are two secret passages in the game. One connects the Bedroom with the Treasure Room, and the other connects the Kitchen with the Servants’ Quarters. If a player’s miniature is in a Room with a secret passage, he has the option of using that passage during his normal movement phase. In this case, he does not roll a d6, but simply moves his miniature into the Room at the other end of the passage. Because this results in him entering a Room, he immediately voices a Suspicion involving that Room. Note that moving into a Room and then using its secret passage occur on different movement phases.
Voicing Simultaneous Suspicions in the Same Room
If a player voices a Suspicion in a Room and, on his next turn, wants to voice another Suspicion in that exact same Room, he needs to move his miniature from that Room and enter it once more. Hence, he has to roll at least a 2 on the d6 (so that the miniature can move one square into the hall, and then another square back through the door). If the door (or doors) to a room is blocked by another miniature, this maneuver cannot be implemented. As a side note, a doorway that is two squares wide cannot be blocked by a single miniature (another player can simply move through the unoccupied square).
Note that this sort of maneuver is not used in conjunction with a secret passage in the same turn. For example, if a player in the Kitchen uses the secret passage to exit the Kitchen, he automatically enters the Servants’ Quarters and, therefore, must voice a Suspicion in the Servants’ Quarters. He cannot instead simply enter the secret passage long enough to reenter the Kitchen (in that same turn). Naturally, after spending a turn in the Servants’ Quarters, he is free to use his next turn to return to the Kitchen through the secret passage.
It is not possible to block a secret passage with a miniature.
Rooms with Two Doors or Doublewide Doors
A miniature in a Room with more than one door may exit that Room through any of the doors. If a Room has a doublewide door (i.e. a doorway that is two squares wide), he can use either of the doorway’s squares when exiting. Naturally, all this presumes that paths are not blocked by other miniatures.
At the beginning of the game, a Reward Card is placed face down on each of the Rooms on the map (excluding the chamber with the Staircase). The first player to enter that particular room gets to claim its Reward Card (taking advantage of the bonus it describes). Each Room will only have a single Reward Card for the duration of the game.
Moving through the Chamber with the Staircase
A player can move his miniature into or through the chamber with the Staircase without making an Accusation. In this case, the entire chamber is treated as one big square. Once a miniature enters this chamber, it can exit through any of its doors (including the one it just came through, if desired). In any case, the entire chamber counts as only one square’s worth of movement.
Rolling Traits and Skills
The first time you move a miniature into a Room (excluding the chamber with the Staircase) you will roll for one of your Pendragon character’s traits or skills. Unlike with Reward Cards, all players can take advantage of this (i.e., not simply the first person to enter a particular room). Your character only gets to make a specific roll once during the game, regardless of the amount of times you enter a Room. Below is a list of the Rooms with the corresponding rolls. These rolls, of course, are made with a d20 and, if successful, the player checks the box on the character sheet. Moreover, he uses his Investigator’s Log to keep track of these kinds of rolls.
Barracks: Many different weapons are stored here. Roll a Weapon skill of your choice.
Bedroom: Big comfy bed inspires thoughts of slothfulness and maybe even a nap. Roll Energetic (if you fail, roll Lazy). Note that being lazy does not affect your performance in the Clue game (i.e., you do not lose a turn if your character decides to take a nap).
Chapel: Latin text from the Bible and on stained glass windows is present. Roll Read Latin. No other languages are here.
Garden: Along with the vegetables are some plots of healing herbs. Studying such herbs results in a Chirurgery roll.
Great Hall: On the wall are shields displaying coats of arms. Roll Heraldry.
Kitchen: Bottle of tasty looking wine is on the prep table. Roll Temperate (if you fail, roll Indulgent). Note that if your character drinks too much, it has no bearing on the Clue game.
Music Room: Many different kinds of instruments are present. Roll Play (for your character’s choice of instrument).
Servants’ Quarters: Very sparse furnishings and possessions. This sort of scene can inspire thoughts of virtuous asceticism (i.e., “blessed are the poor”) or sinful pride in the fact that, being a knight, your character has a much higher quality of life. Roll Humility (if you fail, roll Pride).
Sitting Room: Chessboard displaying a game in play, inspiring thoughts of strategy. Roll Battle.
Treasure Room: Wow! Look at all that swag! Roll Pious to resist fantasizing about all that wealth (if you fail, roll Worldly).
Workroom: Repair projects involving a number of household objects are underway. Studying the techniques involved results in an Industry roll.