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How to play Clue

Determine the suspect, location, and weapon hidden in the case-file envelope.

👥 2–6 players◷ 45–60 minRecommended age 8+
By the site ownerExpanded September 22, 2026Review process
🎲 Open game-night tools

QUICK ANSWER

How do you play Clue?

Move through the mansion and enter rooms. Make a suggestion naming a suspect, weapon, and the room you occupy. Other players privately show one matching card if possible. Make a final accusation when you believe you know all three hidden cards.

Jump to the step-by-step rules ↓

EDITOR'S TABLE NOTES

Is Clue a good fit for your group?

This game works especially well for three to six players who enjoy deduction, note-taking, and hidden information. Before setting up, decide whether that matches the experience your group wants today.

Rules version covered here

This guide covers classic Clue/Cluedo deduction. Names and board details differ by edition, but the concealed suspect, room, and weapon structure remains the same.

QUICK VIDEO GUIDE

Learn Clue in under a minute

Captioned • 36 seconds
About this video

This original mini lesson covers what you need, setup, normal play, the winning condition, and one beginner tip. Continue below for the complete written guide.

INTERACTIVE LEARN-TO-PLAY

Practice Clue before the first round

Walk through the setup, try a sample turn, and get a quick answer when play stalls.

1

Separate suspect, room, and weapon cards, then place one of each secretly in the envelope.

2

Shuffle and deal the remaining cards among players.

Playable example turn

Step 1 of 4

Move through the mansion and enter rooms.

What should we do now?

Start with this action: Move through the mansion and enter rooms.

Scoring and winning

Make a final accusation when you believe you know all three hidden cards.

Common dispute to prevent

Accusing too early. Agree on any edition-specific variation before the first turn.

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The objective

Your goal is to determine the suspect, location, and weapon hidden in the case-file envelope. Before play begins, make sure every player can explain how the game ends and what determines the winner. That one check prevents many mid-game disagreements.

What you need

A Clue game board, cards, tokens, weapons, detective sheets, and a pencil. Lay out every required item before teaching the rules. If pieces, cards, controllers, or play space are missing, resolve that before the practice turn.

How to set up

  1. Separate suspect, room, and weapon cards, then place one of each secretly in the envelope.
  2. Shuffle and deal the remaining cards among players.

Setup check: Ask one player who did not arrange the game to compare the table, field, or screen with these steps. A fresh look often catches an incorrect starting position.

How to play: step by step

  1. Move through the mansion and enter rooms.
  2. Make a suggestion naming a suspect, weapon, and the room you occupy.
  3. Other players privately show one matching card if possible.
  4. Make a final accusation when you believe you know all three hidden cards.

Example first round

You suggest Green with the Rope in the Library. The first player clockwise who holds any matching card privately shows exactly one. Everyone learns that player could disprove the suggestion, but only you see which card.

How scoring and winning work

  • There is no point score.
  • A correct final accusation wins immediately.
  • An incorrect accuser cannot win but normally continues showing cards when required.

Useful variations

  • Use open notes and sample suggestions for a learning round.
  • Remove secret passages only if the edition permits it.
  • Do not mix app-assisted or special-power rules into classic play without agreement.

Beginner strategies

  • Mark every card you see and record what other players cannot disprove.
  • Use suggestions to test more than one unknown card.

Choose one of these ideas for the first game instead of trying to remember every strategy at once. Afterward, identify one decision that changed the result and one move you would test next time.

Common mistakes to avoid

  • Accusing too early.
  • Letting other players see your detective sheet.

If an illegal move is discovered, pause and agree on the least disruptive correction. For casual play, consistency and a shared understanding matter more than reconstructing many turns.

Frequently asked questions

What happens after a wrong accusation?

You cannot win, but usually continue showing cards when required.

Must a suggestion name the current room?

Yes.

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Rules and corrections

Official instructions for your edition or the game publisher’s current documentation take priority over this summary. If you spot a factual error or an important edition difference, please tell us.

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