As I mentioned in my last post, How to Date When You’re Sick, my Dish and I love to play a two-person version of Clue that I made up. I thought it’d be fun to write out my rules, so that any Spoonies and their Dish (or anyone at all!) can enjoy a rousing game of Clue even when they can only find two players.
So, without further ado:
CLUE for two!
The first thing you need to know is that my Dish and I have the newfangled version of clue – at first, I thought it must be so dumb compared to the original, but I actually love this version a lot more. Everything is exactly the same, except for one addition: Intrigue Cards. These are cards you get when you land on “?” – all you really need to know about this additional deck is that inside it are seven clock cards. The first six do nothing – but when the clock strikes 7, the drawer of the 7th card MUST DIE.
After the initial death, the 7th card alone is reshuffled into the Intrigue deck. Once you’re dead, you can’t play anymore – but you do need to stick around to answer the other player’s accusations from beyond the grave. Don’t worry too much about these clock cards – with only two players, deaths rarely start happening until towards the very end of the game, and I love the “race against time” element. If you all die early on, you didn’t shuffle your Intrigue Deck very well. 😉
Now, here are the special rules for playing with only two players. You begin the game the same way – by taking three clue cards and placing them in the evidence envelope, and setting that aside.
Then each player is given ONE clue card – that’s right, just one. You begin the game with only one surefire piece of evidence. Here, I have the pistol. That means that I must have had it on me at the time of the murder….or somesuch alias that tells me that I know Mr. Body did not die at the barrel of a gun. But that’s all I know.
And the other player is given one card as well – of course, I don’t know what Dish has. I can only find out by making rumors (rules for this are the same as normal Clue).
The remaining rumor cards are placed around the edge of the board, two to each room. The leftover card is placed in the middle. Anyone may travel to the middle and flip over the middle card, but you must travel there and flip it to see it. In this case, Mr. Green’s body is floating there in the pool or something. Anyway, we know it wasn’t him!
So how do we get the other cards? Simple. There are two cards in each room – one for each of us. When I enter a room, I start a rumor: Professor Plum in the guest house with the knife! If Dish– that is, Col. Mustard– can’t disprove this theory with his one card, I may choose one of the two cards in the room and take it.
Hmm…. decisions decisions….
Ah ha! I got the Kitchen! Room cards are the best to get, as you’ll see. Now, when I go to the kitchen, assuming I propose a rumor that Col. Mustard cannot disprove, I get my card….
But when Col. Mustard goes into that room, his rumor HAS to involve the kitchen, and I will ALWAYS be able to disprove that since I have the kitchen card! So Col. Mustard’s card is removed from play.
Which makes me go BWAHAHAHA even though it is technically a loss to us both, since I won’t see the card either. I’m still happy, though, because more uncertainties make the game more realistic and less like playing a very elaborate logic puzzle.
So you keep playing until there are no cards left, and you’ve gotten as much info as you can from your partner. Then you must bravely decide what your final accusation will be, and see if you got it right. If so, YOU WIN! if not… you die.
Some of you party poopers might say “But Rachel! It must be near impossible to ever win that way!” Ah, ye of little faith! The very first time we played by these rules, I WON! And both of us have won games since then. You usually only end up with 2 or 3 choices to make, so your odds are higher than you might think.
Of course, best results are achieved by using an accent, drinking tea, and pretending that you are truly tracking down a killer, and time is running out….