Game rules
Clue Rules
Clue is a deduction game dressed up as a murder mystery, and the deduction is the entire point — the actual dice-and-board movement exists mainly to get players into rooms where they're allowed to ask the question that matters: who, with what, and where.
The setup and the secret envelope
Before play begins, one card each from the suspect, weapon, and room categories is set aside, unseen, in a sealed envelope — that hidden combination is the actual solution to the mystery. The remaining cards are shuffled together and dealt out evenly among the players, so every player starts with real information: any card in their own hand is definitely not part of the solution.
Moving through the mansion
Players take turns rolling dice and moving their token through the mansion's rooms and hallways. Reaching a room (not just passing through it) lets a player make a "suggestion" instead of just moving.
Making a suggestion
A suggestion names one suspect, one weapon, and the room the suggesting player is currently standing in — for example, naming a suspect and a weapon while standing in the library. The suggesting player can even move another player's token into that room to accuse them of a suggestion, forcing that suspect's piece into the scene. Starting with the player to the left of the suggester, each player in turn is asked whether they hold any of the three named cards; the first player who can privately show one of them (their choice, if they hold more than one) to the suggesting player does so and reveals nothing to anyone else at the table. If no player holds any of the three cards, the suggestion goes completely unanswered — which is itself important information, since it means all three named cards might be sitting in the envelope.
Tracking the deduction
Every suggestion made — by you or any other player — provides information whether or not it's disproved. Experienced players keep a written tracking sheet, marking off suspects, weapons, and rooms as they're eliminated by their own hand, by what's shown to them, and by what other players' unanswered suggestions imply. The entire skill of Clue is building this elimination picture faster than the other players, both from your own hand and from watching who does or doesn't respond to each other's suggestions.
Making the final accusation
Once a player believes they've deduced the full solution, they can make a formal "accusation" — naming a suspect, weapon, and room, exactly like a suggestion, but this time it goes straight to checking the sealed envelope rather than being disproved by other players' hands. If the accusation matches the envelope exactly, that player wins immediately. If it's wrong, that player is out of the active guessing for the rest of the game — though most rules still let them continue moving and making suggestions purely to help disprove other players' guesses, without any further chance to win themselves.
Strategy: suggesting to gather information, not just to guess
Experienced players make suggestions early in the game specifically to gather information, even when they suspect the guess is wrong — naming a suspect and weapon they already privately doubt, purely to see who reveals a card and to narrow the field for everyone at the table, themselves included. Because a suggestion made in a room you're only passing through anyway costs nothing extra beyond the turn you were taking regardless, there's rarely a reason to skip making one once you've entered a room, even with a weak or speculative guess.
Origins: a 1940s British board game born in an air-raid shelter
Clue — sold as Cluedo outside North America — was invented by Anthony Pratt, an English musician, who is generally credited with developing the concept during World War II, reportedly inspired by "murder mystery" parlor games played during air-raid shelter evenings. Pratt patented the game in 1944, and it was first published by Waddingtons in the UK in 1949, with Parker Brothers releasing the American "Clue" edition (with adjusted character and weapon names) shortly after; it remains a licensed, trademarked commercial product, still refreshed with new editions regularly.
The arguments this game actually produces
A suggesting player holding the very card they've just suggested has no obligation to reveal it to the table — a suggestion can legally include a card the suggester themselves is holding, often deliberately, as a way to test other players' reactions or occupy a room without giving away real information. It's worth stating plainly here rather than assuming it's obvious, since Clue doesn't get its own page under Settle an Argument the way some of the higher-dispute card games do.
Questions that come up mid-game
Is a player required to move into the room they're suggesting, or can they suggest a room they're not currently in? A suggestion must name the room the suggesting player currently occupies — you can't suggest a distant room you haven't reached yet.
If multiple players could disprove the same suggestion, does the suggester get to pick which one answers? No — the first player in turn order (starting to the suggester's left) who holds any of the three named cards is the one who must respond; the suggester has no choice over who answers first.
Clue is a trademark of its respective owner. This page is an independent, fair-use summary of how the game is played — it is not affiliated with, endorsed by, or sponsored by the trademark holder, and reproduces no rulebook text, logo or board art. See the trademark disclaimer for the full notice.