Cluedo? Super Sleuth

A place to discuss all aspects of Clue/Cluedo.

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Ellie
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Cluedo? Super Sleuth

Post by Ellie » Sat Sep 10, 2005 3:08 pm

Hello there,
I've recently found my Cluedo? super sleuth game. Only problem is it no longer contains the instructions. I'm absolutly gutted! I think I can remember the majority of the rules but I can't remember what you use the magnifying glasses or small crosses for. Also where do you place the non-playing characters at the begining of the game?
I've tried to find a copy of the instructions to download but have failed. If anyone can help me or know of where I can get another copy of the instructions from that would be brill.
Thanks everyone.
:?
Ellie

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Post by Kristev » Sun Sep 11, 2005 12:55 am

Here you go. This might be of some assistance. http://www.cluedofan.com/cluedoims/ssrule2.jpg

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Re: Cluedo? Super Sleuth

Post by PrinceAzure33 » Sun Sep 11, 2005 10:22 am

Ellie wrote: I can't remember what you use the magnifying glasses or small crosses for. Also where do you place the non-playing characters at the begining of the game?
The crosses are for the Item cards, the magnifying glasses are for Clue cards. You place Hogarth, Inspector Grey and the Black Dog on the porch along with everyone else. You put them in play when Events cards says so.
Hope I helped too. :wink:
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Post by Murder by Death » Tue Apr 27, 2010 1:16 pm

So I thought when I finally got the game I would understand it better. Sadly this did not happen.

Generally the rules are pretty straight-forward, but they also sort of skip over the details of certain key things, particularly when it comes to the magnifying glasses and crosses.

The rules only discuss placing them when laying out a new tile (which seems silly to me as this means you are constantly setting up the board as you play). But they do not elaborate on how they work. Merely that upon landing next to such a space that you are allowed to take a card (but only when a cross or magnifying glass is present).

So, does this mean that you don't have to land on the space to take the card? Also, more importantly, are you supposed to take the magnifying glass and cross preventing others from being able to take a card by using that space?

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Post by Jamie » Tue Apr 27, 2010 3:10 pm

No you don't have to land on the space with the item on it, just land on any space next to it. And yes, when you take a card you take the magnifying glass/cross off the space.

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Post by Murder by Death » Tue Apr 27, 2010 3:24 pm

Thanks. Seems sort of odd that you don't have to land directly on the space. Wonder why they chose to do it that way.

So is the point to gather as many of these clues as quickly as possible? If so, I can't imagine these clues last very long in any room. So why are there enough crosses and magnifying glasses for every space on the board? Seems like you would only need enough for about three of the rooms at any given time.

Also, what is the point to adding a room as you go rather than dealing them all out at the beginning and placing all the magnifying glasses and crosses at that time? I suppose it forces the game play into a dice propelled chase through the mansion, all in the same direction, which further limits access to clues for each player by the luck of the dice role (instead of allowing players to move in opposite directions). Not sure which would really be more fun. Suppose I will have to try playing it that way. Anyone here done it that way?

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Post by Jamie » Tue Apr 27, 2010 5:18 pm

Whenever I have played it, everyone has pretty much gone off in a different direction from the start, and then basically the game goes on with each player placing a new tile, then hoovering up all the items/clues in that room and then put another room tile down and so on.....only getting stopped in their tracks if other players get the chance to block them in using Hogarth, Insp. Grey and the Black Dog.

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Post by Murder by Death » Tue Apr 27, 2010 6:48 pm

Ah that makes sense. I hadn't thought of that, every player can lay down a tile as they move. So really, there is no real reason not to lay all the tiles down at the start of the game and populate them with the items. Waddingtons must have figured people might chose to do this so included a complete set of items.

Wonder if anyone has ever played where the tiles can be laid out in any fashion, like Scrabble tiles, instead of a 4x3 grid. Now that would be a reason to lay them out as you go, as a strategy. Otherwise, it seems like a gimmick.

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Post by cacums » Tue Apr 27, 2010 6:50 pm

I rarely follow the 3x4 rule. lol
I remember once we made a 'C' shaped layout
Image

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Post by Murder by Death » Sat Jul 29, 2017 2:08 pm

Interesting review of the game. I have to say I sort of agree:

http://www.alwaysboardneverboring.com/2 ... leuth.html

I think I'd much rather assemble the game from the start and play the usual way. The MD weapons would make a great addition to these playing tokens.

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Post by alwaysPeacock » Sat Jul 29, 2017 4:42 pm

I bet that guy is fun at parties...

It reads, to me, as though he'd already decided to hate the game merely because it's a Cluedo game. I don't have this version, but from everything I've seen of it, it seems to be the best formula for an advanced Cluedo/Clue experience (other than FX, which sadly becomes completely unplayable of the board breaks). As much as I love the abstract aesthetics of Super Cluedo Challenge, that game really is nothing but racing around the board to collect evidence (or vague hints) faster than your opponent(s). After multiple play throughs with my gaming friends, we all agree there's too much luck involved, and no real way to develop any kind of strategy. Also, it's effing LONG, with all the racing in circles, randomly resetting board, and lack of suggestions to aid in the investigation.

Super Sleuth, however, takes the racing to gather evidence idea, and still incorporates the suggestion mechanics of the classic game. The addition and use of the events, items, and NPCs is where the strategy seems to come into play (with some amount of luck, too). It's all at least more interesting than a deck of randomly accessed cards which do nothing more than speed up the game by forcing cards to be revealed (new Clue(do)'s Clue Cards, and the bonus/Intrigue cards in other recent editions).

I do agree, even without having played it, that there's no reason the board has to be discovered one room at a time. I think it would be much more fun to take turns laying tiles at the start of the game, creating a full, randomly arranged gameboard right from the start.

Tempted to write to that guy, see if he'll sell his copy since he hated it so much...
"But look what happened to the cook!"

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Post by Murder by Death » Sun Jul 30, 2017 7:21 pm

I agree there's more strategy involved in SS, but it all sort of reminds me of Monopoly, given that you can't even really start playing the game until all the clues are uncovered without potentially giving up something. But even in Monopoly, the deal making can start before all of the properties are claimed, even though I will never make a deal until then. Which explains the short game rules that shuffle the properties and deal them out.

I think a better way to do it is to set up the board and shuffle the clues and then incorporate the other rules to thwart opponents from guessing the solution before you. And add a set of weapons to the game!! Also the playing characters really need colored bases.

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