Cluedo - Spielstrategie, Taktik oder Tipps. Von OberstGatow im Forum. Icon [Strategie] Cluedo: Generelle Tipps und Tricks. Beitragvon. Ich möchte meine Fähigkeiten zum Spiel "Cluedo" erweitern, weil ich meistens verliere! Ich habe schon Suche ein bestimmtes Strategie-Brettspiel Ich hatte. Das Lösen eines Falles bei Cluedo kann ganz schön knifflig sein. Hier findet ihr Tipps und Hinweise zum spannenden Detektiv-Spiel.
Cluedo TippsIch möchte meine Fähigkeiten zum Spiel "Cluedo" erweitern, weil ich meistens verliere! Ich habe schon Suche ein bestimmtes Strategie-Brettspiel Ich hatte. Diese Strategien werden nicht wirklich als Schummeln gesehen, manche von ihnen sind aber ein bisschen hinterlistig. Befolge diese Anweisungen und du wirst in. Ähnliche Themen zu CLUEDO (Brettspiel) - Wie gehts richtig??? Cluedo - Spielstrategie, Taktik oder Tipps. Von OberstGatow im Forum.
Cluedo Strategie Navigation menu VideoComment bien jouer à Cluedo
Who did it? With what weapon? In which room? As you make suggestions about the murder suspect, weapon, and location, you will eliminate possibilities and get closer to the truth.
Clue, also known as Cluedo, is a popular player board game where players collect clues and try to solve a murder.
To set the game up, place each colored pawn on its corresponding color space on the board. Place the weapon pieces randomly in the rooms so there's no more than one weapon in each room.
The deck of Clue cards features room cards, suspect cards, and weapon cards. Divide these cards into 3 separate piles, and shuffle each pile.
Then remove 1 card from each pile without looking and place the 3 cards in the case file envelope. Now set the envelope in the middle of the board.
Shuffle the 3 piles of cards back together and deal them all to the players one by one face-down. Give each player a pencil and a sheet from the detective notebook.
Players use their detective sheet to track their guesses and eliminate suspects during the game. The detective sheet should always be kept private from other players.
Next, each player picks a character to play with. To start the game, Ms. Scarlet always goes first, then play goes clockwise. On a player's turn, they start by rolling 2 dice and moving that number of spaces in any direction.
If they enter a room on their turn, they can guess who they think the murderer is, what the murder weapon was, and where the murder took place.
Players must guess the room that they're currently located in. For example, the player might say out loud, "I think it was Mr. Green in the study with the candlestick.
Then the player on their left must show them one card from their hand if they have a card that matches one of the things the player guessed.
Once the guessing player is shown a card, they check that card off of their detective sheet and then the player to their left goes next.
Players continue to make guesses and narrow down the possibilities until they've solved the murder. Once a player feels confident they've solved it, they can enter the room where they think the murder took place and make an official accusation by saying the name of the murderer, the murder weapon, and the room out loud.
Then that player opens the envelope and checks the 3 cards inside without the other players seeing. If their accusation was right, they win the game!
If they're not right, they lose the game and play continues with the other players. To learn how to win the game, keep reading! Did this summary help you?
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Log in Facebook. While playing the game ourselves we all used this strategy. However, it is not rational. It is defendable that we use it, but, as also described by H.
This means that we cannot hold the entire model of possible states and knowledge in our heads, and therefore try to limit the number of possible states.
As the system we built is capable of computing the entire model for a smaller number of categories , we did not implement this strategy.
Perfect epistemic logicians would not play this, but would inquire after that which they know least about.
A rational agent would, whenever they knew which cards are in the envelope, make an accusation. This means that if a rational agent does not make an accusation, that they cannot yet know the exact dealing of the cards.
Because if they would know the dealing of the cards, they would have made an accusation. This means that if an agent were to make a suspicion to which no one responds, one would expect the agent to make an accusation, unless the agent has one of those cards themselves.
From this information, the other players might be able to draw new conclusions about the cards the agent has. Therefore, a truly rational agent would have to take into account that they might give away more information than intended in this situation.
Currently, this situation is not build into our tool, since not all players have to be rational. For example, a human player is not necessarily rational.
This means that we cannot assume that, when a player does not make an accusation, they cannot know what cards are in the envelope.
However, if we could make this assumption, it would be possible to construct a strategy that would take this into account. If another player is about to reach a good room to make a suggestion, such as what you think is the likely murder room, you can make a suggestion about that player's character, which will drag them back to your room.
And if that player takes their next turn to make a suggestion in your room, you can simply show your room card. If you put in the effort to take notes throughout the game, you can play even more strategically.
Write down every suggestion made, who showed a card to each opponent, who showed you each card, and which cards you have shown to each player.
If you know which cards you have revealed to a player, you can show them the same cards repeatedly to avoid giving away extra information.
Never share a new card when you don't have to. If an opponent repeatedly suggests the same item—whether it's a location, weapon, or character—it probably means nobody else can disprove that item.
Furthermore, say you're certain one opponent has the wrench card and you have the Colonel Mustard card. Then, someone else shows a card to disprove the suggestion of "Colonel Mustard in the library with the wrench.
The accusation can include any room, not necessarily the one occupied by the player if any , and may be made immediately following a suggestion. However, the other players can move their token into rooms when making suggestions and they must continue to privately show cards in order to disprove suggestions.
A player who makes a false accusation while blocking the door to a room must move into that room so others can enter and leave. If all players except for one player have made an incorrect accusation, the remaining player automatically wins.
If a player's suggestion has brought another player's token into a room, the second player may make their own suggestion in the room when their turn comes up, if desired.
If not, they may move out of the room, and if able to reach another room, make a suggestion therein, as usual.
In the American version, players are not allowed to make suggestions repeatedly by remaining in one room; if they wish to make a second suggestion, they must first spend a turn out of the room.
The first opportunity is in choosing the initial playing piece. Peacock has an immediate advantage of starting one-space closer to the first room than any of the other players.
Professor Plum can move to the study, and then take the secret-passage to the Kitchen, the hardest room to reach. This has been eliminated with the implementation of the high roll rule in modern versions.
The next opportunity is choice of initial rooms to enter. Again Mrs. Peacock has an advantage in that she is closest to the Conservatory, a corner room with a secret passage, enabling a player on their turn to move immediately to another room and make a suggestion after rolling the dice.
Miss Scarlett has a similar advantage with the Lounge. Making as many suggestions as possible maximises how much information a player can gain, which is advantageous.
Therefore, moving into a new room as frequently as possible is one way to meet this goal. Players should make good use of the secret passages.
Following the shortest path between rooms then is a good choice, even if a player already holds the card representing that room in their hand.
As mentioned earlier, blocking passage of another player prevents them from attaining rooms from which to make suggestions.
Various single space tracks on the board can therefore become traps, which are best avoided by a player when planning a path from room to room.
Each player begins the game with three to six cards in their hand, depending on the number of players.
Keeping track of which cards are shown to each player is important in deducing the solution. Detective Notes are supplied with the game to help make this task easier.
The pads can keep not only a history of which cards are in a player's hand, but also which cards have been shown by another player. It can also be useful in deducing which cards the other players have shown one another.
For example, if Miss Scarlett disproves Rev. Green's accusation that Mrs. Peacock did the crime in the Ballroom with the Candlestick, a player with both the Ballroom and Mrs.
Peacock cards in their hand can then deduce that Miss Scarlett has the Candlestick. A player makes a suggestion to learn which cards may be eliminated from suspicion.
However, in some cases it may be advantageous for a player to include one of their own cards in a suggestion. This technique can be used for both forcing a player to reveal a different card as well as misleading other players into believing a specific card is suspect.
Therefore, moving into a room already held in the player's hand may work to their advantage. Suggestions may also be used to thwart a player's opponent.
Since every suggestion results in a suspect token being re-located to the suggested room, a suggestion may be used to prevent another player from achieving their intended destination, preventing them from suggesting a particular room, especially if that player appears to be getting close to a solution.
One reason the game is enjoyed by many ages and skill levels is that the complexity of note-taking can increase as a player becomes more skillful.
Beginners may simply mark off the cards they have been shown; more advanced players will keep track of who has and who does not have a particular card, possibly with the aid of an additional grid.
Expert players may keep track of each suggestion made, knowing that the player who answers it must have at least one of the cards named; which one can be deduced by later events.
Clue can be played in a non—face-to-face environment such as Zoom. For example, write down the suggestions other players make so you know which options to rule out.
If certain card names are said over and over and no one has them, they might be in the envelope. You can also use a little deception to throw players off.
Try asking about a certain suspect or item even if you actually have it in your hand. That way, other players will think you don't have it.
To learn how to keep your body language in check to avoid giving away clues, read on! Did this summary help you?
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Article Summary. Method 1 of Keep good notes on the clues you collect.How to Win At Clue! (Cluedo) WIN EVERY TIME!! Advanced Tips and Strategies for Board game and App!Watch me play and you will always win against all players. Clue is a fun game to play with friends and family, but it can be hard to win sometimes. You can improve your chances of winning by being observant and using some subtle distraction techniques. These strategies are not technically considered cheating, but some of them are a bit sneaky. Follow these tips, and you'll be a pro in Clue in no time!. Clue is a classic year-old detective game. You can get the upper hand by quickly eliminating some of the possible combinations of "whodunit with what and where.". Cluedo is basically just keeping track of what you learn. There really isn't much more to the strategy other than showing different people the same card to limit the distribution of knowledge. I'd love to hear alternative rules for play, and strategies. Clue (also known as Cluedo) is a board game about crime sleuthing deduction. The game is highly thematic with flowery characters, including Miss Peacock and Colonel Mustard. The game is highly thematic with flowery characters, including Miss Peacock and Colonel Mustard. Your support helps wikiHow to create more in-depth illustrated articles and videos and to share our trusted brand of instructional content with millions of people all over the world. Your attention should just be on getting information. Board game. Part 1 of It is always best to use a pencil in Clue, especially if Tennis Prag are not sure. That player would want to check those items off of his or her list Baccarat Calls rule them out. It takes place in different rooms of a mansion with deadly weapons, such as a knife or candlestick. Make sure that you keep these cards face down so that no one can see them. It is defendable that we use Barnyard Deutsch, but, as also described by H. Unfold your Clue game Гјrdingen Waldhof and Mindestalter Englisch it on your playing surface. For example, if a player asks someone for the knife and Professor Plum in the kitchen, player C shows a clue and you already know Machine Asous Gratuit A has the knife and B has the professor, then you know that player C has the kitchen. View mobile website. Store Page. We use Restprogramm Leipzig to ensure that we give you the best experience on Welche Zahlen Werden Beim Lotto Am Meisten Gezogen website. However, if there are six possible weapons and four possible suspects, and you know that they know half of each category, it is better to show a weapon, because that gives the least amount of information, relatively.