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Farscape's Magra-Clue Game / Jeu Magra-Clue avec Farscape
HISTORY
Mr. Pratt, a solicitor's clerk before his retirement, invented the classic who dunnit game in 1944. To their neighbors, Anthony E. Pratt and his wife appeared to be an unassuming couple similar to hundreds of other elderly people who had chosen to retire to the south coast near Bournemouth, England. What few realized was that he and his wife were specialists in savage murder and dark deeds.
After many hours of perfecting the mechanics of the game, and filing a provisional specification at the patent office, Mr. and Mrs. Pratt visited Waddington's Games in Leeds, England to discuss the possibilities of its manufacture. They were accompanied to the meeting by their friends, Mr. and Mrs. Bull who had already invented a successful game called BUCCANEER.
Waddington's personnel played the first game with the Pratt's and the Bull's in the office of the Managing Director, Norman Watson. Mr. Watson immediately recognized Clue as a winner. Due to post-war shortages of various materials, there were some delays before the game was finally launched in 1949.
Cluedo, and its american counterpart Clue (in 1949), is today sold in over 40 countries. The same successful formula works when translated into any language. There are also card games, electronic games, magnetic pocket games, a movie with 3 different endings, a musical, children books, a TV show and many versions with well known characters from TV show or other games, all using the same basic formula.
The first "BIG" Clue game was sold in 1988 under the name CLUE MASTER DETECTIVE. Instead of the usual 324 possible solutions, there are now a staggering 960. With ten suspects, eight weapons and twelve rooms, it IS indeed a challenging game.
GAME INSTRUCTIONS
Click on EACH of the 6 images of the board BELOW to see them in full size, then save them to your computer or print directly on thin cardboard. Choose one of the series of Suspects and Transports and print them on thin cardboard too (except for the detective pad sheets, done on regular paper).
Glue or tape the 6 board pages together, on the reverse side, to form a gameboard.
All suspect names have been taken from actual colour names.
EQUIPMENT
Gameboard on 6 printable pages showing 13 locations (planets)
This is a game for 3 to 6 players. The goal of the game is one of the prisoners of the Gammack Base has escaped. To win, you must determine the answers to these three questions: Who is gone? On what planet did the prisoner go? What ship did the prisoner escaped with?
SETUP
Of all the characters, select 6, take their cards and token and put the others aside. They won't be used. Do the same for the weapons, select those you want to play with, take their cards and tokens, remove the others.
HOW TO PLAY
Each player selects a token representing one of the Suspects. All tokens are placed in the Cloakroom to start, regardless of the number of players. (The murder never occurs in the Gammack Base -- it's the 13th Location.)
Regardless of the number playing, bring out all 8 Ship tokens and place them together in a spot off the playing board. You'll learn when to use them later.
Sort the pack of 30 cards into three piles -- Suspects, Locations and Transports. Shuffle the three groups separately and put them face down on the board; select the top card from each and, without looking, slip these three cards into a "Case File --CONFIDENTIAL" envelope and set it aside. The envelope now contains the answers to the questions: Who? Where? How?
Mix the remaining cards together and shuffle them well. Deal them all out, starting with the player on your left. Some players may receive more cards than others; this doesn't matter. With these cards in your hand, you have begun your investigation because you know that if you hold these cards, they can't be in the CONFIDENTIAL envelope.
Each player takes a sheet from the Detective Notebook pad and folds it in half -- to keep the information secret from the other players. If you wish, mark on the pad all the cards you hold in your hand.
Each player rolls the dice; play will proceed to the left, and the highest roller starts.
MOVING YOUR GAME PIECE
On each turn, move towards, into, or through one of the 12 Locations by 1) rolling the dice, or 2) using a Secret Passage, or 3) a combination of both.
Rolling: If you roll the dice, move that number of spaces, either horizontally, vertically, forwards or backwards (but not diagonally). You may change directions as many times as your roll will allow; however, you may not enter the same square more than once on the same turn. You may not land on a square occupied by another token: If your dice roll would land you there by exact count, you must stop one space behind the other player's token; if you rolled a higher number, jump over the other token, counting the occupied space as part of the roll, and move the total number of spaces rolled.
Secret Passages: These Locations are connected: Dam Ba Da and Ice Planet; Jocacea and Aquara; Gammack Base and the path under Arnessk. If you are in any one of these spots at the beginning of a turn and wish to use the connecting passage, announce that you're going to do so, and move your token to the Location at the other end of the passage.
Combination: You may also use a Secret Passage as part of a roll of the dice. Roll and move your token into the Location where the passage starts; move through the passage, counting it as one space, and exit into the Location at the other end; either stay there or complete your move by exiting.
WHEN ENTERING OR LEAVING A LOCATION
You do not have to land on a Planet by exact count.
Do not count a door as a space.
You may pass through a Planet on a turn, counting it as one space. However, you may not leave a Planet if you have made a suggestion on that turn.
You may not re-enter a room on the same turn.
SNOOP SPACES
Nine spaces on the board are marked by a spyglass. As part of your move, you may land on one of these Spyglass spots and "Snoop" an opponent. Announce which player you want to "Snoop" then draw one of his or her cards, sight unseen, look at it, mark what you've learned on your Detective Notebook sheet, and give the card back. If you have not used up your dice roll, continue your move.
MAKING A SUGGESTION
Once you've entered a Planet, you may — and should — make a suggestion in order to learn what cards your opponents hold. To do so, move a Suspect token (one being used by another player or a spare one from the Gammack Base) and a Transport of your choice into the Planet. You may, of course, name your own token as a Suspect. Now suggest that the murder was committed on that Planet by that Suspect with that Transport.
For example: "I suggest the escapee is Miss White gone to Arnessk with Farscape One".
You may, if you wish, make a Suggestion and an Accusation on the same turn.
After entering one of the planets, you may make only one Suggestion. To make another, you must wait until another turn when you are on a different Planet or, sometime after your next turn, re-enter the Location you most recently left. You may not forfeit a turn to remain in a particular spot.
You may make a Suggestion that includes a Weapon and/or Suspect token that's already on your planet. If you do need to move a Vessel or token into place, leave them there after your Suggestion; do not move them back where they were before you moved them.
If another player moved your token to a new Planet in order to make a Suggestion, on your next turn you may either move out of that Planet in one of the usual ways, or you may make a Suggestion from that Planet. If the latter, you do not roll the dice or move your token.
There is no limit to the number of Suspect tokens or Transports that may be on one Planet at the same time.
PROVING A SUGGESTION
Beginning with the player on your left, make your Suggestion. If he has any one of the cards mentioned in your suggestion, he hands you that card; if he has more than one of the cards you asked for, he selects which one to show you. Look at the card, mark the information on your Detective Notebook, then return the card.
If you've been shown a card or not, move on to the next player and make your Suggestion again. If she holds one of the three cards in your Suggestion, she shows it to you; again, if she holds more than one you mention, she selects which one to show. Proceed around the table, asking each player.
If none of the other players has the cards you asked for, you may either end your turn, OR you may make an Accusation.
MAKING AN ACCUSATION
When you think you've solved the mystery, you may, on your turn, make an Accusation. Announce that "It was (Suspect) on the (Planet) with the (Transport)." Now, look at the cards in the Case File envelope. If you're right on all three counts: Whodunit, Where and How... YOU WIN!
If you're wrong about any of the cards, put the cards back in the envelope -- without letting anyone else see them. You've lost your chance to win, and you take no more turns yourself. But you still answer Suggestions made by the remaining players, and others may still move your token into locations when they make Suggestions.
Remember: To make a Suggestion, you must be on the Planet you name. To make an Accusation, you may name any Planet without actually being in that place.
STRATEGY HINTS
Don't Forget to Snoop... especially when your dice roll is large enough to snoop and enter a Planet on the same move.
Making Suggestions. You may want to name one or more of your own cards in order to gain information ... or mislead your opponents.
Proving a Suggestion. It is possible on one turn to be shown all three cards; however, this is not an advantage, because all the players heard you make your Suggestion, and everyone will know that those three cards are not in the Case File envelope. This is another reason you may want to include one of your own cards in the Suggestion.
Your Detective Notebook. Be sure to note what you've learned on your Detective Notebook. You may find it helpful to put the initials of which players showed you which cards.
Sneaky Move. If an opponents token appears to be heading to an important Location, on your turn you may want to include that Suspect in a Suggestion in order to move him or her away from that Location.
WINNING
The first player who correctly names all three cards in the Case File envelope wins, and lays the cards face up on the table as proof.
DISCLAIMER
FARSCAPE and all related characters and elements are trademarks of The Jim Henson Company,
Hallmark Entertainment, Nine Network (Australia) and the Sci-Fi Channel.
This game has been done strictly for fun and is in no way affiliated with any of the above.
Work done and original templates (C) 2008-2010 by Bluey. Free to print - for personal entertainment purposes only. This game is an exclusivity for ErpScapers.com and has never been published before.
FARSCAPE and all related characters and elements
are trademarks of The Jim Henson Company,
Hallmark Entertainment, Nine Network (Australia)
and the Sci-Fi Channel.