Ähnliche Themen zu CLUEDO (Brettspiel) - Wie gehts richtig??? Cluedo - Spielstrategie, Taktik oder Tipps. Von OberstGatow im Forum. Strategie: In Cluedo schließt man eine Verdächtigung nach der anderen aus. Dank der eigenen Karten zu Spielbeginn ist damit bereits der. Das Lösen eines Falles bei Cluedo kann ganz schön knifflig sein. Hier findet ihr Tipps und Hinweise zum spannenden Detektiv-Spiel.
CLUEDO (Brettspiel) - Wie gehts richtig ???Cluedo - Spielstrategie, Taktik oder Tipps. Von OberstGatow im Forum. Icon [Strategie] Cluedo: Generelle Tipps und Tricks. Beitragvon. Wie man bei Clue (Cluedo) gewinnt - Strategien und Hinweise - Todo web media. Ich erkläre euch meine CLUEDO Taktik - So gewinnt ihr! (Tutorial). Welche Strategien habt Ihr denn so beim Aufzeichnen der. Antworten? Hm. Willst du das wirklich? Damit kannst du den anderen prima den Spass am Spiel.
Cluedo Strategie Perfect Epistemic Logicians playing Cluedo VideoDetectives Play Clue
Related Articles. Article Summary. Method 1 of Keep good notes on the clues you collect. As you play Clue, you will gather clues that will help you to determine the suspect, weapon, and location of the murder.
Doing so will help you to get closer to the truth and win the game. Make sure that you check off clues on your detective's notes sheet or write them on your notepad as you collect them.
Pay attention to the suggestions other players make. Your opponents will also be searching for clues to solve the murder, so it is a good idea to pay attention to their suggestions.
Just keep in mind that they may try to throw you off sometimes, so be careful not to consider all of their suggestions as clues. Watch other players as they check items off on their lists.
If another player shows them a card, secretly watch where the first person writes the X down on the paper. If he writes it low on the sheet of paper, it is a room.
If he writes it at the top, it means he was shown either a weapon or a character. Try flipping your sheet upside down to throw off other players who may be watching you as well.
Pay attention to what card names are being said over and over. If a card keeps getting suggested and no one seems to have it, then it may be in the envelope.
Write it down a little after the name suspect, weapon, or room was mentioned. Method 2 of Keep your clues a secret. Never tell anyone that you know or have a hunch.
They will be able to gather clues to your suspicion by the questions you ask. For example, if you admit to almost know who did it, then in your next turn you ask to see the Colonel Mustard card, people will believe you think it is Colonel Mustard and you were checking to make sure it was him.
Since it is your goal to use deduction to figure out what suspect, room, and weapon cards are in the envelope, you will need to use the process of elimination to get closer to the answer.
Therefore, every time that you enter a room, you should make a suggestion to your fellow players about what might be in the envelope. Your fellow players would then search their cards for this suspect, room, and weapon.
The player to your left would be the first to reveal one of these card to you if it is in his or her hand.
Your fellow players would all take turns showing you one card from their hands if they have any of the cards you suggested.
You would then check off the cards that players showed you to eliminate some more possibilities. Move character pawns and weapons into rooms as you make suggestions.
You need to be in a room to make a suggestion about that room, but you also need to move the suspect and weapon that you are suggesting.
Take the suspect and weapon from wherever they are on the board and put them into the room you are suggesting. Make an accusation when you feel certain that you know what is in the envelope.
You should make an accusation only after you have eliminated most of the possibilities and you feel confident that you know who the suspect is, where the suspect committed the murder, and what weapon the suspect used.
If your accusation is correct, then you win the game! If you are wrong, then you have lost the game. You will have to return the cards to the envelope and continue revealing your cards to other players, but you may not make another accusation.
Part 2 of Set up the game board. Unfold your Clue game board and place it on your playing surface. The Clue game board features nine rooms that the six character pawns may move between.
Make sure that you choose a game surface that all of your players can sit around and access the game board with ease. Place all six of the character pawns and weapons on the board.
The character pawns are placed on their corresponding named starting squares, whilst the weapon pawns are placed in the rooms. You may place the weapon pawns in the rooms at random, making sure that there is only one weapon pawn in any room at the start of the game.
These sheets include a list of all of the suspects, rooms, and weapons, so players can check them off as they rule them out.
Peacock, a candlestick, and the kitchen in her hand, then these cannot be in the envelope. That player would want to check those items off of his or her list to rule them out.
Part 3 of Keep the three types of cards separated and shuffle each the card stacks. Clue comes with three different types of cards: suspects, rooms, and weapons.
Keep these card types in separate stacks and shuffle each stack of cards. Then, place the stacks face down on the board. Make sure that you keep these cards face down so that no one can see them.
The player who guesses what these three cards are will win the game. Shuffle all three card stacks together and deal them out.
Then, deal all of the cards to the players so that you all have the same amount of cards. Clue is a game that needs at least 3 players.
If someone suggests you and drags you to a new room, make a suggestion there on your next turn. Secret passages allow you to move from one room to another without having to risk rolling the dice.
Thus, you'll get to make suggestions on consecutive turns, rather than an unlucky dice roll stranding you on the squares outside the rooms and stealing your opportunity.
If you still haven't eliminated those two rooms, you can keep going back and forth between the rooms until someone shows you one of the cards.
Until they do, it is the most efficient way to gather information. Not only will spending time in the rooms you have let you learn more about the weapons and people, but you can use the unfair summons trick.
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.
Gold, Miss Grey, and Mrs. White and Colonel Mustard for the actual release. The game allowed for play of up to eight remaining characters, providing for nine suspects in total.
Originally there were eleven rooms, including the eliminated " gun room " and cellar. Some of these unused weapons and characters appeared later in spin-off versions of the game.
Some gameplay aspects were different as well. Notably, the remaining playing cards were distributed into the rooms to be retrieved, rather than dealt directly to the players.
Players also had to land on another player in order to make suggestions about that player's character through the use of special counter-tokens, and once exhausted, a player could no longer make suggestions.
There were other minor differences, all of which were later updated by the game's initial release and remain essentially unchanged in the standard Classic Detective Game editions of the game.
The methodology used in the early versions of Cluedo is remarkably similar to a traditional, if little known, American card game , The King of Hearts Has Five Sons.
We'd play a stupid game called Murder, where guests crept up on each other in corridors and the victim would shriek and fall on the floor.
Advertising at the time suggested players would take on the guise of "Sherlock Holmes following the path of the criminal", but no depictions of Holmes appear in the advertising or on the box.
With the launch of the US edition, a television commercial showed Holmes and Watson engaged in a particularly competitive game. Adjusting with the times, in US TV commercials a detective, resembling a bumbling Inspector Clouseau from the popular Pink Panther film franchise, looks for clues.
In the UK, Cluedo did not start using "The Great Detective Game" marketing slogan until the mids, which it continued using until the edition when it adopted the "Classic Detective Game" slogan.
The game box also includes several coloured playing pieces to represent characters, miniature murder weapon props, two six-sided dice, three sets of cards describing the aforementioned rooms, characters or weapons , Solution Cards envelope to contain one card from each set of cards, and a Detective's Notes pad on which are printed lists of rooms, weapons and characters, so players can keep detailed notes during the game.
The murder victim in the game is known as " Dr. Black " in the UK edition and "Mr. Boddy" in North American versions.
Players' tokens are typically plastic pawns or figurines ; the standard edition of Cluedo has six of these suspects:.
In , Hasbro launched the current standard version of the game with a new character, Dr. Orchid, replacing Mrs. She is represented by a pink token.
The weapon icons are typically made of unfinished pewter except the rope, which may be plastic or string ; special editions have included gold plated, brass finished and sterling silver versions.
There are nine rooms in the mansion where the murder can take place, laid out in circular fashion on the game board, separated by pathways overlaid by playing spaces.
Each of the four corner rooms contains a secret passage that leads to the room on the opposite diagonal corner of the map. The centre room often referred to as the Cellar or Stairs is inaccessible to the players, but contains the solution envelope, and is not otherwise used during game play.
Coloured "start" spaces encircle the outer perimeter which correspond to each player's suspect token. Each character starts at the corresponding coloured space.
At the beginning of play, three cards—one suspect, one room, and one weapon—are chosen at random and put into a special envelope, so that no one can see them.
These cards represent the solution. The remainder of the cards are distributed among the players. In older versions, play begins with Miss Scarlett and proceeds clockwise.
The objective of the game is to deduce the details of the murder, i. There are six characters , six murder weapons and nine rooms, leaving the players with possibilities.
As soon as a player enters a room, they may make a suggestion as to the details, naming a suspect, the room they are in, and weapon.
The tokens for the suggested suspect and weapon are immediately moved into that room, if they are not both already present. Suggesting an opponent's token is a legitimate board strategy; likewise the weapon icons, though esoteric.
A player may even suggest himself or herself as the murderer and may include cards in their own hand. Once a player makes a suggestion, the others are called upon to disprove it.
If the agent hasn't shown any of the cards to the querying agent, then just choose a random card. This can be added on to the simple strategy, so if the agent has more than one of the cards in the suspicion, and has shown neither of them to the other agent before.
In this case, you still want the opponent to gain the least amount of information. A way to do this is to reason about how many information showing each of these cards would give the other agent.
If you know that they know almost all weapon cards, you would be better off to show a person card. 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.
There are several strategies that can be used to determine whether to make an accusation. The first is obvious one. The second is an alternative strategy that can be played by winning-driven agents.
This is one we encountered while playing. If you know all the cards that are in the envelope be eliminating all other possibilities , make an accusation containing those cards.
It can happen that you know all the cards in the envelope, except for one. So of one of the categories you still hold 2 different cards for possible.
If you make an accusation then, you can lose if you choose the wrong card. However, if you are that far in the game, another agent might be too, and all other agents have a chance to make an accusation before your turn comes again.
If they are correct, you also lose.Hier oder in PM. In welchem. Wenn du unsere Seite weiter nutzt, akzeptierst du unsere Cookie Regeln. Until they do, it is the most efficient way to gather information. To show off a bit, I made this accusation from the lobby without entering a room Cherry Rispentomaten make a suggestion that could have helped me solve the case the old-fashioned way. This strategy could then also be Café Katzenberger to answer the Tabu Xxl Spielanleitung whether or not this situation does actually occur, which is a question that was posed by Hans van Ditmarsch and Cluedo Strategie Kooi in The Secret of my Success Non-rational strategies and knowledge Although Snowmen players would want to win a game, there Keno Erfahrung situations imaginable Spiele Mahjong one would want to consciously lose a game. Originally posted by BobSmun :.