CLUEDO CARNIVAL (2009)
The Case Of The Missing Prizes

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This is probably the first version of CLUEDO in which the game is not won by the person who gives the correct solution, but rather the person with the most correct guesses during the game. It's another Junior version for ages 5+ but comes with a double sided board with two levels of play so the game can "grow with your kids" as the back of the box states. There is a simple & a clever version. The simple version is the blue side & the clever version is red.

              

The idea of the simple game is to discover who stole the prizes from the carnival and at what time. On the clever version you also have to discover where the prizes were hidden.

There are only 5 playing pieces in this game with a white mover missing. There are 18 colour counters for each player and in the simple game, each player takes ten of their colour counters. Inside the box there is a black insert with 18 small spaces.

To begin the game, the blue sided part of the board with slots is placed over the black insert to allow counters to be dropped through the slots into the holes. The other part of the board (blue side) is placed under the box as can be seen in the picture on the rear of the box. The players place their mover on the appropriate colour square to start the game.

As in normal Cluedo, the suspect and time cards are shuffled and one from each pile is placed in the solutions envelope. The rest are shuffled together and dealt face down on the various rides around the board on the appropriate spaces. Some will have more than one card but this is ok.

    

The envelope actually dwarfs the cards so dont put them in too far!!!

There is a single "All Guess" card and two gold counters with red ticks which are given to the eldest player. The player to his left goes first. It is up to the elder player to play the "All Guess" card after each round. At this point all the players make an accusation by dropping two of their counters, one in a suspect slot and one in a time slot. So if you were accusing Mustard at 2.00 you would drop a counter in each of these slots.

The idea is to move around the board to the rides and secretly look at the card or cards there. These are marked off on the detective note sheets.

You do not need to throw the exact amount to land on a ride. There are arrowed squares leading off at the board at some points. These are secret paths & you can use them to jump to any other secret path on the board & continue your turn from there.

At the end of five rounds, everyone's tokens will be exhausted. The eldest player checks the two cards in the solutions envelope. If the solution was Scarlet at 4.00 he would drop one each of the gold counters into the appropriate slots. The board is then lifted off and all the counters in the two squares with the gold counters are taken out and laid out in lines by colour. The colour with the longest line wins the game.

On the clever version of the game, the rules are practically identical except this time you have to also discover where the prizes were hidden.

Players take all 18 of their counters and drop three at each "All Guess" time one in each of the suspect, time and where hidden slots thus making it a six round game. The eldest player also takes all three of the gold counters. The only other change is that if a players turn ends on a path he may ask any other player if they have seen a certain card e.g. Peacock. The player must whisper yes or no truthfully. If yes, you may cross that suspect off of your detective note pad.

And that is it. Slightly different way of playing but good for the kiddies.

 

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