DUNGEONS AND DRAGONS CLUE (2001)
CLICK ON THE THUMBNAILS TO OPEN THE LARGER PICTURE
This time the world of CLUE enters the ancient realm of Dungeons & Dragons. Six heroic warriors have been summoned by Archmage Korinon who tells them he has need of their services.
During the night, a scream is heard and the Archmage's Ghost appears to each warrior to say that he has been slain by an evil doppelganger who has taken the form of one of the warriors. He says the doors have been magically locked and no one will be able to leave until one discovers who the doppelganger is, where he was murdered and with which of the following weapons.
The rooms are various locations of the Archmage's Castle.
The playing pieces and weapons are another great little pewter set.
But, with all good Dungeon and Dragon adventures there has to be battles with Monsters. In this edition there are six monster cards.
The backs of these six cards differ from the rest of the pack being brown with claw mark designs on them. On the board there are six squares with this claw mark design.
At the start of the game, these six cards are shuffled and placed face down in the centre of the board on top of the murder cards envelope. This square is also known as "The Maze" for this game.
When a player lands on a claw space he draws the top card and must battle the monster.
If the SKELETON or GOBLIN is drawn, the player must roll a 2 or higher to gain a potion of speed which enables him to roll the dice twice on his next move and pick the higher roll.
If the BUGBEAR is drawn, the player must roll a 3 or higher to gain the Boots of striding and springing which enables him to roll the dice twice on his next move and use the combined total to move.
If the GELATINOUS CUBE is drawn, the player must roll a 4 or higher to gain the Broom of Flying which enables him to take an extra turn immediately.
If the DISPLACER BEAST is drawn, the player must roll a 5 or higher to gain the Crystal Ball which enables him to look at one card held by another player.
If the BEHOLDER is drawn, the player must roll a 6 to gain the Amulet of Seeing which enables him to view a card in the Scroll Case (Murder Cards) Envelope.
Any time a player fails to roll the correct number to defeat the beast he is sent to The Maze at the centre of the board and must stay there until he rolls a 5 or 6, or if he is used in an suggestion and moved to a room.
The monster cards when played are returned to the bottom of the pack.
So there it is. A new slant on CLUE and a very enjoyable one at that. Highly recommended version.
◄ CLUE/SORRY Twin Play HOME BACK TOP Haunted Mansion CLUE ►