Cluedo - Spielstrategie, Taktik oder Tipps. Von OberstGatow im Forum. Icon [Strategie] Cluedo: Generelle Tipps und Tricks. Beitragvon. Das Lösen eines Falles bei Cluedo kann ganz schön knifflig sein. Hier findet ihr Tipps und Hinweise zum spannenden Detektiv-Spiel. Strategie: In Cluedo schließt man eine Verdächtigung nach der anderen aus. Dank der eigenen Karten zu Spielbeginn ist damit bereits der.
Anklage und Lösen eines Falls bei CluedoÄhnliche Themen zu CLUEDO (Brettspiel) - Wie gehts richtig??? Cluedo - Spielstrategie, Taktik oder Tipps. Von OberstGatow im Forum. Das Lösen eines Falles bei Cluedo kann ganz schön knifflig sein. Hier findet ihr Tipps und Hinweise zum spannenden Detektiv-Spiel. Bisher habe ich zwei Strategien, die erste ist leider zu aufwendig und deshalb eigentlich nutzlos: Strategie 1: Aufschreiben welcher Mitspieler.
Cluedo Strategie Suspicion Strategies VideoComment jouer au CLUEDO - Les règles - Coup2pouce 6/2/ · Being Observant 1. Keep good notes on the clues you collect. As you play Clue, you will gather clues that will help you to determine the 2. Pay attention to the suggestions other players make. Your opponents will also be searching for clues to solve the 3. Watch other players as they check 72%(49). Weapons Candlestick Dagger (Knife in some North American editions) Lead Pipe (called lead piping in earlier UK editions; the early tokens were made out of actual lead and therefore posed Revolver (first depicted in the UK as a Dreyse M semi-automatic pistol, and in North America as a Colt. Joc Cluedo - Harry Potter editia in limba Romana în stoc. Livrat de Giftology 00 Lei (%) 00 Lei. Adauga in Cos. 0 review-uri (0) Compara. Joc de carti Cluedo - .
Die Auszahlungsraten Cluedo Strategie Merkur Online Cluedo Strategie mГssen fair sein, Playtech? - Ähnliche FragenDie Schocken Spielregeln sind einfach und leicht verständlich. 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.". 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!. How to Win At Clue EVERY TIME!! (Cluedo) Advanced Tips and Strategies for Board game and App! ===== Which CLUE BOARD G. 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.
Please consider making a contribution to wikiHow today. You can improve your chances of winning a game of Clue by being extra observant and using some subtle distractions.
Make sure to keep good notes on the clues you collect, which will help you narrow down the truth. 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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Explore this Article parts. Tips and Warnings. Things You'll Need. Related Articles. Article Summary. Part 1 of Roll the dice or use a secret passage to move your character token each turn.
The first thing you need to do on your turn is to roll the dice or use a secret passage to enter a room. You should try to go into a new room every turn.
Roll both dice and move your game token that number of spaces. Miss Scarlet always goes first in Clue, so whoever is using her game token will roll the dice first and then play passes to the left.
Wait until your path is clear if a player blocks you into a room. Two players may not be on the same square at the same time.
Therefore, you may get blocked into a room from time to time if another player is on the space right outside of the door to a room you are in.
Make a suggestion each time you enter a room. 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 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. 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. We could do this by creating a strategy that, beside looking at the knowledge that the other players have about the cards now, also looks at the knowledge the other players would gain after the announcement that the current player does not know the cards in the envelope.
This strategy could then also be used to answer the question whether or not this situation does actually occur, which is a question that was posed by Hans van Ditmarsch and Barteld Kooi in The Secret of my Success Although most players would want to win a game, there are situations imaginable where one would want to consciously lose a game.
A situation like this could be where a grandparent is playing with their grandchildren, who are still young and might not like it if the grandparent would win all the time, so the grandparent could chose to use a different playing style, which would lead to a style of play that is different from a rational agent.
Using this style of play, most strategies would stay fairly similar, but instead of trying to give the least amount of information possible, the player would want to give the other players as much information as possible.
This means that the new strategies would use the same kind of knowledge, but instead of selecting the card that gives the least amount of knowledge, selecting the card that gives the most amount of knowledge.
It would also be possible to favour one specific player over the other players. Here one must make a distinction between actively helping them out selecting the card that would give that player the most information and not caring whether or not that player gets more information not taking them into account when calculating how much information the other players get.
Whereas the first method is probably preferable for the grandparent in the previous example, the other strategy might be used when playing with people who play the game for the first time or not very well.
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.
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.