Cluedo/Clue
The
board game's inventor was a British law clerk named Anthony Pratt, who
dreamt it up circa 1947, while walking his beat as a wartime fire
warden in Leeds. When the bombs weren't dropping, social sets used to
gather in one another's homes for a parlor game called "Murder", in
which guests would creep around and simulate the murder of one of
their own. That was the seed, and Pratt came up with rest.
Profits from the popular game allowed Pratt to become a pianist,
his long-time dream. But just like the mysteries that his game hinges
on, Pratt fell out of sight late in the twentieth century. In 1994,
Waddington's Games, the present day owners of Cluedo tried to track
Pratt down to celebrate the game's 50th anniversary. They didn't have
a clue where to look until a cemetery official in central England used
a special investigation hotline number and told Waddington's officials
that there was one Anthony Pratt buried there a few years prior. His
tombstone read "Inventor of Cluedo". Case closed.
In
the mid 1950's, Pratt sold his game's rights to Waddington's. In the
U.S., the game was re-named Clue" and marketed by Parker Brothers, now
under the Hasbro umbrella. The game has sold over a hundred and fifty
million copies and still lurks in the Top-10 of annual board game
sales. It has inspired a rompy spin-off film in 1985 (made with three
different endings), a popular CD-ROM, and has led probably not a few
players to consider a career in the detective arts.
To play Cluedo/Clue you needed only to know a bit about the
malfeasance. When a handful of guests gathered at a Victorian mansion,
their host was murdered.
There
were six suspects (Professor Plum, Mrs. Peacock, Miss Scarlet, Mrs.
White, Mr. Green and Colonel Mustard), six murder weapons (lead pipe,
wrench, knife, rope, candlestick, revolver), nine rooms and 324
possible combinations of the crime.
Cards which designated a murderer, a weapon, or a crime scene
location were secretly selected at the beginning of the game, and
placed in the 'Murder Envelope'. The rest of the cards were divided
up, each player chose a suspect to be, then rolled the dice to move
through the mansion. Upon entering a room, the player made suggestions
as to the murder scenario, and if they held any of the suggested
information, other players revealed their cards - to the interrogator
only.
Players noted the results of their Q&A on their handy detective
notepads, making very sure no one stole a glance at their deductions.
And if someone cared to throw other players off the scent, he could
misdirect the poor devils by suggesting scenarios only he knew to be
impossible.
When
a player finally felt confident solving the whodunit, he jotted down
his guess and took a private look at the murder envelope's contents.
If he was wrong, the game was over for him, and the other suspects
carried on. If he was right, he wore the crown of "Super Sleuth" - at
least until the next game. Though Cluedo/Clue players have never known
why the host was killed (the villain's "motive" in sleuth
parlance), everyone in the mansion looked very suspicious indeed.
Ms. Scarlet was the vampy femme fatale, Colonel Mustard was huffy
and monocled, Mrs. White was the resident maid - so it's possible she
was just fed up with her vocational choice, Professor Plum looked
dangerously booksmart, Mrs. Peacock looked dangerously snooty and Mr.
Green, well . . . female players always had crushes on Mr. Green, and
though he looked too cute to do something as dastardly as
commit murder, one just never knew.
Playing Cluedo/Clue was a cutthroat business (perhaps literally, if
the knife was the weapon of choice), and it remains so more than 50
years after the game's invention. It takes high-rolling and good
interrogation skills, and if you're especially savvy, maybe a little
reverse psychology. Of course, for the dirty players out there it was
always easier just to distract everyone while getting a sneak peak at
the cards before they made their way in the sealed envelope. |
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