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 parlour
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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