Alternative Rules for playing Clue

I love board games. In my family it is basically a tradition to play a variety of board games during family gatherings.

However playing the same game the same way eventually gets boring which is why it is sometimes fun to change the rules.

In the examples below we take the classic game of Clue and make some changes.

Alternative Rules for Playing Clue

1. You don't start with any Clue cards in your hand. You have to find them by visiting rooms. When setting up the board and placing the three unknown murder cards in the envelope, take the 18 remaining cards, shuffle them, and then place two cards in each of the 9 rooms. Whoever gets to those rooms first gets the cards. This means the start of the game is more of a race.and that some people may only get 2 cards while others get 4 or 6 cards.

2. You can trade 1 random card during your turn when you are in the hallway. You can only use this rule while in a hallway and other players don't have to agree to the trade. What you do is ask if anyone wants a random trade, and then the person to your left gets to respond first and if they say No the option to trade goes to the next person to the left, and so forth around the circle. When doing the trade you hold out your cards face down and they choose one randomly, and repeat the process with their cards. Each player thus gets one random card. This alternative rule has the effect of making it more difficult to determine who has what cards and players need to pay more attention.

3. You don't have to show the card which was called. When someone calls a set of three cards and you have one of them, instead of showing one of those three you can show them a completely different card. They still know you have one of those three cards, but they don't know which one. On the plus side you showed them a different card, which may have been one they have already seen.

4. Hitman and Ghosts - The game has a time limit before the murderer strikes again. For every full round during which each player gets a turn, roll a six sided die to determine randomly which player takes a hit. If they get hit they get a hit point. If any player takes two hits, they "die" in the game and are now Ghosts. Ghosts no longer have turns during the rounds, but they can still show other players cards if asked. Ghosts can still attempt to win the game, but they have to use deductive reasoning based on what other players are doing to try and figure out who the murderer is.

5. The Murderer(s) - One or more players is playing a murderer. The murderer is chosen randomly by passing out people cards to each player. If a player receives their own card then they are a murderer, eg. If the person playing Mr Green receives the Mr Green card, then they are one of the murderers. That player then chooses a weapon and a room and writes down their name, the chosen weapon and their room of choice on a slip of paper and turns it face down so other people cannot see it. Next take all the people cards back and set them in a separate pile off to the side. Now distribute the weapon and room cards as you normally would. The goal of the murderers is to find their weapon and room of choice and which players have possession of those two cards. Once they find both they need to get back to their starting point in the board without other people calling the correct combination. They should try to be sneaky / misleading about this process so other players will be confused about which cards the murderer has been asking for and thus call the wrong cards. When calling players still call all three items, even though only the room and weapon cards are available. If the murderer's name and two chosen items are ever called then they are caught red-handed and captured, the player is honour-bound to give up and reveal that they are one of the murderers.

MORE ALTERNATIVE RULES FOR CLUE

Clue, also known as Cluedo, is a classic murder mystery board game where players must solve the murder of Mr. Boddy by identifying the murderer, the murder weapon, and the location of the crime. While the game traditionally follows a set of standard rules, you can introduce alternative rules to add variety or customize the gameplay experience. Here are a few alternative rules you can try:

  1. Time Limit: Set a time limit for players to solve the murder. If they fail to solve the mystery within the allotted time, the murderer wins the game. This rule adds a sense of urgency and keeps the gameplay fast-paced.

  2. Multiple Murderers: Instead of having just one murderer, assign multiple murderers to increase the complexity of the game. Each murderer will have their own set of cards, and players must identify all the murderers, murder weapons, and locations correctly to win the game.

  3. Hidden Roles: Assign secret roles to each player, such as detective, accomplice, or informant. Each role will have specific objectives or abilities that influence the game. The detectives aim to solve the murder, while the others may have unique win conditions or actions they can take during the game.

  4. Custom Characters: Create your own characters with unique abilities or traits. Each character could possess a special ability that grants them an advantage when investigating or making accusations. This adds a new layer of strategy and differentiation among the players.

  5. Dynamic Board: Introduce changes to the game board during play. For example, you could have secret passages open and close, or rooms may become temporarily inaccessible due to an "incident." This rule keeps players on their toes and requires them to adapt their strategies accordingly.

  6. Cooperative Mode: Instead of competing against each other, players can work together as a team to solve the murder. The players collectively try to identify the murderer, weapon, and location before the murderer can escape or commit another crime.

  7. Custom Card Decks: Modify the card decks to include additional murder weapons, locations, or events. You can create themed decks or mix and match cards from different editions of the game to add more variety and surprise elements.

Remember, when introducing alternative rules, it's important to ensure that they are agreed upon and understood by all players before the game begins. Experimenting with new rules can enhance the gameplay experience and make each session of Clue feel fresh and exciting.

What is Heroic Fantasy?

Heroes (and anti-heroes) make up the pages of Heroic Fantasy. It is defining quality of the subgenre set in worlds where magic and monsters exist, modern technology may or may not exist, and where heroes usually save the day.

The classic example of this is the Sword & Sorcery hero "Conan the Barbarian", but therein lies some interesting arguments because some people argue that Conan is actually an anti-hero because he doesn't exactly fit the description of a flawless hero.

Yes, Conan is strong, usually honourable, but he is also a thief, a pirate, a mercenary and a freebooter.

The defining characteristic of Heroic Fantasy therefore is the central hero (or heroes) as part of the plot.

The Sword & Sorcery subgenre however does differ somewhat in definition, because a Sword & Sorcery book doesn't necessarily need to have a hero. It could have a villain as the main character. Sword & Sorcery really just needs a swashbuckling-type protagonist, who could be a hero, anti-hero or villain, and various obstacles to be overcome - one of which is usually magic or dark magic.

Heroic Fantasy differs because it doesn't need the magic element. It could have monsters instead, or perhaps horror elements, but no magic. Magic isn't a necessity for it to be Heroic Fantasy. It does however require a Hero or Heroes (or Anti-Hero[es]). That part is at least mandatory.

Heroic Fantasy, as implied, also means that good needs to triumph over evil... Unlike dark fantasy where evil sometimes wins. Sometimes, not always.

SPOILER ALERT

A good example of this is the Michael Moorcock series of Elric of Melnibone books (Stormbringer, etc) in which Elric often tries to do good, but the intelligent sword Stormbringer is doing evil during the process and often winning in the long run.

Thus that particular series is a good example of Sword & Sorcery and Dark Fantasy, and Elric himself is an anti-hero, so it technically also qualifies as Heroic Fantasy even though the sword is usually winning in the long run of things.

Bram Stoker's Dracula technically falls into the category of Heroic Fantasy. The heroes win. Dracula loses. It is a Dark Fantasy / Heroic Fantasy story.

Multiple Subgenres often peacefully co-exist. Hence why Sword & Sorcery books are often also Heroic Fantasy.

Eg. High Fantasy just means that there is a lot of magic, monsters, etc in the story. Harry Potter for example is definitely High Fantasy. But it is also Heroic Fantasy, Urban Fantasy and Contemporary Fantasy. Some of the books even qualify to be Dark Fantasy due to the theme of evil winning in that book and/or an abundance of undead / dark fantasy themes.

Heroic Fantasy often focuses on characters who come from humble beginnings. The farmhand who becomes the Dread Pirate Roberts and saves a princess from being married to an evil prince. The moisture farm boy who goes off to fight the evil empire and becomes a Jedi Knight. The swordsmith's apprentice who ends up going on a high seas adventure fighting undead pirates.

Yep, The Princess Bride, Star Wars, and the Pirates of the Caribbean are all technically Heroic Fantasy.

Shrek? Heroic Fantasy. Definitely an anti-hero.

Many heroes from fairy tales, fables and myths are also playing a role in Heroic Fantasy stories. Jack and the Beanstalk.

Sometimes the hero will be of royal stock but not know it. Or perhaps they are simply really short and are farmers. Or gardeners.

Bilbo? Frodo? Samwise? Yep, the Hobbit and the Lord of the Rings are also Heroic Fantasy (in addition to being Epic Fantasy).

Basically if it has a hero in the story and it is a fantasy story (due to magic, monsters, etc) then it is Heroic Fantasy.

The film "Avatar" is arguably a Heroic Fantasy because of the "magic" abilities of the trees and animals of that world. So are Smurfs. He-Man. Hercules. Xena. Avatar: The Last Airbender.

The term "Heroic Fantasy" was coined by author/editor L. Sprague de Camp. Below is his definition of the hallmarks of the subgenre.


"Heroic fantasy" is the name I have given to a subgenre of fantasy, otherwise called the "sword-and-sorcery" story. It is a story of action and adventure laid in a more or less imaginary world, where magic works and where modern science and technology have not yet been discovered. The setting may (as in the Conan stories) be this Earth as it is conceived to have been long ago, or as it will be in the remote future, or it may be another planet or another dimension.

Such a story combines the color and dash of the historical costume romance with the atavistic supernatural thrills of the weird, occult, or ghost story. When well done, it provides the purest fun of fiction of any kind. It is escape fiction wherein one escapes clear out of the real world into one where all men are strong, all women beautiful, all life adventurous, and all problems simple, and nobody even mentions the income tax or the dropout problem or socialized medicine.

— L. Sprague de Camp, introduction to the 1967 Ace edition of Conan (Robert E. Howard), p. 13.

Escapism.

Yes, that is another important aspect of Heroic Fantasy. Escapism is wonderful. We live in a world which is entirely too realistic sometimes and it is really nice to escape to a world where heroes usually save the day.

Nerd Bicycles

Quick! Think of a nerd on a bicycle. What should that look like?

If you envisioned something like the "accountant" on the right then you aren't thinking Nerdy enough.

No, what you should be thinking of is what type of Nerd is riding the bicycle and which of the following things they enjoy.

Star Wars

Star Trek

Game of Thrones

The Hobbit

Dune

Warhammer

Dungeons & Dragons 

Superheroes

Science Fiction

Engineering

Design

Math

Etc

And thus you end up with bicycles featuring Darth Vader or other characters from Star Wars.


Or even a bicycle decorated to look like a Speeder from Star Wars.

Or decorated to look like a starship from the newer Star Trek TV shows (Discovery, etc)

Or simply painted and the numbers added from the Enterprise. Fashion choices optional.


The point, essentially, is that true Nerds are going to decorate or modify their bicycles due to their Nerdish interests.

They're not going to decorate it so they look like the accountant way at the top.

They might also choose to invest time and energy (and money) into making their bicycle more engineered than normal. Eg. A solar powered bicycle?


Or maybe they completed a bicycle mechanic training course and they want to make something very artistic and sculptural? The type of person who designs their own custom bicycles.



The point I am trying to make is that there are many different kinds of Nerds, and this fact is reflected in the type of bicycles they would ride.

For example...

What would a Math Nerd want to ride?

Well, I present to you... The Pi Bike.

Seriously, there's no limit to what is out there and available for Nerds to create. As Nerds we are inherently creative people, whether we are copying what we see in movies, TV or comic books, or whether we are exploring topics such as engineering, design, math and more.

It is really just a matter of having the proper skills. And one place to get those skills would be to take a course at the Quadra Bike School with Smokey Dymny. Learn the skills, build your dream bicycle(s), maybe even make a YouTube channel dedicated to making nerd bicycles.

And then SELL those Nerd Bicycles for a tidy profit.

Who says Bicycle Mechanics cannot make money???

Publishing a fantasy book? Make sure you get a professional fantasy book editor.

Study Archery in Toronto

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