Categories
Board Games Strategy Games

Risk Dice Rules: Attacker vs Defender Official Rules

Many players mistakenly believe that the attacker can win a battle by simply rolling a higher number, forgetting that ties and multiple dice comparisons are central to the mechanic.

According to the Risk Official Rulebook, the attacker compares their highest die against the defender's highest die, and ties always go to the defender.

Risk Official Rules 2022, [page not specified]

Expertise: Board game rules expert and technical writer. | Verification: Cross-referenced official 2022 rulebook and A3 edition manuals. | Purpose: Resolve the #1 source of combat confusion in Risk: tie-breaking and multi-die comparisons.
Key Insight: To avoid arguments, establish that the defender wins all ties before the first die is cast.

These rules correspond to the UK edition of Risk.

Official Rule Breakdown

To decide a battle, the attacker and defender compare their highest dice. If the attacker's die is higher, the defender removes one army from the territory under attack. If the defender's die is higher or if there is a tie, the attacker loses one army from the territory they are attacking from. If both players roll more than one die, the process is repeated by comparing the next-highest dice. At no time may a player lose more armies than the number of dice they roll, and the attacker can never lose more than two armies on a single roll.

Step-by-Step

  1. Step 1: The attacker announces the number of dice they intend to roll and the target territory.
  2. Step 2: The defender indicates the number of dice they will roll.
  3. Step 3: Both players roll their dice simultaneously.
  4. Step 4: Compare the highest die of the attacker against the highest die of the defender.
  5. Step 5: If the attacker's die is higher, the defender loses one army; if the defender's die is higher or equal, the attacker loses one army.
  6. Step 6: If both players rolled multiple dice, compare the second-highest dice and repeat the process.

Example Play Situation

Alice attacks Bob in Brazil. Alice rolls three dice (6, 4, 2) and Bob rolls two dice (5, 3). Alice's highest die (6) is higher than Bob's highest die (5), so Bob loses one army. They then compare their next-highest dice: Alice's 4 is higher than Bob's 3, so Bob loses a second army.

Risk rules rule situation

House Rules

[HOUSE RULE] Some experienced players use the 'Commanders' variant where, once per turn while attacking, a player may change one of their rolled dice to a '6'.

Common Misconceptions

  • Thinking the attacker wins on a tie
  • Believing the attacker can lose more than 2 armies in one roll
  • Assuming the defender can roll 3 dice

Quick Reference

You CanYou Cannot
You can attack any adjacent territoryYou cannot roll more than three dice as an attacker
You can continue attacking as long as you have at least two armies on your territoryYou cannot leave a territory unoccupied
You can use a Risk card to re-roll one die if you have the matching territoryYou cannot use a Risk card to re-roll while defending

Frequently Asked Questions

What is the official rule for attacking in Risk?
Compare highest dice; attacker wins if their die is higher, otherwise defender wins ties.
Can I roll three dice if I only have two armies?
No, you must have at least one more army than the number of dice you roll.
What happens if the attacker and defender roll the same number?
The defender wins the tie and the attacker must remove one army from their territory.
How many armies can I lose in a single roll?
You can never lose more than the number of dice you roll, with a maximum of 2 armies per roll.
Categories
Board Games Strategy Games

Catan: Cities & Knights Barbarian Attack Official Rules

Many players mistakenly believe that all cities are at risk during a barbarian attack, but the rules provide specific immunities for certain players.

According to the Catan: Cities & Knights Official Rulebook, if the barbarians are stronger than the defending knights, they pillage cities and reduce them to settlements.

Catan: Cities & Knights Official Rulebook, [page not specified]

Expertise: Board game rules expert and content writer. | Verification: Cross-referenced official Catan: Cities & Knights rulebook text. | Purpose: Resolve confusion regarding barbarian attack outcomes and city immunity.
Key Insight: To avoid arguments, establish whether players are using the 'Nasty Variant' before the first barbarian ship moves.

These rules correspond to the US edition of Catan: Cities & Knights.

Official Rule Breakdown

When the barbarians attack Catan, the outcome depends on a comparison of two values: the barbarian strength and the strength of Catan's knights. The barbarian strength is the sum of all cities and metropolises owned by all players on the island. The defending strength is the sum of the values of all active knights (basic = 1, strong = 2, mighty = 3). If the barbarians are stronger, they win the battle and pillage cities. A pillaged city is replaced with a settlement piece. The barbarians target the player with the lowest total strength of active knights; players with no knights are considered to have the lowest strength. However, players who own only metropolises or no cities at all are immune to being pillaged. If a city being pillaged has a city wall, that wall is also destroyed and removed from the board (Catan: Cities & Knights Official Rulebook, [page not specified]).

Step-by-Step

  1. Step 1: Determine Barbarian Strength by summing all cities and metropolises owned by all players.
  2. Step 2: Determine Catan's Knight Strength by summing the values of all active knights (Basic: 1, Strong: 2, Mighty: 3).
  3. Step 3: Compare the two strengths to determine if the barbarians or the knights win.
  4. Step 4: If barbarians win, identify the player with the lowest active knight strength (excluding those with only metropolises or no cities) to be pillaged.
  5. Step 5: Reduce the target player's city to a settlement and remove any associated city walls.

Example Play Situation

Alice has two cities and one basic knight (strength 1). Bob has one metropolis and no knights. The barbarians have a strength of 3. Even though Bob has no knights, he is immune because he only has a metropolis. Since Alice's knight strength (1) is less than the barbarians (3), the barbarians win and Alice's city is reduced to a settlement.

Catan rules rule situation

House Rules

[HOUSE RULE] The 'Nasty Variant' allows players to choose how many active knights to commit to the defense, rather than all knights automatically defending.

Common Misconceptions

  • Thinking metropolises are targets for pillaging (they are immune).
  • Assuming all knights defend automatically (only in the official rules, not the 'Nasty Variant').
  • Believing players with no cities can lose a city during an attack.

Quick Reference

You CanYou Cannot
Count all cities and metropolises for barbarian strengthDo not count inactive knights in the defense strength
Use only active knights for defenseDo not pillage players who only own metropolises
Reduce cities to settlements if barbarians winDo not count players with no cities as targets for pillaging

Frequently Asked Questions

What is the official rule for barbarian attacks in Catan: Cities & Knights?
Barbarians pillage cities if their strength exceeds the total strength of all active knights.
Can a metropolis be turned into a settlement by barbarians?
No, players who own only metropolises are immune to the effects of the barbarian attack.
What happens to my city walls if a barbarian attack succeeds?
If a city with a city wall is pillaged, the wall is destroyed and removed from the board.
Does an inactive knight help defend the island?
No, inactive knights do not assist in defending the island in any way.
Categories
Board Games Strategy Games

Risk Dice Tie Rules: Official Risk Board Game Rules

Many players mistakenly believe that the attacker has the advantage in a tie, but the official mechanics favor the defender.

According to the Hasbro/Parker Brothers Official Rulebook, ties in dice rolls always go to the defender.

Risk Official Rules 2022, [page not specified]

These rules correspond to the US edition of Risk.

Official Rule Breakdown

When deciding a battle in Risk, players compare the highest die rolled by each side. If the attacker's die is higher, the defender loses one army; however, if the defender's die is higher or if the dice values are equal, the attacker loses an army. Specifically, the rules state that 'TIES ALWAYS GO TO THE DEFENDER.' If both players roll more than one die, the process is repeated by comparing the next highest dice. The attacker can never lose more armies on a single roll than the number of dice they rolled.

Step-by-Step

  1. Step 1: Both the attacker and defender announce the number of dice they intend to roll.
  2. Step 2: Both players roll their dice simultaneously.
  3. Step 3: Compare the highest die of the attacker against the highest die of the defender.
  4. Step 4: If the attacker's die is higher, the defender removes one army from the territory.
  5. Step 5: If the defender's die is higher or if the dice are equal (a tie), the attacker removes one army from their own territory.
  6. Step 6: If both players rolled multiple dice, repeat the comparison using the next highest dice.

Example Play Situation

Alice attacks Bob in Brazil using three dice. Bob defends with two dice. Alice rolls a 6 and a 4, while Bob rolls a 6 and a 2. Because the highest dice are both 6, a tie occurs, and Alice must remove one of her armies from the territory she attacked from.

Risk rules rule situation

Common Misconceptions

  • Thinking the attacker wins ties
  • Assuming the attacker can lose more armies than the dice they rolled
  • Believing the defender can use Risk cards to re-roll

Quick Reference

You CanYou Cannot
Compare the highest dice firstDo not use a Risk card to re-roll when defending a territory
Repeat the process with the next highest dice if multiple dice were rolledDo not remove more armies than the number of dice you rolled
Leave at least one army behind on the territory you attacked from

Frequently Asked Questions

What is the official rule for dice ties in Risk?
Ties always go to the defender, resulting in the attacker losing an army.
Who wins if the attacker and defender roll the same number?
The defender wins the tie, and the attacker must remove an army.
How do you resolve battles with multiple dice?
Compare the highest dice, then compare the next highest dice if both players rolled more than one.
Can an attacker lose more armies than they rolled?
No, the attacker can never lose more armies than the number of dice they rolled in that single roll.
Categories
Board Games Strategy Games

Catan Longest Road Counting Rules: Official Guide

Many players mistakenly believe that branching roads or settlements can be included when calculating the total length of their longest road.

According to the Catan Official Rulebook, the Longest Road is a continuous road of at least five individual segments that is not interrupted by other players' pieces.

Catan Official Rules 2020, [page not specified]

Expertise: Board game rules expert. | Verification: Cross-referenced official 2020 Catan manual and official FAQ. | Purpose: Resolve the #1 confusion regarding road segment counting and branching.
Key Insight: To avoid arguments, establish that only the single longest branch counts before the first road is built.

These rules correspond to the US edition of Catan.

Official Rule Breakdown

To determine the Longest Road, you must count the individual road pieces in a single continuous line. According to the Catan Almanac, if your road network branches, you may only count the single longest branch for the purposes of the Longest Road. The road must consist of at least five segments and must not be interrupted by game pieces belonging to other players, such as a settlement. If a player builds a road of the same length as the current holder, the card remains with the current owner; however, if a player builds a strictly longer road, they immediately take the card and the 2 victory points (creating a 4-point swing).

Example Play Situation

Alice has a continuous road of 6 segments and holds the Longest Road card. Bob builds a continuous road of 7 segments, which is longer than Alice's. Bob immediately takes the Longest Road card from Alice and gains 2 victory points.

Catan rules rule situation

Common Misconceptions

  • Counting all branches of a road network
  • Including settlements as part of the road length
  • Thinking a tie results in a card swap

Quick Reference

You CanYou Cannot
Count only the single longest branch if your road network branchesDo not count branch roads that deviate from the main line
Ensure the road has at least 5 segmentsDo not include settlements in your segment count
Check that no opponent settlements interrupt the path

Frequently Asked Questions

What is the official rule for counting the longest road in Catan?
Count the single longest continuous branch of at least 5 segments that is not interrupted by others.
Can I have a circular road for the Longest Road?
Yes, as long as the segments establish an uninterrupted connection between intersections.
What happens if my road is broken by an opponent's settlement?
Your road is split into two parts, and you may lose the Longest Road card if you no longer have the longest.
Does my own settlement interrupt my continuous road?
No, your own settlements do not interrupt your continuous road.
Categories
Board Games FAQ & Clarifications

Sushi Go! Chopsticks Exchange Rules: Official Guide

Many players mistakenly believe the Chopsticks card stays on the table to be used again immediately, but the official rules require it to be passed on.

According to the Sushi Go! Official Rulebook, the Chopsticks card must be returned to your hand before the hand-passing phase occurs.

Sushi Go! Official Rulebook, [page not specified]

These rules correspond to the US edition of Sushi Go!.

Official Rule Breakdown

The process for using Chopsticks involves a specific sequence to ensure the card is passed to the next player. If a player has a Chopsticks card in front of them, they first choose one card from their hand as usual. Before other players reveal their cards, the player calls out 'Sushi Go!' and selects a second card from their hand, placing both face-down on the table. Once all players reveal their chosen cards, the player who used the Chopsticks must put that card back into their hand. This ensures the Chopsticks card is included in the hand that is then passed to the player on their left, allowing others to potentially use it in subsequent turns. While a player may have multiple Chopsticks cards in front of them, they may only use one per turn (Source: Sushi Go! Official Rulebook, [page not specified]).

Step-by-Step

  1. Step 1: Choose the first card you wish to keep from your hand as usual.
  2. Step 2: Before others reveal their cards, call out 'Sushi Go!' and select a second card from your hand.
  3. Step 3: Place both selected cards face-down on the table.
  4. Step 4: Wait for all players to reveal their chosen cards.
  5. Step 5: Put the Chopsticks card back into your hand before passing your remaining hand to the left.

Example Play Situation

Alice has a Chopsticks card in front of her. She chooses a Tempura and then calls 'Sushi Go!' to take a second card, a Sashimi. After everyone reveals their cards, Alice puts her Chopsticks card back into her hand so that Bob receives it when she passes her hand.

Sushi Go! rules rule situation

Common Misconceptions

  • Thinking the Chopsticks card stays on the table for the next turn
  • Using multiple Chopsticks cards at once to take more than two cards
  • Revealing the second card before calling 'Sushi Go!'

Quick Reference

You CanYou Cannot
Call out 'Sushi Go!' before revealing cardsDo not leave the Chopsticks card on the table during the pass
Return the Chopsticks card to your hand before passingDo not take three cards even if you have two Chopsticks cards
Use only one Chopsticks card per turn

Frequently Asked Questions

What is the official rule for using Chopsticks in Sushi Go!?
Call 'Sushi Go!' to take two cards, then return the Chopsticks card to your hand before passing.
Can I use two Chopsticks cards at the same time?
No, you may only use one Chopsticks card per turn.
When do I put the Chopsticks card back in my hand?
You put it back after everyone reveals their cards but before hands are passed.
Do I keep the Chopsticks card in front of me if I have two?
Yes, you can have multiple, but you only use one per turn.
Categories
Board Games Strategy Games

Catan Cities & Knights Robber Rules: Official Rules Guide

Many players mistakenly believe they can only move the robber to a hex adjacent to their current position, but the official rules allow for more flexibility.

According to the Catan GmbH Official Rulebook, you may move the robber to any numbered hex when chasing it away or using specific progress cards.

Catan Cities & Knights Official Rulebook, [edition not specified]

Expertise: Board game rules expert and technical writer. | Verification: Cross-referenced official Catan Cities & Knights rulebook pages regarding knight actions and robber displacement. | Purpose: Resolve the #1 dispute regarding robber placement limits in the Cities & Knights expansion.
Key Insight: To avoid arguments, ensure all players agree that the robber must land on a numbered hex before the move is completed.

These rules correspond to the US edition of Catan.

Official Rule Breakdown

In Catan: Cities & Knights, there are two primary ways to move the robber. First, when using an active knight to 'chase away' the robber, the knight must be adjacent to one of the three hexes the robber occupies. Upon displacing the robber, you move it to any numbered hex and steal one resource from any player who has a settlement or city adjacent to that new hex (Catan Cities & Knights Official Rulebook, 'Chasing Away the Robber'). Second, certain Progress Cards, such as the Bishop card, allow you to move the robber following normal rules, which involves moving it to a new hex and potentially drawing cards from players adjacent to the new location (Catan Cities & Knights Official Rulebook, 'City Development').

Step-by-Step

  1. Step 1: Ensure your active knight is adjacent to one of the three hexes the robber currently occupies.
  2. Step 2: Choose a new numbered hex anywhere on the board to place the robber.
  3. Step 3: Identify players with a settlement or city adjacent to the new hex.
  4. Step 4: Steal one resource from one of those adjacent players.
  5. Step 5: Turn your knight token to its inactive side.

Example Play Situation

Alice has an active knight adjacent to the robber's current hex. She uses her knight to chase the robber away, moving it to a distant mountain hex. Bob, who has a settlement next to that mountain, must then give Alice one random resource.

Catan rules rule situation

Common Misconceptions

  • The robber can only be moved to an adjacent hex.
  • Knights can only chase the robber if they are the strongest knight.
  • You can move the robber to a desert hex.

Quick Reference

You CanYou Cannot
Move the robber to any numbered hex when chasing it awayDo not move the robber to a desert hex
Steal one resource from an adjacent player after moving the robberDo not attempt to chase the robber if your knight is not adjacent to the robber's hex
Turn your knight to the inactive side after chasing the robberDo not forget to deactivate your knight after the action

Frequently Asked Questions

What is the official rule for moving the robber in Catan Cities & Knights?
Move the robber to any numbered hex and steal one resource from an adjacent player.
Can I move the robber to a desert hex when using a knight?
No, the rules specify moving the robber to a numbered hex.
Is it allowed to steal from a player if they have two settlements next to the robber?
Yes, but you can only steal one card from that player regardless of their settlement count.
What happens if I use a knight to chase the robber?
The robber moves to a numbered hex, you steal a resource, and your knight becomes inactive.
Categories
Board Games FAQ & Clarifications

Cluedo Official Rules: Wrong Accusation & Elimination

Many players mistakenly believe they can continue making suggestions or accusations after they have been eliminated from the game.

According to the Waddingtons Cluedo Official Rulebook, if an accusation is wrong, the player is out of the game.

Cluedo Instructions, Waddingtons Computer Edition, [page not specified]

These rules correspond to the UK edition of Cluedo.

Official Rule Breakdown

When a player makes an accusation and it is incorrect, that player is immediately removed from active play. According to the Cluedo Instructions, the player is 'out of the game and only participates in order to be a suspect and to show cards as appropriate.' This means the player can no longer make suggestions, move their piece, or make further accusations, but they must still show clue cards when requested by other players during their turns to help solve the mystery.

Step-by-Step

  1. Step 1: The player makes a full accusation (suspect, weapon, and room) in secret.
  2. Step 2: The program or players reveal the 'Murder Cards' in the envelope.
  3. Step 3: If the accusation does not match the cards, the player is declared out of the game.
  4. Step 4: The player remains in the game only to serve as a suspect and show cards when prompted.

Example Play Situation

Alice makes an accusation of Professor Plum with the Spanner in the Library. Bob reveals the cards and shows that the actual murderer is Miss Scarlett. Alice is now out of the game, but when Bob makes a suggestion later, Alice must still show him a card if she has one.

Clue/Cluedo rules rule situation

Common Misconceptions

  • Thinking you can keep playing after a wrong accusation
  • Believing you are completely removed from the table after being out
  • Assuming you can make further suggestions after being eliminated

Quick Reference

You CanYou Cannot
You can show cards to other players when askedYou cannot make any further questions
You can act as a suspect for others' investigationsYou cannot make any further accusations
You cannot move your piece on the board

Frequently Asked Questions

What is the official rule for making a wrong accusation in Cluedo?
The player is out of the game but must still show cards as a suspect.
Can I keep playing if I guess the wrong person?
No, you are out of the game, though you still show cards for others.
What happens if I fail to show a card during a suggestion?
You are penalised by being out of the game, similar to a wrong accusation.
Do I have to show my cards after I am eliminated?
Yes, you participate only to be a suspect and show cards as appropriate.
Categories
Board Games FAQ & Clarifications

Clue Official Rules: How to Disprove a Suggestion

Many players are unsure of the specific sequence required when a player attempts to disprove a suggestion in Clue.

According to the Cluedo Official Rulebook, the player in turn must show one clue card that refutes the suspicion if possible.

Cluedo Instructions, [page not specified]

These rules correspond to the US edition of Clue.

Official Rule Breakdown

To disprove a suggestion, the player whose turn it is must, if possible, show one clue card that refutes the suspicion. This card can be a room, a person, or a weapon. If the player in turn is unable to show a clue card, the enquiry passes to the next player in turn until a card is shown. If no player has a card to show, the player who made the suggestion has successfully isolated one or more of the 'Murder Cards' (Cluedo Instructions, [page not specified]).

Step-by-Step

  1. Step 1: A player makes a suggestion (e.g., Person, Weapon, Room).
  2. Step 2: The player whose turn it is must check if they have a clue card that refutes that specific suggestion.
  3. Step 3: If the player has a refuting card, they show it to the player who made the suggestion.
  4. Step 4: If the player in turn cannot show a card, the turn passes to the next player to see if they can show a refuting card.
  5. Step 5: This process continues until a card is shown or all players have been checked.

Example Play Situation

Alice suggests that Colonel Mustard killed the murder with the Wrench in the Library. Bob is next in turn; he looks at his cards and shows Alice the Wrench card to disprove the suggestion. Since Bob showed a card, the enquiry ends.

Clue/Cluedo rules rule situation

Common Misconceptions

  • Thinking only the person who made the suggestion can show cards
  • Assuming you must show all your cards to disprove a suggestion
  • Believing the turn skips everyone if the first player can't show a card

Quick Reference

You CanYou Cannot
Show one clue card to refute a suspicionShow more than one card to disprove a single suggestion
Pass the enquiry to the next player if you cannot show a cardStop the enquiry if the first player in turn has no cards to show
Use a room, person, or weapon card to disprove a suggestion

Frequently Asked Questions

What is the official rule for disproving a suggestion in Clue?
The player in turn must show one clue card that refutes the suspicion if they have one.
Can I show a room card to disprove a weapon suggestion?
Yes, any card (room, person, or weapon) that refutes the suspicion can be shown.
What happens if the first player cannot show a card?
The enquiry passes to the next player in turn until a card is shown.
When is a suggestion considered proven?
A suggestion is proven if no player is able to show a card that refutes it.
Categories
Board Games Endgame & Winning

Clue Official Rules: End Game and Accusation Guide

Many players mistakenly believe that a wrong accusation ends the entire game immediately, but the official rules specify different consequences for the individual player.

According to the Waddingtons Games Official Rulebook, if an accusation is wrong, the player is out of the game.

Clue/Cluedo Instructions, [edition not specified], [page not specified]

These rules correspond to the US edition of Clue.

Official Rule Breakdown

When a player makes an accusation and it is incorrect, that specific player is declared out of the game. While the player can no longer make suggestions or accusations, they must continue to participate in the role of a suspect and show their cards to other players when requested. If the game is being played via the computer edition, the program may offer to take over the cards of the player who has been declared out of the game.

Step-by-Step

  1. Step 1: The player moves their piece to the center of the board to make an accusation.
  2. Step 2: The player reads the accusation out loud, naming one suspect, one weapon, and one room.
  3. Step 3: The player checks the cards in the Envelope secretly.
  4. Step 4: If the accusation is wrong, the player is removed from active play but remains a suspect.

Example Play Situation

Alice makes an accusation of Professor Plum in the Library with the Wrench. Bob checks the Envelope and finds the accusation is incorrect. Alice is now out of the game, but when Bob makes a suggestion later, Alice must still show him her cards if she has them.

Clue/Cluedo rules rule situation

Common Misconceptions

  • A wrong accusation ends the game for everyone
  • A player who makes a wrong accusation cannot show cards to others
  • The game only ends when someone wins

Quick Reference

You CanYou Cannot
Continue showing cards to other players even if you are outDo not make any further questions or accusations once you are out
Remain a suspect for other players' investigationsDo not tell other players which cards you got wrong
Check the Envelope secretly after making an accusation

Frequently Asked Questions

What is the official rule for a wrong accusation in Clue?
The player is out of the game but must still act as a suspect and show cards.
Does the game end if I guess the wrong murderer?
No, the game continues until a correct accusation is made or everyone guesses incorrectly.
Can an eliminated player still show their cards?
Yes, they must show cards as appropriate to help other players' investigations.
What happens if every player makes an incorrect accusation?
The murder remains unsolved and players reveal the cards in the Envelope to see who won.
Categories
Board Games Card Play Rules

Cluedo Official Rules: How to Show Disprove Cards

Many players wonder if they must reveal their clue cards to the entire table when responding to a suggestion.

According to the Hasbro Official Rulebook, clue cards must be shown secretly to the player making the suggestion.

Cluedo Instructions, [edition not specified], Page 6

These rules correspond to the UK edition of Cluedo.

Official Rule Breakdown

In Cluedo, when a player makes a suggestion or enquiry, the player to their left must attempt to answer. If that player possesses any of the cards mentioned in the suggestion, they must show one of them to the player who made the suggestion secretly. The rulebook specifies that they should never show more than one card. This ensures that the identity of the cards remains hidden from the other players at the table.

Step-by-Step

  1. Step 1: A player makes a suggestion involving a suspect, a weapon, and a room.
  2. Step 2: The player to the left of the suggester checks their hand for the requested cards.
  3. Step 3: If the player has a matching card, they show exactly one card secretly to the suggester.
  4. Step 4: If the player does not have the card, they say 'I cannot answer' and the enquiry passes to the next player.

Example Play Situation

Alice suggests that it was Miss Scarlett with the Rope in the Library. Bob, sitting to Alice's left, looks at his cards and sees the Rope. Bob shows the Rope card secretly to Alice only, while the other players remain unaware of which card was shown.

Clue/Cluedo rules rule situation

Common Misconceptions

  • Showing the card to everyone at the table
  • Showing multiple cards to disprove a suggestion
  • Thinking the whole table sees the card

Quick Reference

You CanYou Cannot
Show exactly one card to the suggesterShow more than one card to the suggester
Keep your own cards secret from othersShow your cards to the entire group
Cross off cards on your sheet when seenReveal your cards to players who did not make the suggestion

Frequently Asked Questions

What is the official rule for showing cards in Cluedo?
Cards must be shown secretly to the player who made the suggestion.
Do I have to show my card to everyone if I can answer?
No, you only show one card privately to the person asking the question.
Can I show two cards to disprove a suggestion?
No, you must only show one card to the player making the suggestion.
What happens if I don't have any of the cards asked for?
You simply say 'I cannot answer' and the turn passes to the next player.