Friday, June 23, 2006

Clue(less).

Sometimes, the world of sports collides with the world of gaming.
Sometimes, the world of gaming collides with alcohol.
When the latter two mix, greatness occurs.

Got some alcohol kicking around and nothing to do with it? Don't get mad. Don't get mean. Sports intern's got your back. Either create a new game and go forth on your own fantastic journey... or use the rules to this one that was collectively invented by sports intern and a group of friends. Enjoy.

"Clueless"

General Rules.

- The board game Clue is needed, and normal rules to that game apply. Up to six people can play. There are various cards containing weapons, characters, and rooms. At the start of the game, one of each of these items is secretly chosen and placed into an envelope. None of the participants know what is in that envelope. The object of the game is to correctly guess the three cards that are there... accusing a person ("Mrs. White..."), choosing a weapon ("with the revolver..."), and guessing a location ("...in the library.") If you need more instruction from here on the actual rules, consult the instruction manual. Clearly, you've had a neglected childhood if you've never played Clue.
- Prior to the game, each person gets a drink of their choice. Also, one empty cup goes in the middle of the game board, ala 'Kings'.
- Each person picks a character from the start, and plays as that character during the game.

Drinking.

- If you roll the die and are able to hop from room to room in one turn without getting stuck in the hall, you get penalized for being too good. Drink.
- If someone, on their turn, suggests your character as the murderer and drags you into the room with them, you drink.
- If, on your turn, you make a suggestion, and the person immediately to your left (as rules dictate) can not provide you with either the person, weapon, or room you asked for... drink. Continue doing so for each successive person that can't help you.
- If, at any point, you knock over an upright-standing game piece, (either a weapon or a character), you're clumsy. Take a drink.
- If you roll the die or move out of turn, you drink. Pay attention, Einstein.
- If you knock over the middle cup, pick it up, drink the equivelant to whatever was in it, and then refill it with some sort of alcohol. Clean up that mess you made, too.

- If 3 or more people enter the same room, it's a social. (Three's a crowd rule). Everyone drinks.

- If you roll a '1' on the die, you're a loser for doing so. Pour some of your drink into the middle cup.
- If you enter one of the corner rooms, pour into the middle cup. Just because.
- If you use the 'secret passage ways' in the corners to go from room to room... pour into the middle cup and drink... cause that's just lazy.

The Accusation.

- If a player feels that they know the correct suspect, weapon, and location in the middle envelope, then they may make a 'final accusation' on their turn, as rules dictate. Out loud, they state their final accusation, "Colonel Mustard! With the rope! In the study!", and look in the envelope to see if they are correct. They must not let other players know the cards in the envelope. If said person finds that they are wrong in their accusation, they automatically lose... and they have to drink the middle cup. Game continues until someone gets it right.
- If the accusation made is correct, then the game is over, and the player who made the accusation is the winner. Still, the middle cup has to be consumed by someone. So, whoever's character was inside the envelope... (the murderer)... they drink the cup. (This is the best rule of all, of course, because no one can dictate whether or not their character ends up in the envelope at the beginnning of the game).


...mix a little alcohol with good friends and a stupid idea... and you've got one hell of a game. Enjoy. (Hooray, responsibility!)


- sports intern.



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