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Jun 25th, 2016
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  1. == Room cards ==
  2. Any room card allows you to teleport to that room instead of rolling for movement, but you cannot make an accusation that turn.
  3.  
  4. == Weapons ==
  5. # Candlestick - Roll 4 dice instead of 2 in order to move.
  6. # Lead Pipe - can be used to bar all doors into a room. No one can enter the room using doors - but this does not block secret passages (e.g. between Study and Kitchen) nor teleportation with cards or accusations. Anyone inside the room can unbar the door for free, but anyone trying to enter from the outside must roll a 5 or 6 on a die to successfully break the door down. Barring or unbarring a door ends your turn. You can bar/unbar a door after making an accusation.
  7. # Rope - You can tie up a player in an adjacent space to you or in the same room as you. A tied-up player cannot use room cards to teleport but otherwise moves normally. A tied up player rolls a die at the beginning of each turn and remains tied unless they roll a 6.
  8. # Revolver - can shoot any player within line of sight or in the same room as you. The player must return to their spawn. Using the revolver ends your turn. The revolver only has 6 bullets and consumes 1 bullet per shot, and cannot be used when there are no bullets left - use a die to keep track of how many shots are left.
  9. # Knife - can stab one player per turn, in an adjacent space to you or in the same room as you. Stabbed players return to their spawn; you may continue your turn after stabbing someone.
  10. # Wrench - Can be used to block the Revolver or the Knife
  11.  
  12. == Suspects ==
  13. # Colonel Mustard - Doesn't take shit from anyone. Can challenge anyone, not just the player to his right.
  14. # Miss Scarlet - When in a room with just one other player, can seduce that player. The seducee cannot leave the room unless the seducer leaves or another player enters the room. Both players can perform accusations and other actions as normal.
  15. # Mrs. Peacock - Instead of performing an accusation, if you are in a room with another player you can swap a card with them. You choose a card at random from their hand, and give a card of your choice back (it can be the same card).
  16. # Mrs. White - If a player attempts to target you with the rope, revolver, or knife, that player is killed instead. Their turn ends and they return to their spawn.
  17. # Mr. Green - Can shoot twice per turn with the revolver, and move between shots. You still cannot make an accusation that turn.
  18. # Professor Plum - Married to his work, therefore resistent to the allure of women. Can block negative effects of the Mrs. Peacock and Miss Scarlet cards, and can success
  19. fully kill a player claiming to be Mrs. White.
  20.  
  21.  
  22. == Challenging ==
  23.  
  24. You can (and are encouraged) to lie about what cards you have.
  25.  
  26. If a player uses a card to perform an action (or counter another action), and it is believed they are lying about having that card, they can be challenged. The challenge must happen immediately before other actions are taken - i.e. "retroactive challenging" is not allowed.
  27.  
  28. A player can only make challenges against the player sitting to the immediate RIGHT (with the exception of Colonel Mustard). But anyone is allowed to say anything at any time to encourage others to make challenges.
  29.  
  30. If you are wrongly challenged, you may reveal the card from your hand. The challenge is then considered a "failed" challenge. The failed challenger must give you a penalty card of the same class from their hand (not showing it to other players) into your hand.
  31.  
  32. If you cannot (or choose not to) reveal the card from your hand, you must pass a card of the same class to the challenger.
  33.  
  34. If a player is unable to produce a penalty card, they are ELIMINATED from the game and must give all of their cards to the successful challenger/challengee.
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