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DanielHarty

Clue notes

Aug 10th, 2018
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  1. Suspects: Miss Scarlet, Col. Mustard Mrs. White Mr. Green Mrs. Peacock Prof. Plum
  2.  
  3. Rooms: Study Hall Lounge Library Dining Room Billiard Room Conservatory Ball Room Kitchen
  4.  
  5. Weapons: Candlestick Revolver Rope Wrench Lead Pipe Knife
  6.  
  7. There are 21 CARDS, one for each suspect, room, and weapon. There are 18 cards in play as 3 are in the envelope.
  8. For a 6 player game, all players will have 3 cards. (18/6=3)
  9. For a 5 player game, players 1, 2, and 3 will have 4 cards, while players 4 and 5 will have 3 cards. (18/5 = 3 with a remainder of 3, so an extra card was dealt to the first 3 players)
  10. For a 4 player game, players 1 and 2 will have 5 cards, while players 3 and 4 will have 4 cards. (18/4=4 with a remainder of 2, so an extra card was dealt to the first 2 players)
  11. For a 3 player game, all players will have 6 cards. (18/3 = 6)
  12.  
  13. The player/suspect/suspect card distinction:
  14. Players and Suspects and Suspect Cards all share names! They are all seperate things and should not be confused!
  15.  
  16. Types of information:
  17. type 1) You are shown a players card when they see prove a suggestion wrong. You know those cards are not in the envelope.
  18. type 2) Any player skipped over during a suggestion has NONE of the three suggested cards.
  19. type 3) Any player who proves a suggestion wrong has AT LEAST ONE of the three suggested cards.
  20. type 4) A suggestion made by someone other than yourself was not proven wrong.
  21.  
  22.  
  23. The Standard Clue notepad, where you mark down a card whenever you see it (or conclude that a player must have it).
  24. SUSPECTS
  25. Miss Scarlet ☐
  26. Mrs. White ☐
  27. Mrs. Peacock ☐
  28. Prof. Plum ☐
  29. Mr. Green ☐
  30. Col. Mustard ☐
  31.  
  32. ROOMS
  33. Study ☐
  34. Hall ☐
  35. Lounge ☐
  36. Library ☐
  37. Dining Room ☐
  38. Billiard Room ☐
  39. Conservatory ☐
  40. Ball Room ☐
  41. Kitchen ☐
  42.  
  43. WEAPONS
  44. Candlestick ☐
  45. Revolver ☐
  46. Rope ☐
  47. Wrench ☐
  48. Lead Pipe ☐
  49. Knife ☐
  50.  
  51.  
  52. Here's another version of a notepad that makes it easy to take down type 2 information.
  53. The initials across the top refer to players, not cards.
  54.  
  55. For the boxes to the right of the card names: ☐ means no information, ☑ means this player has this card, and ☒, means player does not have this card.
  56. For the boxes to the left of the card names: [ ] means no information, [*] means this card is in the envelope, and [x] means this card is eliminated (not in the envelope).
  57.  
  58. SUSPECTS MS CM MW MG MP PP
  59. [ ]Miss Scarlet ☐ ☐ ☐ ☐ ☐ ☐
  60. [ ]Mrs. White ☐ ☐ ☐ ☐ ☐ ☐
  61. [ ]Mrs. Peacock ☐ ☐ ☐ ☐ ☐ ☐
  62. [ ]Prof. Plum ☐ ☐ ☐ ☐ ☐ ☐
  63. [ ]Mr. Green ☐ ☐ ☐ ☐ ☐ ☐
  64. [ ]Col. Mustard ☐ ☐ ☐ ☐ ☐ ☐
  65.  
  66. ROOMS
  67. [ ]Study ☐ ☐ ☐ ☐ ☐ ☐
  68. [ ]Hall ☐ ☐ ☐ ☐ ☐ ☐
  69. [ ]Lounge ☐ ☐ ☐ ☐ ☐ ☐
  70. [ ]Library ☐ ☐ ☐ ☐ ☐ ☐
  71. [ ]Dining Room ☐ ☐ ☐ ☐ ☐ ☐
  72. [ ]BilliardRoom ☐ ☐ ☐ ☐ ☐ ☐
  73. [ ]Conservatory ☐ ☐ ☐ ☐ ☐ ☐
  74. [ ]Ball Room ☐ ☐ ☐ ☐ ☐ ☐
  75. [ ]Kitchen ☐ ☐ ☐ ☐ ☐ ☐
  76.  
  77. WEAPONS
  78. [ ]Candlestick ☐ ☐ ☐ ☐ ☐ ☐
  79. [ ]Revolver ☐ ☐ ☐ ☐ ☐ ☐
  80. [ ]Rope ☐ ☐ ☐ ☐ ☐ ☐
  81. [ ]Wrench ☐ ☐ ☐ ☐ ☐ ☐
  82. [ ]Lead Pipe ☐ ☐ ☐ ☐ ☐ ☐
  83. [ ]Knife ☐ ☐ ☐ ☐ ☐ ☐
  84.  
  85. Here are some general rules for marking:
  86. Any time you see a card, mark the corresponding box to ☑. (type 1 information)
  87. Any time a box is marked ☑, that box's card has been elimated. Mark all other boxes in that row ☒.
  88. Any time a player fails to prove a suggestion wrong, mark the three corresponding boxes in that players column as ☒. (type 2 information)
  89. Any time all the cards except one have been eliminated in a category, mark that card's row entirely with ☒. Mark that card as in the envelope!
  90. If nobody was able to disprove your suggestion: Go through the cards you suggested. If you do not have the suggested card, then mark that card's rows entirely with ☒. Mark that card as in the envelope!
  91.  
  92.  
  93. TODO:
  94. Type 3 information marking...
  95. How to algorithmically draw conclusions based on type 3 information?
  96.  
  97. New concept: a turn number. starts at 0 and increments at the start of a new turn. So a player cannot prove a suggestion wrong, simply put the turn number itself in that box, unless there's already an [X] there. that means for that players column, if there is only 1 of a single turn number, that number can be swapped for a [check]. because these numbers represent a group of cards that player must have, and if that group consists of only 1 card, they must have that card.
  98.  
  99. Obviously the boxes will have to be capable of holding lots of different numbers. NBD for a digital representation. Not going to work for a person with a reasonable looking chart. Wait, is that important? What does it mean for a box to have multiple numbers? If a box has lots of numbers, is that player MORE LIKELY to have that card? I THINK SO!! That could be important for choosing suggestions!
  100.  
  101. Is that the only kind of conclusion that can be drawn from type 3 information???
  102.  
  103. Also important that a number should probably count as a blank box for all the previous rules for marking... or do they?? Could the previous rules for marking somehow be supplemented with type 3 information??? Maybe??
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