Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Suspects: Miss Scarlet, Col. Mustard Mrs. White Mr. Green Mrs. Peacock Prof. Plum
- Rooms: Study Hall Lounge Library Dining Room Billiard Room Conservatory Ball Room Kitchen
- Weapons: Candlestick Revolver Rope Wrench Lead Pipe Knife
- There are 21 CARDS, one for each suspect, room, and weapon. There are 18 cards in play as 3 are in the envelope.
- For a 6 player game, all players will have 3 cards. (18/6=3)
- 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)
- 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)
- For a 3 player game, all players will have 6 cards. (18/3 = 6)
- The player/suspect/suspect card distinction:
- Players and Suspects and Suspect Cards all share names! They are all seperate things and should not be confused!
- Types of information:
- type 1) You are shown a players card when they see prove a suggestion wrong. You know those cards are not in the envelope.
- type 2) Any player skipped over during a suggestion has NONE of the three suggested cards.
- type 3) Any player who proves a suggestion wrong has AT LEAST ONE of the three suggested cards.
- type 4) A suggestion made by someone other than yourself was not proven wrong.
- The Standard Clue notepad, where you mark down a card whenever you see it (or conclude that a player must have it).
- SUSPECTS
- Miss Scarlet ☐
- Mrs. White ☐
- Mrs. Peacock ☐
- Prof. Plum ☐
- Mr. Green ☐
- Col. Mustard ☐
- ROOMS
- Study ☐
- Hall ☐
- Lounge ☐
- Library ☐
- Dining Room ☐
- Billiard Room ☐
- Conservatory ☐
- Ball Room ☐
- Kitchen ☐
- WEAPONS
- Candlestick ☐
- Revolver ☐
- Rope ☐
- Wrench ☐
- Lead Pipe ☐
- Knife ☐
- Here's another version of a notepad that makes it easy to take down type 2 information.
- The initials across the top refer to players, not cards.
- 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.
- 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).
- SUSPECTS MS CM MW MG MP PP
- [ ]Miss Scarlet ☐ ☐ ☐ ☐ ☐ ☐
- [ ]Mrs. White ☐ ☐ ☐ ☐ ☐ ☐
- [ ]Mrs. Peacock ☐ ☐ ☐ ☐ ☐ ☐
- [ ]Prof. Plum ☐ ☐ ☐ ☐ ☐ ☐
- [ ]Mr. Green ☐ ☐ ☐ ☐ ☐ ☐
- [ ]Col. Mustard ☐ ☐ ☐ ☐ ☐ ☐
- ROOMS
- [ ]Study ☐ ☐ ☐ ☐ ☐ ☐
- [ ]Hall ☐ ☐ ☐ ☐ ☐ ☐
- [ ]Lounge ☐ ☐ ☐ ☐ ☐ ☐
- [ ]Library ☐ ☐ ☐ ☐ ☐ ☐
- [ ]Dining Room ☐ ☐ ☐ ☐ ☐ ☐
- [ ]BilliardRoom ☐ ☐ ☐ ☐ ☐ ☐
- [ ]Conservatory ☐ ☐ ☐ ☐ ☐ ☐
- [ ]Ball Room ☐ ☐ ☐ ☐ ☐ ☐
- [ ]Kitchen ☐ ☐ ☐ ☐ ☐ ☐
- WEAPONS
- [ ]Candlestick ☐ ☐ ☐ ☐ ☐ ☐
- [ ]Revolver ☐ ☐ ☐ ☐ ☐ ☐
- [ ]Rope ☐ ☐ ☐ ☐ ☐ ☐
- [ ]Wrench ☐ ☐ ☐ ☐ ☐ ☐
- [ ]Lead Pipe ☐ ☐ ☐ ☐ ☐ ☐
- [ ]Knife ☐ ☐ ☐ ☐ ☐ ☐
- Here are some general rules for marking:
- Any time you see a card, mark the corresponding box to ☑. (type 1 information)
- Any time a box is marked ☑, that box's card has been elimated. Mark all other boxes in that row ☒.
- Any time a player fails to prove a suggestion wrong, mark the three corresponding boxes in that players column as ☒. (type 2 information)
- 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!
- 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!
- TODO:
- Type 3 information marking...
- How to algorithmically draw conclusions based on type 3 information?
- 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.
- 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!
- Is that the only kind of conclusion that can be drawn from type 3 information???
- 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??
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement