POOH'S CLUES: THE RULES

Goals of the Adventure:

* Get people out in the woods.

* Get people to work together, especially with others they don't know well.

* Have fun!

STARTING OUT

  1. This game is a variation of 'Clue.'
  2. There are a fixed number of suspects, weapons and locations. The numbers will be determined at game time. All suspects, weapons and locations will be listed in your detective notebook.
  3. The suspects are all of the people playing in the Adventure. In other words, if you're reading this, you're a suspect.
  4. The weapons may include: Dowel, Baseball Bat, Rope, Pool Toy, Beam-O, and, of course, Spam.
  5. The locations may include: Upper Pond, Upper Latrine, Deck, Dancing Meadow, Upper Field, and Food Tent
  6. Players will be divided into teams, each having 3-5 players.
  7. For the start of the Adventure, all the players will head off into the woods to search for clues. All clues will be found on the Loop Trail (white squares)(see attached map)(note: you can walk this trail in 15 minutes in shorts and sneakers). Each clue will be an envelope, which will be tacked to a tree. Each clue will have a number on it. Players will be assigned a number before the Adventure starts and they must find the clue with his/her own number on it.
  8. Some clues will be "wild card" clues. The numbers of the wild card clues will be given to the players at the same time as they are given their numbers. (For example: players' individual clues might be numbers 1-16 and the wild card clues might be 17 and up.)
  9. Each player may pick up exactly ONE wild card clue. There may not be enough wild card clues for each person to get one.
  10. A player may give their number to another player on their team for them to find their clue (if they feel that finding the clue themselves would be too strenuous or time-consuming). However, the person with the two numbers can still only pick up ONE wild card clue.
  11. Once all the clues are found, everyone needs to return to the Central Area. And, for the game to work, all of the clues need to be found. Teams that gather their clues quickly will have a better chance of reaching the Wild Card clues first and will have more time to determine their guessing strategy.
  12. NOTE: The clues are simply index cards printed on an inkjet printer so 1) you can see through them pretty easily — don't let other teams see your cards; 2) they will smear if you get them wet — please try to keep them dry.

PLAYING THE GAME

  1. The game will play out much like the board game Clue. Each team will have a representative who is seated at the game table. The representative will be holding all of his/her team's cards. The representative can change during the game, but each must have one representative at the game table at all times.
  2. Team 1 will make the first guess. In order to make the guess, someone from Team 1 will need to assemble the suspect and weapon in the correct location. In other words, if Team 1 is guessing 'Chris Campbell, with the pool toy, in the Dancing Meadow', someone from Team 1 needs to take Chris Campbell and the pool toy up to the Dancing Meadow.
  3. Each team will have a "Suspect Warrant" and a "Weapon Warrant." Whenever a player is served with a Warrant, he must accompany the player who served the warrant, or yield up the weapon he/she is carrying. The Warrant gives the server the right to the suspect/weapon for 5 minutes or until the serving player's guess is completed, whichever comes first.
  4. If the player being served holds the Suspect or Weapon Warrant for his own team, he does not have to obey the serving player's like Warrant.
  5. A Warrant cannot be used for more than one Suspect or Weapon at a time.
  6. A guess is made official when witnessed by the gamesmaster. The gamesmaster will radio the guess to the gaming table.
  7. While Team 1 is guessing and that turn is being played out, there will be a photo opportunity for the dramatic reenactment of the crime. For our example, a picture will be taken of Chris Campbell ready to clobber Ian with a pool toy, in the Dancing Meadow.
  8. As soon as the guess is radioed in, the suspect and weapon are released from their Warrants. The suspect is free to leave. The weapon is left at the location of the guess.
  9. When Team 1 makes their guess, Team 2 checks to see whether it has any of the 'guessed' cards. If it has one or more of the guessed cards, it must show any one of them (Team 2's choice). If it has none of the three cards, it will say 'Pass'. [Teams 3 and 4 do not get to see the card that is shown to Team 1].
  10. If Team 2 says 'Pass', Team 3 them must show one of the three cards to Team 1, if it has any of them. Otherwise, Team 3 says 'Pass'. If Team 3 passes, then Team 4 must show one of the three cards to Team 1, if it has any of them. Otherwise, Team 4 says 'Pass'. Etc.
  11. As soon as one of the other teams has shown Team 1 a card (or as soon as all other teams have passed), Team 1's turn is over.
  12. Once Team 1's turn is over, it is Team 2's turn to guess. In order to make sure the game doesn't drag on, Team 2 must formulate their guess within 1 minute after Team 1's turn ends or they forfeit their turn. Team 2 will assemble suspect and weapon and place them in the purported murder location. Obviously, Team 2 will have to assemble their guess while other teams are guessing.
  13. Enforcing the one-minute rules is left to the non-guessing teams' representatives.
  14. Team 2 makes their guess; Team 3 shows Team 2 a card if it has the guessed suspect, weapon, or place; if not, Team 3 passes and Team 4 shows Team 2 a card if it has any of the guessed cards; if not, Team 4 passes and Team 1 shows Team 2 a card if it has any of the guessed cards; if not, Team 1 passes. Team 2's turn ends when it is shown a card (or when all of the other teams pass)
  15. The play continues to rotate–Team 1 guesses, then Team 2, Team 3, Team 4, and back to Team 1 again.
  16. When a team feels sure it knows the full details of the crime–suspect, weapon, and location–it can state that it wants to make that guess their Accusation. If that team is correct about all 3 cards, it wins the game. If it is wrong about any of the details–suspect, weapon, or location, that team is out of the game.
  17. All players must remain in the game, even if their team is eliminated as they may still be suspects. The eliminated team must still keep a representative at the game table.
  18. A team can only declare an Accusation immediately before or immediately after their turn. In other words, if Team 1 guesses 'Chris Campbell, with the pool toy, in the Dancing Meadow' and no one shows that team any cards, Team 1 can then declare that they want to make that their Accusation.