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Clue: Treachery at Tudor Mansion
by George Feledichuk, David "Duvey" Rudow, Leo Taylor · Hasbro
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About the game
What is Clue: Treachery at Tudor Mansion?
Escape Tudor Mansion, solve the mystery. The classic Clue story in an escape room board game! You and five other guests have been invited to join Boddy Black for an evening of fine dining and a chance to discuss some personal business. After dinner, he announces he intends to blackmail you all. Shortly after, the power cuts out, and you find Mr. Boddy dead! Armed with only your wits, you must escape and determine who killed Mr. Boddy, where they did it, and with what weapon. Difficulty: 2/5 —description from the publisher Contents: 6 Plastic Pawns 6 Gameboards (Starting/Tutorial Board and Boards A-E) 2 Secret Envelopes ("Packet A" containing just the Unknown Object, and "Solve Packet" which contains a paper naming the guilty individual) 1 Unknown Object (It's in the "Packet A" envelope) 124 Cards (Actually 119 cards and 5 "Discard this Card" separators) Card Breakdown: 6 player cards, 10 Tutorial cards (+1 "Discard"), 28 Series 100 cards (+1"Discard"), 27 Series 200 cards (+1 "Discard"), 30 Series 300 cards (+1 "Discard"), 18 Series 400 cards (+1 "Discard"). Note that number gaps are common in the decks. For Example, the 10 cards in the Tutorial deck are 1-8 and 10-11. There is no card 9.
How it plays
Mechanics
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Questions to bring to BoardGameBrain
- How do setup and the first turn work in Clue: Treachery at Tudor Mansion?
- When does scoring happen and what ends the game?
- How should the table resolve an unusual timing or rules interaction?