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After a few games recently, my family decided that Clue was a bit too random. If you manage to get at least one card of each category, you have a severe advantage over those who don't. The dice can also doom someone; if you roll too many 1's and 2's in a row, you're stuck in the hallway while everyone else is gathering evidence. Here's the variations we enjoyed:
After shuffling each category of cards and picking one at random for the envelope, stack them up on top of each-other instead of shuffling them all together. This way, when you deal them out (as long as you have five or less players) everyone gets at least one card from each category. This also makes it easier to deduce things about other hands (I've already seen two person cards from him, so he can't have any more).
For rolling, we've been using 2d4. It increases the minimum and maximum movement a bit, but more importantly, it creates a bell curve, making high and low rolls less frequent. 2d6 divided by 2 (probably rounding up) achieves the same thing without the increase in extremes, if you're willing to do a little math.
We found the game much more enjoyable with people less often winning because of chance. Hope you enjoy it as well if you try these rules out.
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Fraser
Australia Melbourne
Yep that was 12 Power Grid maps back to back over two days. Worth doing, but possibly not in such a concentrated burst.
Ooh yes, now a little to the left - my nose is itchy. No, no the other left! Now what colour is 12 supporter badge going to be I wonder?
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The 2d4 seems a reasonable idea to smooth out the movement results, but I don't agree with the one card of each category for each player.
Have multiple cards of a given category (and thus possibly none of another category) I see as an advantage. You can potentially keep one of your cards secret for quite a while.
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John "Omega" Williams
United States
Michigan
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An easier solution would be to just give everyone a flat movement rate of 4, 5, or 6.
Definitly dont like the one of everything idea. Part of the fun is being able to stall other players figuring out the solution first. With everyone knowing everyone else has precicely ABC its going to potentially devolve down to who goes last nearly.
It may speed up the game, which seems the goal of this. But you are probably at some point going to have to introduce a randomizing element to player order each session. (Dont have the game on hand at the moment and dont recall the character selection process to say if its allready there or not. If not then you'll have to add in some way to mix up who plays first second, etc.)
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