Blindfold Clues

User Guide

Blindfold Clue Detective is a fully accessible detective game inspired by Clue, for both sighted and visually impaired people, designed for rapid audio play.

The game was first manufactured in the U.K. in 1949.
The object of the game is to determine who murdered the game’s victim , where the crime took place, and which weapon was used.
Each player assumes the role of one of the six suspects, and attempts to deduce the correct answer by strategically moving from room to room in a mansion and collecting clues about the circumstances of the murder from the other players.

How the game proceeds

Blindfold Clues starts by you selecting your character from one of the six people, and selecting a room to start in.
The other computer players will also select their characters and start rooms.
From a deck of 6 people, 9 rooms and 6 weapons, three cards are removed: one person card, one room card and one weapon card.
These cards decide how the murder occured, and are placed in secret envelope.
The remaining cards are shuffled and passed out to everyone.

For example, the three secret cards might be Professor Plum, a knife, and the library.
That means Professor Plum killed someone in the library with a knife.
This deduction is what you are trying to find out.
If you are playing with 2 other players, the remaining 15 cards are distributed between the 3 players.

Your five cards might be, for example, Mrs. White, the ballroom, a gun, Colonel Mustard and the kitchen.
Since you do not know which cards are in the secret envelope, but you can see the cards you were given, you now know the murder did not take place in either the ballroom or the kitchen, and that the weapon is not a gun, and that neither Mrs. White nor Colonel Mustard is the killer.

Your task is to move from room to room, making suggestions about how the murder was done, and be proven false by another player who happens to have one of the cards that your suggestion included.
For example, based on your hand described above, you could suggest that Professor Plum used a rope in the kitchen.
Since you already have both Professor Plum and kitchen cards, but you do not have the rope card, you want to determine if the weapon is a rope.
If one of your opponents shows you the rope card, you now know that the weapon is not the rope.
On the other hand, if no opponent shows you the rope card, you assume that the rope card is in the secret envelope.
Now you know the weapon, and you just need to determine the killer and the room.

However, based on your hand above, if you were in the billiard room, you could suggest that Professor Plum used a rope in the billiard room.
Since you only have the Professor Plum card, your opponents could show you either the rope card or the billiard room card.
Only one card need be shown to you by one of your opponents to disprove your suggestion.
If an opponent shows you the rope card, you know a rope was not used, and the murder may or may not have occured in the billiard room.
You will need at leaset one more turn to determine the room.

When you accuse someone, you can mention any room where you think the murder occured.
When you are testing a suggestion, you can only mention the room where you are located.

For example, if you know the killer is Colonel Mustard, and you know it was done with a rope, but you are not sure if it occured in the billiard room or the dining room, you wil have to travel to either of those rooms to test that suggestion.
Once you know which of those two rooms it is not, you can safely make the accusation.

Keep in mind that the other players are also gaining clues about who is the killer, what weapon was used, and what room it occured in.
For example, remember when you made the suggestion “It is Professor Plum with a rope in the billiard room”, and one of the opponents showed you a rope.
From that, you learned from that clue that the weapon is not the rope.
Your opponents also learned that it’s not a rope: one opponent showed you the rope card, and the other opponent also saw that card.
Similarly, they might derive information from the person you suggested and the room you suggested.

As the game proceeds, each player tries to collect all available clues – from both the suggestions they make, and from the cards revealed when an opponent makes a suggestion.
Once any player has enough information, they can accuse someone of the murder and possibly win the game.
Or they can make a guess that they feel pretty confident about, accuse someone, be wrong, and lose the game.

Playing the game

Each turn has 3 phases: optionally accusing someone of the murder, moving to another room, and making a suggestion that can be proved false.

At the start of your turn, if you think you know who the killer is, what weapon they used, and which room it occured in, you can accuse that person.
If you are correct, you win the game. If you are wrong, you lose the game.

Remeber, the killer might not be one of the opponents. If there are 3 players in the game, the killer can be any of six people.

If you don’t have enough information to make an accusation, you skip the accusation, and move to one of two rooms connected to the room you are in.
From this new room, you can suggest a weapon, a the person who may be guilty.
For example, if you are in the kitchen, you could suggest that Colonel Mustand used a gun in the kitchen.
If any of the players have information that disproves your suggestion, you are told one of the cards that proves you wrong.

If no one can prove your suggestion wrong, you again have the option to accuse someone of murder.
If you know who the killer is, where they did it, and how, you should accuse someone.
Otherwise, you skip the accusation, and its the next player’s turn.

To summarize your turn:

1. You have an option to accuse someone when your turn begins. When you accuse, you either win or lose the game.

2. You move to a different room.

3. You make a suggestion for the room you just moved to. If your suggestion is not disproved, you can accuse someone, and either win or lose.

4. Your turn ends.

Proving someone wrong

Sometimes you will have one card that proves that a suggestion one of your opponent’s made is wrong.
In that case, your card is shown to everyone, and that opponent now knows his suggestion is false.

Sometimes, you will have two cards that proves a suggestion is wrong.
For example, if someone suggests Mrs. White used a gun in the kitchen, you could show any of the three cards you have in your hand to prove the suggestion is false.
It’s up to you to decide which card to show to that opponent.
You should pick a card that gives away the least amount of information.
For example, if you previously showed the Mrs. White card to disprove a prior suggestion, you should show the Mrs. White card again.

Or, sometimes you won’t have any cards to disprove your opponent’s suggestion.
In a 3 player game, one opponent might disprove another opponent’s suggestion.
You will be told what card made the suggestion false.

Finally, sometimes no one will have a card to disprove an opponent’s suggestion.
That could mean the suggestion is true, or it could be a trick by that opponent to convince you to make an accusation.
For example, if that opponent had the cards Colonel Mustand, knife and kitchen, he could suggest “Colonel Mustard used a knife in the kitchen”, knowing full well that no other player will have those cards, and no othe player can disprove the suggestion.
That opponent is trying to trick the other players into making accusation.

There’s one more thing to remember about suggestions.
If your character is used in a suggestion, you are automatically moved to that room.
For example, imagine if your character is Professor Plum, and you are in the library, and one of your opponent is in the kitchen, and suggests “Professor Plum used a knife in the kitchen”. In this case, once his turn is over, you will be moved to the kitchen.

Rooms, Weappons and People

Usually you can only travel to 2 rooms from any room: the room to the left, and the room to the right, and connected in a circular fashion.
You need to be in a room to make a suggestion, and the suggestion must be for the room you are in.
The circular room layout is: kitchen, ballroom, conservatory, billiard room, library, study, hall, lounge, dining room, wrapping around to the kitchen again.

Two sets of rooms have secret passageways.
The lounge has a secret passageway to the conservatory, and the study has a secret passageway to the kitchen.
Hence from the lounge, conservatory, study and kitchen, you can travel to three rooms: the room to the left, the room to the right, and the secret passageway room.

From the ballroom, you can immediately move to the kitchen or conservatory.
To go from the study to the lounge takes two moves: first the study to the hall, and then the hall to the lounge.
To go from the hall to the bathroom would take three moves: first the hall to study, then use the secret passageway from study to kitchen, and then kitchen to bathroom.

The 6 weapons are: Candlestick, Knife, Lead Pipe, Revolver, Rope, and Wrench.
The 6 people are Miss Scarlet, Colonel Mustard, Mrs. White, Mr. Green, Mrs. Peacock, and Professor Plum.

How to play

When it’s your turn, you are asked if you want to accuse the killer.
Until you are fully confident in your answer, you shouldn’t accuse.
Swipe down with 2 fingers to skip the accusation.

You can then move to one of the two adjacent rooms.
Swipe one finger up and down to pick a room, then tap twice with one finger, and you are moved into that room.

Now you can suggest a killer and a weapon.
This is where you need to think logically, and be a detective.
To pick a person, swipe one finger up and down to move through the list of people.
Swipe one finger right to get to the weapons.
To pick a weapon, swipe one finger up and down to move through the list of weapons.
Swipe two fingers up to make the suggestion.

If any of the players can disprove your suggestion, you will be told which player disproved it, and which card they used.
If no one can disprove your suggestion, you can accuse the killer by swiping up with 2 fingers.
If you don’t want to accuse anyone even though your suggestion was not disproved, swipe down with 2 fingers.

Swipe up with one finger to let the next player have his turn.

How to accuse someone

You can accuse either at the start of your turn, or if your suggestion was not proved false.

Swipe up with 2 fingers to accuse the killer.

Now you can pick the killer, the weapon and the room.
To pick a person, swipe one finger up and down to move through the list of people.
Swipe one finger right to get to the weapons.
To pick a weapon, swipe one finger up and down to move through the list of weapons.
Swipe one finger right to get to the rooms.
To pick a rooms, swipe one finger up and down to move through the list of rooms.
Finally, swipe two fingers up to make the accusation.

If you are right, you win the game.
Otherwise, you lose the game.

Remembering the Clues

Each time you, or another player, makes a suggestion, you need to remember which card disproved that suggestion.
By the process of elimination, you will eventually determine who the killer was, what weapon was used, and in what room the murder occured.
You can record this in the voice-over enabled clue screen.

To bring up the clue screen, swipe down with three fingers.
There are 2 tabs on this screen.
The first tab lets you record notes to yourself, such as clues or suspicions that you have.
Then, each time you learn another clue, or have some suggestions that you’ll want to make in the future, record them in that screen.

The second tab lets you record which card is proved true, false or unknown.
Scroll through this list to get to the card you want to update, and tap to switch amongst unknown, false and true.
Cards are automatically sorted so the cards you set as true are first, followed by unknown cards, followed by cards set as false.

When you are finished, tap the DONE button, and the cards are analyzed.
For each card that you set to true, the game will automtically set the other cards in that same category to false.
Don’t set more than one card per category to true.
After you press DONE, you return to the game screen.

If you want to make the game much easier, you can enable a third tab on this screen for the history of all suggestions.
In the SETTINGS SCREEN, turn on suggestion history.
Then, in the Clue screen, tap on the third tab, and you can scroll through the history of suggestions, and if it was disproved or not, and what card disproved the suggestion.

Gestures

To hear all of the cards in your hand, swipe left with 2 fingers.

To move through items in a list, such as rooms or weapons, swipe one finger up and down.
To move between lists, such as between weapons and people, swipe one finger left and right.
To select an item, tap twice with one finger.
At the beginning of your turn, to accuse someone, swipe up with 2 fingers when prompted. To not accuse, swipe down with 2 fingers.
After you have moved, to make a suggestion for the room you are in, swipe up with 2 fingers when prompted.
To write down or read your clues or notes to yourself, swipe down with 3 fingers.
To get game status, and the most recent suggestion, swipe left with 3 fingers.

Opponent Skills

You can change opponent skills in the settings screen, from beginner to average to good to expert.

Settings Screen

The SETTINGS screen has several sections.

The first section is game specific settings, and the second section are common features.
Refer to the Common Features section from the HELP button.

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