Round up three to six players.
Put all six colored tokens on the starting squares marked with the appropriate suspect's name. For example, the white piece belongs on the Mrs. Whitesquare.
Place the weapons randomly, one in each room.
Separate the 21 cards into three piles ' room cards, weapon cards and suspect cards.
Shuffle each pile of cards andput the top one of each type into the envelope marked "Solution Cards" without looking at them. Place the envelope on the X in the middle of the board.
Give each player a pad of detectivenotes and a pencil.
Put the remaining cards together and shuffle them.
Deal one card at a time facedown to each player. Players should keep their cards hidden.
Have eachplayer choose a token. Play begins with Miss Scarlet and continues to the left. Some tokens may remain unused if there are fewer than six players.
Roll the die and move your token that numberof spaces on the yellow squares. Pieces may move forward, backward or to the side, but not diagonally.
Enter or leave a room by moving through the doorway or using a secret passage found inthe corner rooms. Your turn ends when your token enters a room, no matter what the die roll was.
Make a suggestion after entering a room. Move the weapon and suspect into the room yourtoken is in and state your suspicion. For example, if you are in the library, you can move Mr. Green and the rope into the room with you and say, "I suggest that the crime was committed in the Library byMr. Green with the rope."
Prove the suggestion true or false. Once a suggestion has been made, the player to the suggester's left checks his or her cards. If he or she holds any of thethree cards (in this case the library, Mr. Green or the rope), he or she shows one only to the suggester. If the first player to the left doesn't hold any of the cards, the next player to the left...