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Clue FX brings the mystery to life with electronic speech and sound effects!
Clue FX combines classic Clue sleuthing with an enhanced, talking gameboard and sound effects!
The body of Miles Meadow-Brook, John Boddy's trusted attorney has just been found, and it's up to you to find out who did it... where... and with what weapon!
The Butler will help narrate your mystery and keep track of every move you make! When he calls out your turn, move your pawn and click on one of nine different locations to search for clues. Did it happen in the swimming pool or the garden? The tennis courts or the garage?
Search the grounds for your favorite Clue suspects such as Miss Scarlet or Colonel Mustard and pick up additional hints. Perhaps they'll be able to show you that it wasn't the garden shears or the horseshoe that was used in the crime. Keep track of all of the clues you find to help you solve the Meadow-Brook Mystery!
A new mystery begins every time you play!
- 1 gameboard
- 4 character pawns
- 4 player folders
- 1 confidential case file
- 8 suspect envelopes
- 4 clips
- 1 deck of cards
- 1 pad of notebooks
- 1 Tudor mansion assembly
Average Rating: 3.5 in 4 reviews
If you enjoy the original classic Clue game, you're sure to love this spiffy new version.
The classic game has been given a modern facelift with the addition of a touch-sensitive playing board complete with great art depicting the grounds of Tudor Mansion Estate, voice-overs of your favorite Clue suspects, and a talking butler who oversees the game and acts as narrator.
Make no mistake-- the gameplay is still classic Clue. A crime has been committed (this time, it's Mr. Boddy's lawyer who has met an untimely demise) and it's up to you to determine the murderer, the weapon, and the location of the foul deed. You still do this by making suggestions to your opponents, who attempt to disprove them by showing you cards they hold in their hands. The first to make a correct accusation of all three elements wins. Accuse falsely, and you're out of the game.
So how does Clue FX differ from the classic version? There are 2 new suspects--Rusty the groundskeeper, and Mrs. Meadow-Brook, wife of the deceased--in addition to the usual suspects: Miss Scarlet, Col. Mustard, Mr. Green, Mrs. White, Mrs. Peacock, and Prof. Plum. Although this makes 8 suspects, there are still only 6 weapons and 9 locations, but none are the same as in the classic game. Now we have the garden shears, the hammer, the water bucket, the lawn gnome (gotta love that one!), the tennis racquet, and the horseshoe. Mr. Meadow-Brook was killed during an afternoon garden party, you see, so all the weapons and the locations are outside on the grounds of the estate. The locations are Tudor Mansion, the Boat House, the Gazebo, the Swimming Pool, the Stable, the Gate House, the Garden, the Tennis Courts, and the Garage.
The players portray guests at the garden party, and are not themselves suspects, as they were in the original Clue. Their names are Lady Lavender, Miss Peach, Lord Gray, and Prince Azure. The maximum number of players is now 4, which is fewer than the original Clue, but the minimum is now 2, so there is no more need to go and find another couple of people when you and your significant other would like to have a game. Each guest has a small figurine that is used to move about the grounds, and the board has a 'log-in' circle at each of the nine locations. By lightly pressing down on the figurine, the electronics are activated, and the butler will register that the player has moved to that location.
The gameplay itself is very much like the original Clue. However, the dice are gone, so you needn't worry anymore about getting a bad roll and getting stuck unable to enter a location. Each turn you may move to any of the 9 locations on the board with no restrictions at all. As you move about the grounds of the estate, you make suggestions using the locations you enter, just as in the original Clue. The twist to this new electronic version is that the 8 suspects ALSO move about the grounds and the game keeps track of them. Each of the 8 suspects knows one piece of information about the crime. That is, they all have an envelope by the side of the board containing 1 of the game cards. So no longer do your opponents hold all the other cards that you yourself do not possess. Eight are in the hands of the moving suspects! So if you make a suggestion and no one can show you a card, it doesn't mean that those cards are a part of the solution to the crime--one or more may be in the envelopes of the suspects.
On your turn, you first move your figurine. After you press down on the log-in circle, the butler will tell you if any of the suspects are at your location. If any are, you get to look in their envelopes and see what cards are there. In fact, ALL players who are at that location get this information as well. Even if it isn't your turn, as the suspects wander about the grounds, if any enter the location where you are, then you get to look in that suspect's envelope immediately, as do any opponents who are there with you. (There are little circles on the revamped detective notebook for you to record which of the 8 suspects you have seen.)
After you move, then you have a choice. You may either make a suggestion, following the same rules as the classic Clue game, which one of your opponents will try to disprove by showing you a card. Or, you may search the location you occupy to find out if other suspects are there, but hiding from you. The game board has a series of decorative shrubs in front of the mansion that are actually buttons. You press them to tell the butler you are through with your turn, or that you wish to search, for example. If you find any additional suspects there, then you get to look in their envelopes immediately, as do any of your opponents who happen to be in the same location. Your turn then ends.
The suspects move about the board in a definite pattern. The locations are linked in a chain, and in between the turns of the players some of them may move. If there are players in the locations from which or to which the suspects move, then the butler will announce the movement: 'Col. Mustard has left the Garage and entered the Tennis Courts.' Each of the 8 suspects actually has a distinct voice, and they speak a few words as they run into you around the board. If there are no players in the locations where the suspects move, then their movement will not be announced by the butler, but there may be a sound clue played that gives a hint that someone moved somewhere. For example, if someone moved to the Garage, you may hear the sound of an engine revving right before the next player's turn is announced.
A word on searching: one of the things I didn't know when I first began playing was that the computer tries to be helpful when you are in need of finding a suspect. That is, the probability of you finding a suspect on a search increases the more suspects you have seen. For example, in one of my early games I had seen every suspect except Rusty, the groundskeeper. I had no idea where Rusty was on the board, and he hadn't been encountered by anyone else recently either. So I figured I had to go hunting for him from location to location. I did this unsuccessfully for several turns. Since he held the last piece of information I had to have to solve the crime, I decided to just take a guess at the solution, since I had a 50-50 shot and I figured my opponents would solve the crime long before I did if I spent all my turns searching for the elusive Rusty. After some repeated playings, I now know that you dont have to take that guess unless you really want to. Later faced with a similar situation involving Miss Scarlet, she being the last suspect I needed to see, I tried searching for her, and right away I found her. What the computer does when you search for suspects is randomly decide if there is anyone there to find or not, and when you are down to your last few suspects, the probability increases that you will find someone, and that it will be someone you haven't yet seen. If you do find someone, then the computer will move the person you found to your location even if he or she had actually been all the way across the grounds at another location just one turn previously. Then the butler will announce that you found the suspect, and everyone else playing will know that he or she is there, too. On subsequent turns, the suspect will once again begin moving about freely, but starting from the location you have just discovered him or her in. At first, this seemed to be a flaw of the gameplay, but the more I thought about it, the more I realized it really isn't. The game doesn't always allow you to find the person you need. Sometimes you don't pass the random check, and you find no one. And sometimes you do find someone, but it's not the person you need to find. But I have noticed that it tends to skew the odds in your favor. The manual notes this when it says, 'If you search for a suspect, there is a good chance you will find one you haven't seen yet.' I wasn't sure what this meant now, but after some playing of the game I do. If they hadnt designed it this way, then the gameplay would get bogged down while everyone moved about trying to find that last elusive hiding suspect. This way the game moves along at a good pace and no one gets left way behind. So my advice to you all is to not be afraid to search when you need to, especially if you are down to just one or two people you haven't yet encountered.
When you think you know who did it, with what, and where, then you can make a final accusation. To do this, you must find another computer-controlled character, Inspector Brown. He enters the grounds early in the game and moves about like the 8 suspects. You must inform the Inspector of your findings before you can win the game. You move to his location, press the final accusation shrub, and then he will instruct you to make your accusation and look in the case envelope. If you are correct, you win. If not, the butler will remove your pawn from the movement rounds, but you continue to show your cards to disprove your opponent's suggestions. (And again, remember that the search feature is useful here. If you have seen all 8 suspects, and don't remember where Inspector Brown is, try searching for him. He might turn up in the unlikeliest of places.)
Overall, my family has had a lot of fun with this new version of Clue. We still enjoy the classic game as well, but this electronic one is neat. It includes a lot of little touches like the voices of the suspects, the board itself with the Mansion and cool art-- and there is even a shrub button to press which will make the butler say something witty to hurry along a player who's turn is taking a bit too long!
Great fun, and highly recommended.
This is one our favorite games. We love Clue and this is an advancement of that game. We did not find the butler's voiceovers annoying at all. In fact, they served to enhance the 'mood' of the game considerably.
Our one problem: The game board quit on us on one side. It no longer allowed you to activate the mechanism to play the game. A call to Hasbro solved the problem. They sent a call tag and we are sending back the board and they are sending us a new one at no cost to us.
Although enjoyable this game was not better than the original in my opinion. I can say that it does add an interesting aspect by having suspects hold different pieces of evidence. Unfortunately this makes it so that there is a bit more luck than the original game. Instead of deducing evidence through careful investigations, you need to happen upon the suspects first. The other problem is that in order to accuse you have to find the inspector. This, if 2 or more people know the solution, adds a whole new aspect of luck to the game.
I do have to agree that the voice on the game can be a bit loud as well. We have put a towel over the speaker a couple times to muffle the voice and make it a little less annoying.
There is one programming flaw in the process of searching for characters. The program is designed so that if you search for a suspect you are more likely to find someone you have not seen before. So, even though Player 1 just met Miss Scarlet in the Garage, since Player 2 hasn't seen Miss Scarlet he could search and find her hiding in the Boathouse. This whole searching process is just silly, because then Player 3 may join Player 1 in the Garage, and lo and behold Miss Scarlet is back.
This is an OK game, especially for those who like a little luck involved in their games. And it's great for those who want to remove some of the deduction from the original game, just don't count on it being the same old game you remember. Hard-core gamers...avoid this game!
I was pretty excited about this game. I enjoy the original to some extent, but the dice mechanic always bothered me. But Clue FX has no dice! Great! And a computer! But not just any computer, a *talking* computer! Awesome, right?
Well, the game does a have a few good points, mostly improvements from the original. Losing the dice was a great move. You can go to any room (they're called 'buildings' now) with complete freedom. Adding 2 suspects doesn't change much, and doesn't even make it much longer, since you can now get multiple clues on a single turn with the addition of the suspects. Those suspects each hold a single clue, which you can peek at if you run into the suspect. This is the change that makes 2-player Clue possible.
Now for the problems.
Is there a volume control on the thing? If there was I couldn't find it. Since we are new parents and the baby was just falling asleep when we started playing, this was annoying. The sound is tinny and loud, and having to listen to the sound effects along with the butler's narration wastes game time. I was ready to murder the butler after turn 2.
Needing to find the Inspector at the end of the game just kills any excitement the original Clue had. My wife had solved it several turns ahead of me, but she couldn't find the Inspector anywhere. Eventually I figured it out too and so our turns just degraded to moving to a random room and searching there. Of course, through all this, we still had to sit through the Butler's snail-paced narration and the tinny sound effects. We both got so frustrated we just declared her the winner and quit. I understand needing some speed-bump for the one who figures it out first, but this was too much.
Some issues not related to gameplay also bugged me. Mostly, the new weapons. How the heck can you kill someone with a bucket?? Or a garden gnome? The first time I looked through the cards, I didn't even realize they were supposed to be weapons. I understand using weapons with an 'outside in the mansion grounds' feel, but they should still be weapons. And I miss the revolver.
Setting up the board is tedious and has nothing to do with gameplay. It's just an attempt to cover up the 'ugly' computer (and to make the back of the box look cool). One of the things I look for in games is fast 'set-up' and 'put-away', and this game has neither. It left me with the impression that the game designers spent all their money on the technology and art design, but didn't play the game much.
All in all, I'd rather play the original, but with a few rules borrowed from FX. Moving instantly to rooms and having the 'hidden' clues (you could roll a die and look up on a chart to see if you find one or something) would add to the game, and then you wouldn't have to put up with the annoying butler. FX has a neat technology, and it was nice to see someone trying something new rather than just wrapping the old game in a new theme, it's just sad that it was so poorly implemented. There was a lot of missed potential there, imho.