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PostPosted: Sun Sep 25, 2011 4:51 pm 
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1. Name: Clue Night: The American Legion Edition

2. Description: An evening of Clue played on a game board in The American Legion Honor Guard's base.

3. Date: Wednesday November 9, 2011

4. Time: 7PM-10PM Eastern; or later if games are still ongoing.

5. Location: The American Legion Honor Guard Base. SG members will be onhand near the Pocket D Base Portal to facilitate non-SG or coalition members into the base.

6. Requested DJ(s): Castor/Pollux owes me and he knows it. :wink:

7. Musical styles: Clue Soundtrack and Soundbites; mystery/dinner theatre music

8. Contests/Competitions: Playing the Clue game is mostly for fun but we will have some prizes for the winners of each game.

9. Contact information: @Alamo, @Beans, cardsofstl@yahoo.com


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PostPosted: Sun Sep 25, 2011 7:01 pm 
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Thank you for considering The Cape for your event. We are coordinating our schedule and will get back with you shortly.

Crypto

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PostPosted: Thu Oct 13, 2011 4:26 pm 
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On behalf of Agent Crypto, this event is CONFIRMED.

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PostPosted: Sun Oct 30, 2011 7:12 am 
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DJ Angel wrote:
On behalf of Agent Crypto, this event is CONFIRMED.



Thanks Angel...Crypto making you do his work again? tsk tsk


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PostPosted: Sun Oct 30, 2011 7:18 am 
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Here are some rules and helpful resources for the upcoming Clue Night for any of you that are planning to join in.

At the beginning of play, three cards — one suspect, one weapon, and one room card — are chosen at random and put into a special envelope, so that no one can see them(Except in our version, the Moderator sees all...). These cards represent the facts of the case. The remainder of the cards are distributed among the players.

Players are instructed to assume a token/suspect. Play begins with Miss Scarlet and proceeds clockwise. Players roll a single die(dice) and move along the board spaces accordingly, and entering rooms in order to make suggestions from that room.

The aim is to deduce the details of the murder; that is, the cards in the envelope. There are six different characters, six possible murder weapons and nine different rooms, leaving the players with 324 distinct possibilities. In the course of determining the details of the murder, players announce suggestions to the other players, for example, "I suggest it was Professor Plum, in the Library, with the candlestick." All elements contained in the suggestion are moved into the room in the suggestion.

The other players must then disprove the suggestion, if they can. This is done in clockwise order around the board. A suggestion is disproved by showing a card containing one of the suggestion components (for example, Professor Plum) to the player making the suggestion, as this proves that the card cannot be in the envelope. Showing the card to the suggesting player is done in secret so the other players may not see which card is being used to disprove the suggestion. Once a suggestion has been disproved, the player's turn ends and moves on to the next player.

The player's suggestion only gets disproved once. So, though several players may hold cards disproving the suggestion, only the first one will show the suggesting player his or her card. A player may only make a suggestion when his or her piece is in a room and the suggestion can only be for that room.

Once a player has sufficiently narrowed the solution, that player can make an accusation. According to the rules, "When you think you have worked out which three cards are in the envelope, you may, on your turn, make an Accusation and name any three elements you want." Players may name any room (unlike a Suggestion, where a player's character pawn must be in the room the player suggests).[8]

The accusing player checks the validity of the accusation by checking the cards, keeping them concealed from other players. If he has made an incorrect accusation, he plays no further part in the game except to reveal cards secretly to one of the remaining players when required to do so in order to disprove suggestions. Also, according to the rules, "If, after making a false Accusation, your character pawn is blocking a door, [you must] move it into that room so that other players may enter." Since a character pawn can only block a door by being outside of a room, this clearly demonstrates that the character pawn need not be in any room to make an Accusation. If the player made a correct accusation, the solution cards are shown to the other players and the game ends.

It is possible for a player to be using the piece representing the murderer. This does not affect the game play; the object of the game is still to be the first to make the correct accusation. If the game is played with two people, the process of elimination diffuses the same information to both players. Such a game tends to pass quickly. All editions of the current version of the game are advertised as a three-six player game only. Traditionally, the UK version was advertised for two-six players.

There are six distinct characters to choose and accuse from:

Miss Scarlett (a red piece)
Colonel Mustard (a yellow piece)
Mrs. White (a white piece)
Mr. Green ( a green piece)
Mrs. Peacock (a blue piece)
Professor Plum (a purple piece)


There are six distinct weapons from which to choose:
Candlestick
Dagger (A Knife)
Lead Pipe
Revolver
Rope
Spanner (Also known as a wrench)

There are nine rooms from which to choose:

Image


Image


When you enter the Clue Map from the base; you are in the Hall.

Study has a secret room to the Kitchen
Kitchen has a secret room to the Study
Conservatory has a secret room to the Lounge
Lounge has secret room to Conservatory

If you enter the secret room on your next turn you may go straight to the other room.


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PostPosted: Sun Oct 30, 2011 7:24 am 
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Those of you that are for sure interested in participating in the Clue Night as a contestant; please sign up here and indicate the time of the evening you would like to attend. We are going to start Clue teams on the hours of 7, 8, 9, and 10 PM Eastern; so just indicate your character name or global with one of those hours and we will be able to schedule teams accordingly. If games are completed quickly or if we have a lot of 'walk ups' that wish to join; we will make accommodations as needed.

Thanks!


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PostPosted: Sun Oct 30, 2011 10:19 pm 
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Last edited by American Wonder on Tue Nov 01, 2011 12:43 pm, edited 1 time in total.

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PostPosted: Mon Oct 31, 2011 5:11 am 
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Hi AW, I'm sending you a PM regarding your banner. :)

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PostPosted: Wed Nov 09, 2011 12:05 am 
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so you sign up here? if so I'd like to join. anytime is fine with me.

oh and My global name is @ElectricBee


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PostPosted: Wed Nov 09, 2011 4:32 am 
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chronicfireworks wrote:
so you sign up here? if so I'd like to join. anytime is fine with me.

oh and My global name is @ElectricBee



You can sign up or just show up at the appropriate time. The teams will start up at the top of the hour from 7-10 PM Eastern; so come by the Pocket D Base portal to play.


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PostPosted: Wed Nov 09, 2011 4:33 pm 
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American Legion wrote:
chronicfireworks wrote:
so you sign up here? if so I'd like to join. anytime is fine with me.

oh and My global name is @ElectricBee



You can sign up or just show up at the appropriate time. The teams will start up at the top of the hour from 7-10 PM Eastern; so come by the Pocket D Base portal to play.


alright. sounds good.


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PostPosted: Thu Nov 10, 2011 6:23 am 
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Thanks for coming tonight everyone...hope you all had a good time!


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PostPosted: Thu Nov 10, 2011 2:12 pm 
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Huge thanks to the entire American Legion crew for having me in for this event. I had a blast!

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PostPosted: Sat Nov 12, 2011 3:26 am 
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[quote="DJ Khronos"]Huge thanks to the entire American Legion crew for having me in for this event. I had a blast![/quote]

For sure...great job Khronos; thanks to you and all the Cape DJs for attending and spinning the tunes!


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