Clue-Go : Cluedo Crusade, Meets Brickwars.

Mrs White peered nervously out of the kitchen doorway, compulsively stroking the blade of her dagger. The tide of the battle had flowed away from her now. To her left, in the rubble of the ballroom, the wreckage of the last of her killer androids lay next to the still burning shell of 'Ed', the dreadnought, her only friend in the world. The others were not her friends. THEY killed Ed. THEY had callously laughed at her flawed theories. But THEY would be sorry. She could hear some of them, heading for the other side of the house. But she knew a secret passage and would be there waiting for them! As she emerged into the room she saw Peacock, that wicked crone, just outside the door, leading a murderous band of heavily armoured space marines. But none stood between Mrs White and her prey - now was the time to strike! "White, Study, Dagger!" she screamed and, in a flurry of aprons, the blade flashed down - but struck wide. Mrs Peacock, whirling, struck out with a candlestick and the blunt instrument hit home with a cruel crunch. White fell with a heavy thud, a crimson stain spreading through her crisp cooks hat. "Nice move, Commander." grunted the nearest marine. "Silence, imbecile!" hissed Peacock, "Now I've got to eat her brain."  (dramatisation from Cluedo Crusade).

Clue-Go is a mix of two game ideas; Brickwars, a Lego based wargame (www.brikwars.com/) and Cluedo Crusade, which is itself a mix of Warhammer 40K and Cluedo (www.boldhome.freeserve.co.uk/cluedo/cluedo.htm).
It is almost a complete steal of the Cludeo Crusade rules, but with the added gore (blood and severed limbs!) of Brickwars.  If you use just minifigs, the standard Cluedo squares are just big enough (use small weapons or you’ll have trouble standing the figs in adjacent squares).  Got a large Lego collection?, you may want to make your own soldiers, recreate the Cluedo Mansion, or even create your own floorplan!

Terms and Definitions
•	Detective refers to the Lego figure representing the Cluedo Detective, (ie Mustard, Peacock, etc)
•	Soldier is a Lego figure that is part of a set of four and should be easily identifiable as part of the Detectives’ army. (examples: all in red for Scarlett, or all policemen for Plum, or robot androids for White)
•	The term Piece refers to both Detectives and Soldiers.
•	Adjacent means that two pieces are vertically or horizontally adjacent (in the hallways), or are in the same room.
•	Player is the human reading this.

Cluedo Weapon	Rated As	
Rope	special melee	
Candlestick	light melee	
Wrench	light melee	
Lead Pipe	heavy melee	
Knife	heavy melee	
Revolver	light ranged	
	The rope ‘disarms’ if the attack is successful and gains defenders’ weapon (dropping rope)

Room Table	Roll d10	
Hall	1	
Lounge	2	
Dining Room	3	
Billiard Room	4	
Library	5	
Study	6	
Kitchen	7	
Conservatory	8	
Ball Room	9	
Cellar	10	
The Forces:
A Players’ team/side/army consists of:
•	1 Detective: 			Best in the classic Cluedo color
•	4 Soldiers: 			Matched set in some way, should tie into Detectives theme or colour. 
•	6 points of armor: 		easily identifiable and removable
•	1 light melee weapon:		hammer, club, etc
•	1 heavy melee weapon:		chainsaw, sword, etc
•	1 light ranged weapon:		blaster, pistol, etc
•	1 heavy ranged weapon:	plasma gun, rocket launcher, etc
All Pieces must fit within one square and have the following (equivalent) removable bits: 2xhands, 2xarms 2xlegs + 2 other bits that if separated signify death (eg. head and torso).

Board Setup
•	Roll d10 for each weapon to be placed in a room.  More than one per room is OK.
•	Before creating the murder folder, shuffle the detectives and deal out a single card to each Player.  This will be their Detective.  Return all detective cards and set up the murder file as normal.
•	1 point of armour is placed on each soldier, 2 on the Detective.
•	All Detectives start unarmed, but armoured in their normal Cluedo places.
•	Soldiers should be placed armed and armoured, outside the mansion.
•	Once play begins armour can only be removed not added.
•	The Player playing Mrs White, may want some nibblies on hand (see Detective Abilities Section)

General Rules
•	Standard rules of Cluedo apply unless they are in conflict with these rules.
•	At all times, neither Detectives, nor Weapons are moved during a ‘suggestion’ or ‘accusation’.
•	After the third "6" is rolled, the 666 Rules should now be followed.
•	Detectives can pick up Cluedo weapons at any time.
•	All fighting takes place inside the mansion, anything outside doesn't count. 
•	Dead pieces stay dead.

Enter the Fray (The 666 Rules)
•	Detective powers are now active, and may be used freely.
•	Play is suspended while all players choose a room to place their 4 soldiers in. 
•	Play continues for a round while all soldiers remain immobile.  They cannot attack, but may defend against any armed Detective.  This allows other Detectives a chance to ‘escape’ from another players’ soldiers.
•	Once play has returned to the player that rolled the activating ‘6’, players now roll an extra d6 for each living pieces’ movement.  (To speed things up, it may help to have 5 different d6 and assign them before each roll)
•	To make an attack a piece must have at least 1 movement point left.
•	A Piece cannot carry more than one weapon at a time, and will only do damage if armed.  Weapons can only be moved if a Piece is carrying it. Voluntarily picking up or dropping a weapon counts as that Pieces' turn.
•	Heavy Ranged weapons can only be used by soldiers or Col. Mustard once the 666 rules start.  No soldier can use a Cluedo weapon.

Making a Suggestion / Accusation
•	You still have to be in the room that you wish to accuse in, but the accused and weapon are no longer moved there
•	A wrong accusation kills one piece (owners' choice)
•	Accusations are checked by a player with a dead Detective (the dead tell no lies).  If there are no dead detectives, the accusing player checks and if they are incorrect, their Detective is killed.

Ending the Game
The game ends if either a successful accusation is made, or all detectives are killed, in which case the murder wins (even if they died, bizarre no?).

Detective Abilities
•	Colonel Mustard with his military training can use any dropped weapon, including heavy ranged. He must have hands to pickup the weapon though. 
•	Miss Scarlet can seduce any Adjacent Detective, allowing her to select a single card from the other players’ hand to peek at.  She can only seduce each Player once per game.  (What's the point in seducing them twice?)  Seduction counts as Miss Scarlets’ movement for that turn.
•	While living, Professor Plum is allowed to "forget" any card (he should look at it first ), by putting it face down under the edge of the board.  The player does not have to show anyone this card, but once placed the player cannot look at it either.  If Plum dies this card is placed on the dead detective discard pile, irrespective of whether his brains are eaten or not.
•	Mrs White does double damage (melee only) in the Kitchen.  Any Pieces that remain in the Dining Room, Study or Library at the end of their move may at Mrs Whites' discretion suffer the effects of poisoned snacks (light melee damage), but only if the (Mrs White) Player offers nibblies to everyone playing and someone eats something.
•	The Rev. Green may excommunicate any player.  Excommunicated players cannot show cards nor ask questions of any other non-excommunicated players and vise-versa.  Should Green die, the religious fervor is gone and everyone is back to speaking terms. 
•	Miss Peacock can start a séance in either the Ballroom, Lounge or Dining Room.  Starting with Mrs Peacock each Detective present may, instead of moving their detective, take one Clue Card at random from the dead detective discards. This card must be shown to all other Detectives present in the room. The séance lasts until any Detective present moves, attacks or is killed. Alternatively Mrs Peacock may contact the "Murder Victim" and look at and replace a single murder card, this ends all séances for the remainder of the game. There does not have to be anyone else present to start.
•	If a Detective deals the final death thrust to another detective, the victor is allowed to "eat the brains" (take all cards) from the vanquished.  If a soldier kills a Detective, the deceased cards are placed in a pile and can only be looked at via a séance.
•	If your Detective is killed you cannot make and suggestions or accusations, but you can still use your soldiers to kill other players.

Movement and Healing
•	All Pieces move at d6 rate, unless injured.
•	Only Detectives can use the secret passages.
•	Any Piece without a connected head and torso (or equivalent) is considered dead.
•	Pieces with only one leg move at half speed (d6/2 round up)
•	Pieces without legs must be dragged by a soldier in order to move.  That soldier cannot attack during their move.  If the dragging soldier is armed, dragging is at half speed (round up).   The legless piece is kept in the trailing adjacent square.
•	Pieces without hands cannot hold a weapon.  Any held weapon is involuntarily dropped.
•	Healing: During the players' turn armour may be discarded from any of their Pieces to "heal" another Piece. 1 armour = 1 body bit.  Involved Pieces must be Adjacent.  Armour cannot be transferred.
•	Pieces with Heavy weapons may bash a hole on a wall to act as a new doorway.
•	You may not end a Pieces’ movement on a square that already contains a Piece, but you may pass through, suffering an optional Light-Melee ‘Beatdown’ attack in the process.
•	Entering a room ends that Pieces movement.

Attacking and Defending
•	Attacking ends that pieces' turn
•	Attacker and defender roll d6, the attacker has to roll higher than the defender to score a hit.
•	If a successful hit is made, another d6 is rolled to determine damage.
•	If an attacking Piece rolls less than a defending Detective, and is within range of the defending Detectives’ weapon, the attacker suffers a counter-attack which always hits. Damage as normal.
•	Light weapons cause d6/3 (round up) points damage and Heavy weapons cause d6/2 (round up).
•	Damage is first removed from armour, then body bits.
•	To Melee attack another Piece, the target must be Adjacent.
•	To use a ranged attack on a Piece outside a room, they must be in "center-of-square-to-center-of-square" line-of-sight (use string if unsure) 
•	To use a ranged attack on a piece in a room, the attacker must either be inside that room or standing in the doorway and vise-versa.
•	On a successful Heavy Ranged attack splash damage (count as light melee) can occur.  If the target is in a room, everyone in the room other than the target rolls to see if the blast hit them, otherwise any adjacent Piece to the target rolls.
•	Missed heavy ranged attack continues in a straight line, potentially hitting other targets (treat as another attack) or hitting a wall.  Destroyed walls can be used as alternate doorways.  
•	Ranged weapons may not target behind (line of sight) an obscuring Piece.

Optional Rules (The Idea Pit)
•	Room Collapse: If the number of walls left standing for a room is less than 4 (outside walls don’t count), then this room collapses, dealing d6 damage to each Piece (roll for each) in that room.  Séances can only be held in rooms that are not collapsed.
•	Limited Ammo: Each weapon only has a fixed number of shots
•	Equipment: Special equipment can be added like jetpacks, medikits, vehicles (motorbike, speederbike, horse) can be assigned or randomly placed on the board.
•	Lego Zombie Cluedo: on the third 6 another player controls all the solders, which are only armed with light melee weapons.  The objective of the zombie player is to kill all the other detectives.  Detectives might need to do double damage, etc to balance gameplay.
•	Extra weapons: Grenades, Proximity Mines, etc.