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Ace Attorney Clue

Started by Dracos, December 23, 2014, 09:47:34 PM

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Dracos

http://appleseeddrama.tumblr.com/post/55905961298/this-is-it-ladies-and-gents-below-are-custom

This is kinda cute.  Props for themed Clue.

This works for 2-6 players.
(Please remember this is fan made and may have some problems. If you encounter any let me know!)
Before We Begin
Need: Clue board game, at least 2 dice (4 if you're an over achiever), Pens/pencils, Paper/Clue guess sheets
Players: Ace Attorney Clue is played in teams of 2 pawns. If there are an odd number of players present, one player may play both pawns on their team.
Goal: The Goal of the game is to find the truth contained in the confidential folder first OR win the trial OR both. This means the teams can work together or attempt to actively hinder one another. That choice is up to the teams. However, the only way for the Defense to win is to find the truth.
If the Defense's first suspect is found innocent it does not mean trial is over (therefore the game is not over) (See Investigation: Special Abilities).
Set-Up/Opening Statements
Choose a colored pawn for each player.
Choose teams of up to two players, and assign roles: Defense, Prosecution, and Detectives (Detectives can be omitted if there are not enough players)
Place weapons randomly in rooms if you want to terribly, but you don't need to.
Separate evidence cards into Suspect, Weapon, and Room piles.
Prosecution picks one suspect card at random. This is the Defense's new client and the Prosecution and Detective's new suspect.  Replace the card into the suspect pile.
Shuffle separated piles and place one of each without looking into the Confidential Folder. Place Confidential folder on the Clue board basement stairs.
Shuffle the three piles together into one deck. These are your Evidence Cards
Deal 3 Evidence Cards to each team.
Regardless of teams, each pawn begins at its colored location on the Clue game board.
Figure out which team goes first, second, and third in whatever way you would like. Keep this order for Investigation and Trial to avoid confusion.
Gameplay is made up of two parts: Investigation days and Trial days.
Investigation days last two turns. An Investigation Day turn consists of every player having an individual turn.
A Trial Day turn consists of a team having a turn. Trial Day 1 and Trial Day 2 last one turn. Trial Day 3 lasts two turns.
Investigation Day Gameplay
Movement on the board is done by rolling two dice. Movement can be done in adjacent directions or diagonally. A door is considered a square (so you must have enough on your roll to reach the square in front of the door AND one additional to enter the room). Secret passage way doors are also considered a square. You can cut through rooms while moving around as long as you don't Investigate or Question in that room.
You must be completely finished moving before you are able to Investigate/Question. Regardless of your roll amount, you cannot Investigate/Question and then continue to move.
Investigate: A player Investigates by drawing an evidence card. This ends the player's turn.
If pawns from opposing teams are in the same room, the player can choose to Investigate OR may Question the opposing team. You can't do both on the same turn.
Questioning: The Questioning player may ask about suspects, locations, or weapons. The Questioned player must show one of the cards in their hand that has NOT been brought forth in court and has NOT been shown to the Questioning team previously in Questioning. Questioning ends the player's turn.
Information learned during Questioning becomes known to all teams in the room (if the Defense questions the Prosecution and there is a Detective in the room, all teams look at Prosecution's card).
Special Abilities
Special abilities may be used by on Investigation Day 2 and Investigation Day 3. They can be used once per Day but only at the beginning of that Day.
PROSECUTION'S SPECIAL ABILITIY—Order Arrest—The prosecution may order the arrest of any suspect they choose. That pawn is placed in the middle of the board and is detained until their innocence is known by all teams playing. If the pawn is freed during an investigation day, they join the investigation day at their partner's location and may resume as normal. Only one suspect may be detained at any given time using the Prosecution's Ability.
If the Detained Pawn is a member of a playing team, that player's partner—motivated by the arrest—gets to role double dice, but their movement still stops when they choose to Investigate or Question.
This character also becomes the defense's newest client.
DEFENSE'S SPECIAL ABILITY—Perceive—The Defense may peek at the card of their choice from the team of their choice. If they have already seen the chosen card, peek again until it's a new card.
DETECTIVE'S SPECIAL ABILITIY—Crime Scene Tape—Detectives may EITHER
restrict the movement of the player/pawn of their choice by one die (if a player is rolling double as a side effect of a Prosecution Ordered Arrest, they will roll 3 dice. Normal movement restricted to 1 die) OR
may restrict entry to the room of their choice on the board. That room is taped off and only detectives may enter.
Trial Day Gameplay
On their turn, a team sets forth a scenario for the crime (suspect, weapon, location) and can request the team of their choice attempt to refute their statement. Refuting team must show one card from their hand to object to the scenario.
If Refuting team can not object, the other team (if applicable) must object with their own evidence.
If no team can object, the asking team's turn is over and the next team's turn begins.
Evidence put forward in court is on the record and therefore seen by all teams.
Ending the Game/Closing Arguments
The game is finished when the final day of trial is over and a team guesses a Suspect, Location, and Weapon and their guess is verified by the Confidential Folder –OR— when the final day of trial finishes with no correct guesses.
If the truth is correctly guessed, everyone wins (because everyone actually did their jobs and no innocent person was found guilty) but the team that guesses correctly wins above everyone else and the confetti's for them.
If the final day of trial finishes with no correct guesses, the Defense's client(s) receive a Guilty verdict AND ARE SENTENCED TO DEATH BY HANGING. This means the Prosecution automatically wins.
If a team makes a guess, checks the folder, and is INCORRECT they immediately leave what appears to be a suicide note and flee the country in shame. They are out of the game. If there are three teams, the team that is out is replaced by incompetent brothers Winston and Gaspen Payne. The trial can continue between the remaining two teams. If there are only two teams left in play, the Judge immediately rules in favor of the team that is not out. They win.
Well, Goodbye.