How to play Clue Sabotage on the High Seas if you hate rulebooks
I hate rulebooks! This condensed How to Play Clue Sabotage on the High Seas rules help players get the essential instructions without having to trawl rulebooks.
Objective
- Explore the yacht to solve puzzles, gather clues, and uncover what happened to Captain Melville.
- Determine who pushed the captain overboard, where it happened, and why.
Gameplay
- The youngest player goes first, then turns rotate to the left.
On Your Turn:
- Move your pawn to an unexplored number on the gameboard and take the matching card.
- Read the card aloud and follow its instructions.
- Solve any available puzzles with the help of other players. Collaboration is encouraged.
- Pass your turn if there’s nothing left to do.
Note:
- Keep track of who performed the last action, especially when turns are fluid. Remember who last moved their pawn to an unexplored node.
Cards
- The game features several types of cards: Narrative, Puzzle, Item, Clue, and Overlay.
Narrative Cards
- Provide story elements and guide player actions.
- Read them aloud and follow the instructions.
- If the card has a discard icon (circle with a line through it), place it in the lid of the box when done.
Puzzle Cards
- Consist of multiple cards that involve wordplay or visual riddles.
- Each card has a puzzle piece graphic with a letter indicating the puzzle and the number of pieces needed to solve it.
- If a card has a blank puzzle piece icon, it is a tool and may be used in multiple puzzles.
Instructions:
- Solved puzzles unlock new items, locations, and clues.
- Keep puzzle cards face up until instructed otherwise.
- Puzzle solutions are always numbers. Match the number with the corresponding card in the deck.
- If incorrect, retry. If correct, the card will say “SOLVED.”
Hints:
- If stuck, use hints from the back of the booklet, matching the puzzle piece letter/number to the hint provided. Solutions are available if needed.
Item Cards
- Shared among players and used to solve puzzles.
- To use, align the Roman numeral cipher with the numbers on the bottom of puzzle cards.
- Draw the card matching the cipher number. If the number isn’t found, the cipher is incorrect, and you must retry.
Clue Cards
- Kept for the entire game and not used to solve puzzles but essential for solving the final mystery.
- Keep them face up on the table for everyone to see.
Overlay Cards
- Change the game board by adding new numbered locations to explore.
- When instructed, place overlay cards on the board, aligning the art with existing sections.
- Players at a location under the card are placed on top and lose access to unexplored areas beneath the card. The new red location is now available for exploration.
Building the Yacht
- The gameboard expands as you play and unlock new rooms on the yacht.
- When instructed, find the corresponding board from the box and place it beside the existing rooms.
- Add new decks of cards when directed by unwrapping them and placing them under your current deck.
- Do not look through or shuffle the cards.
How to Solve the Mystery
- As a team, decide who pushed Captain Melville overboard, where it happened on the yacht, and what the motive was.
- Use all clues and evidence gathered during the game to make a final decision.
- Review any rooms or nodes you may have missed.
- Lay out the clues in the order found to trace the murderer’s path through the yacht.
- Once ready, make an accusation and open the solve packet to see if you were correct.