Catch the culprit of a crime by identifying who did it, with what, and where. The classic detective game!
In Clue, players move from room to room in a mansion to solve the mystery of: who done it, with what, and where? Players are dealt character, weapon, and location cards after the top card from each card type are secretly placed in the confidential file in the middle of the board. Players must move to a room and then make an accusation against a character, saying they did it in that room with a specific weapon. The player to the left must show one of any cards accused to the accuser if in that player's hand. Through deductive reasoning, each player must figure out which character, weapon, and location are in the secret file. To do this, each player must uncover what cards are in other player's hands by making more and more accusations. Once a player knows what cards the other players are holding, they will know what cards are in the secret file. A great game for those who enjoy reasoning and thinking things out.
--description from BoardGameGeek.com
|Time to play:||# of players:||Recommended Age:|
|45 minutes||2 to 6||8+|
|Complexity:||Player Dynamic :||Skill:|
|1.65 / 5||Light competition||
Logical Thinking, Deductive Reasoning,
Critical Thinking, Problem Solving
1. Community Building
2. Potential for use with clients: critical thinking, problem-solving, logic
A Community-Based Participatory Action Research with Women from Disadvantaged Populations: Strengths and Weaknesses of a Multiple Health Behaviour Change Intervention by Maria Sanz-Remacha, Alberto Aibar, Ángel Abós, Eduardo Generelo-Lanaspa, and Luis García-González
Disadvantaged populations usually adopt risk behaviours, resulting in obesity and mental health-related disorders. Grounded in the socioecological model and self-determination theory, the aims were firstly to describe and implement a two-year multiple health behaviour change intervention, and secondly, to assess the strengths and weaknesses of the intervention. In total, 11 women from a disadvantaged population participated in this programme, which encompassed 117 sessions. Qualitative techniques were used to collect data and a thematic analysis was conducted. The variety of activities and the group-based intervention were the main strengths, and the decrease in attendance and the programme’s tight schedule were the main weaknesses. This is the first intervention in a disadvantaged population mainly comprised of Roma women. The design described in detail and its assessment provide relevant knowledge to improve their health status and decrease inequalities. The practical implications for future research are useful for replicating interventions in similar contexts.
[Clue was used in this study during "Family Sessions" associated with the following phases of the programme: Phase 2 'Awareness development'; Phase 3 'Empowerment development'; Phase 4 'Learning to be autonomous']
Please refer to the books and articles listed on the Board Game: Home page for more readings regarding board game play and psychology.