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ADVANCED CLUEDO CRUSADE

(or, "How to Flog an Idea...to Death")

by Stephen J. Wells (copyright 1992,1998)

DAREKIL WH40K PAGE

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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 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."

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While the Reverend Green fled down the dark tunnel he could hear shots behind him, as Miss Scarlett's remaining space marines blew the last of his orks to Kingdom Come. That mattered nothing to Green, as the orks had served their purpose. One by one they had sacrificed their lives to defend his person from pursuers chasing him through the blasted ruins of the mansion. They were all dead now. Everyone was dead now - Plum, Mustard, White. And Peacock. He had particularly enjoyed that death. Only he and that Jezebel, Scarlett, with a couple of her marines, survived. But it was all worth it, for now he had given them the slip. And, now, he KNEW. That fool Peacock had told him all he needed, as she begged for life. He need merely reach the scene of the crime and there, he was sure, would be the proof. Once a man of the cloth, he now thanked his new gods, the Lords of Chaos, that he would be the one to fulfil their desires. And be rewarded. He came out of the secret passage into the study. Now forward, to victory! Green left the room, to cross the short distance to his goal. The chase had tired him - he could manage no more than one step. As he paused for breath, the gleaming scarlet bulk of the Blood Angels Marine Sergeant appeared from the smoking rubble - blocking the doorway to the hall. "Damn!" cursed Green, aptly. "How did you...?" he began. "Let's say I'm not just a pretty face." the brute leered nastily. "Oh, and by the way..." it added, fingering it's Heavy Bolter, "...Run." Realisation hit Green, and his thoughts raced: "They don't know where it happened! They need me alive! There may yet be a way...This'll put them off the scent!". He ran for the library. Behind him in the study, he heard Scarlett's high heels clicking as she stepped out from the secret passage. "Now if I can just get round this way..." thought Green. But... "Kill him!" shrilled Scarlett, hysterically. The Blood Angel fired.

"Yuh won't get much datta outta that." drawled the marine, turning Green's body with his boot. "No, now we will have to guess the room." agreed Miss Scarlett. "But he had to die - he knew too much."

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The above (dramatisation from the first ever game) are just two examples of thrilling adventures YOU can have with: "CLUEDO CRUSADE"

Following the publication of the highly-acclaimed smash-hit cult classic Cluedo Crusade (a hybrid game combining Waddington's Cluedo with MB's Space Crusade) in Imagination issue 11, we now present even more rules, additions, extensions and over-complications.

Welcome to: "ADVANCED CLUEDO CRUSADE"

Rules are as for basic Cluedo Crusade, plus...

HOLOGRAPHIC WEAPONS CLARIFICATION Hand-held holographic projectors are available to Detectives that represent objects during hypothetical VR reconstruction of events. This obviates the need for physical presence of any Basic Cluedo weapon when making a Suggestion. (In other words, don't bother fetching weapons - it's a stupid rule).

MISSILE LAUNCHER EFFECTS CLARIFICATION When a Missile Launcher is fired into the middle of a room, the attacker decides which player's forces - of those present - will be hit. The target player decides which of his figures present will take the full effects of the blast. All other figures in the middle of the room take the lesser damage - figures inside doorways are unaffected. NB Missile Launcher attacks centred on figures in doorways do not affect figures in the middle of the room.

[NB: The above are also recommended for basic Cluedo Crusade.]

DETECTIVES' SPECIAL ABILITIES To increase the element of role playing and therefore maximise the thrills you get from your bloodthirsty alter-ego, each Detective has unique abilities. Note that these abilities can only be used after that third 6 is rolled. These abilities also increase the level of violence in the game - and that must be a good thing, mustn't it?

Col. Mustard, being a military man, can use some of the Space Marines equipment. When the Imperial Fists deploy they may issue him with some Suspensors, allowing him to move 6 squares per turn, if they have been issued with them; otherwise he is issued with a monocle which functions as a Bionic Eye. The Marines also furnish him with any spare Bolter, Heavy Weapon or Commanders Weapon - but only if Blu-Tack is available to stick it onto his figure.

Mrs White, being the cook, is a formidable figure in her own domain. When in the Kitchen, she is worth 2 Red & 2 White Dice in hand-to-hand combat (the equivalent of a Marine Commander with Power Glove and Vibro-Blade). Also, at any time but only once per game, she may inflict a 1 White Die attack on all figures in the Dining Room, from the tempting nibblies left there laced with old arsenic. Androids and the Dreadnought are immune to this attack.

Rev. Green, being a holy man (well, holier than thou, at least), can Excommunicate any Detective at any time. Ordinary Detectives may not make suggestions to, or respond to suggestions of, excommunicated Detectives, and vice versa. Excommunicated Detectives can still make suggestions to each other, however. Excommunication is not reversible but if the Rev is killed (or excommunicated) this typical example of religious divisiveness is thereafter ignored.

Mrs Peacock, being an old witch, can - once per game - hold a Seance in the Ballroom. Starting with Mrs Peacock each Detective present may, instead of their normal turn, take one Clue Card at random from those discarded by dead Detectives. These cards must be shown to all other Detectives present in the Ballroom. The Seance lasts until any Detective present moves, attacks or is killed. Alternatively Mrs Peacock may contact the Late Dr. Black to look at (& then replace) ONE of the Murder Cards, but this also ends the Seance. NB She may well conduct the Seance with no other Detectives present. If the Ballroom has collapsed, she cannot hold the Seance.

Miss Scarlett, being a brazen strumpet, can seduce any male Detective in the same room once per turn. She picks one thing that's in his hand and then he must give it to her. The thing must be taken willy-nilly without looking at it first. Any other Detectives present in the room get to see his thing, too. Please note that any Dick can be seduced only once per game ("What's the point seducing some body twice?" - Mark Williams). AATI OPTION: She can seduce Detectives of either or both sexes, according to the player's personal preference.

Prof. Plum, being an absent-minded fellow, 'forgets' one of his Clue Cards. The card is slid under the board and no-one may look at it. He therefore cannot show it in response to any Suggestion, nor can any Detective inherit it through his dying words ("eating his brain") when Plum is killed. For his own benefit it is to be hoped that the player can remember what it is, though. (NB If Plum is killed his spirit is freed of the frailties of the human frame; hence the Forgotten Card joins those available for Mrs Peacock's Seance.)

EQUIPMENT & ORDERS OPTION Each Marine player receives Equipment and Order cards when their Marines are deployed. In an Advanced Cluedo Crusade Campaign Game, the players receive the number of cards commensurate with their Rank. The cards are used in exactly the same way as in ordinary Space Crusade, with the following exceptions. Blind Grenades: Give cover not just from aliens, but from all other factions until the next turn of the player who used the grenades. Note that Targeters and Bionic Eyes are immune to Blind Grenades. Bio-scanner (UltraMarines): This can do more than just identify blips (which is lucky 'cos you don't get 'em in Cluedo Crusade). By careful use of this device, Mrs Peacock's forces can monitor the movements of the other factions and determine the precise moment to make their move. The player with the Bio-scanner can therefore choose to take his turn after any individual figure has completed it's move. For example, a round begins with the Blood Angels moving out of the Lounge to attack the Dining Room. Miss Scarlett is about to follow, but the Ultras, using their Bio-scanner, see that she is vulnerable and interrupt her move: Mrs Peacock sneaks across from the Conservatory, blows away Scarlett with the Revolver at point-blank range and eats her brain (see Glossary). Photon Grenades (Blood Angels): Note that all Marines are immune to Photon Grenades due to helmet shielding.

If the Equipment and Orders option is used, however, each Chaos player draws an Alien Event card at the start of his/her turn. Some Alien Event Cards are appropriate to particular Chaos factions. Such cards are given to the relevant player, who must use them on his/her next turn in addition to drawing his/her own Alien Event Card. Faction-specific Alien Event Cards are:

Mrs White: Mech. Assault, Android Fault and Suicide Android.

Reverend Green: Psychic Attack, Frenzy, Gretchin Bomber and Ork Mekaniak.

Professor Plum: Lure of Chaos, Genestealer, Genestealer and Genestealer. (Note that a Chaos Marine or Genestealer may only be placed if one has been previously eliminated. Give the Card to the holder of the figure to keep track of the Victory Points).

Most Alien Event Cards are used normally, but some are useless: Re-deploy, Mothership Commo., Master Controls, Alien Task Force & Mothership Scan. (It may be that some events will require interpretation in the context of Advanced Cluedo Crusade. In this case please ring your beloved Editor, at ANY time, and he will be only too pleased to give an authoritative judgment.)

VICTORY POINTS OPTION In a campaign of Cluedo Crusade games Victory Points may be used to earn Ranks and Honour badges, as in Basic Space Crusade. Primary mission is to make the correct Accusation. This is worth 30 points. Secondary mission is to eliminate the murderer. This is worth 15 points. Players keep any figures they eliminate. The Victory Point values for these are as in Space Crusade, except for Detectives which are worth 1 Victory Point each.

TOUGH MARINES OPTION The first point of damage sustained by a Space Marine is relatively minor, and merely blows off his backpack. Remove the backpack to show that the Space Marine has taken a hit. (Didn't you always wonder why the backpacks were removable?) Further damage is required to kill the Marine. This option is not actually needed for Cluedo Crusade, or Advanced Cluedo Crusade, which are perfectly balanced already. It is intended to be used with Basic Space Crusade, to balance the shocking, overwhelming and undeniable bias towards the forces of Chaos. Do not trust anyone who claims there is no such bias: they are agents of Chaos, bent on destruction of our universe - and must be burned! (Watch out for their tongues, too, as they're probably Genestealer-spawn). One can only hope that the imbalance is due to inadequate playtesting, rather than a conspiracy to demoralise the human race.

[NB: The following are not recommended for Anything...]

BASIC LIVE ROLE PLAYING OPTION With this option, Advanced Cluedo Crusade contains elements of that increasingly popular pastime known as Live Role Playing, or LRP. To help players identify with the role of their Detective, each player must perform specific actions to use their special abilities:

Miss Scarlett must stroke the leg of each seduction victim. Colonel Mustard must wear a monocle and carry a loaded water pistol. Mrs White must supply choccy bikkies and make the tea whenever required. Reverend Green must put his shirt on back-to-front. Mrs Peacock must shout "Is there anybody there?" and rub a ball of some kind. Professor Plum must: a) either have a full-frontal lobotomy or a full bottle in front of him, and must state his preference clearly at the deployment stage (i.e. "I'd rather have...", etc); and b) have his/her hair gelled, moussed or otherwise stuck up into spikes by the other players, for that authentic 'Mad Professor' look. (NB: Slap-heads have pulsing veins drawn on their bald pates with blue and/or red marker pens, instead).

ADVANCED LIVE ROLE PLAYING OPTION With this option, your favourite board game fully encompasses ALL significant features of that exciting hobby, LRP. I.E. Instead of playing the game the participants dress up, wear too much make-up and run around walloping each other with rubber thingies.

The Murder Cards are hidden and the Clue Cards are dealt out as for Basic Cluedo. Thereafter the board - and rules - are ignored. Suggestions and deduction are not necessary: to obtain other Clue Cards, wallop someone with your rubber thingy until they give you one. You are then obliged to leave the room and may not return for 5 minutes, or until you have obtained a card from someone in another room. This continues until the biggest participant has all the Clue Cards, or the Police arrive. Those LRPers having access to Missile Launchers and other such weapons of mass destruction may invite other participants to be the Space Marines etc. (Yes, all LRPers are violent psycopaths and/or sado-masochist perverts).

GLOSSARY

ADVANCED STRATEGY TIPS Miss Scarlett, try to trap men alone in the room with you. Colonel Mustard, bring some blu-tack. Reverend Green, excommunicate, then kill, any Detective that kills another. Mrs White, lurk in the Study and grapple unwary Dicks entering the Kitchen. Mrs Peacock, shoot first - ask questions later. Professor Plum, don't forget what you've forgotten (and bring shampoo).

ACKNOWLEDGEMENTS This writer would like to thank Games Workshop for the idea of producing a rip-off so-called 'advanced' version of somebody else's game which adds nothing to the original except mind-numbingly tedious over-complications, outrageous bodily sphincters and, of course, PRICE.

Stephen J. Wells

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SARGE ADVICE - Your Cluedo Crusade questions answered, By our Excessive Violence Correspondent, Sergeant "Murph" Mindbomb.

"Sarge, Have noticed that Cluedo Crusade is a much better game than both Space Crusade and Cluedo, it's unique blend has enough excitement to eliminate the tedium of the latter notoriously dull game-cum-puzzle, whilst avoiding fiddly mucking about with poxy little blips, daft 'Chance' cards that just wreck good cohesive plans by injecting unacceptable machinations of malevolent fate, and the uninspiring anorak-accountant's dream of unrealistic reliance on an arbitrary and inconsistent victory points tally of the former yet retaining the intellectual stimulation of deductive reasoning which typifies the latter?" (Sean ('Sick') O'Fant, Imperial Dockyard, Chatham, Earth.)

Sarge says: "Uh-huh".

"Sarge, As Rev Green I caught Mrs Peacock, alone and unarmed, in the Ballroom and tried to nail her point-blank with my Revolver. The bitch dodged so I called in some Orks who blew her away. Then I got to eat her brain - right?" (Roger Prentice, The Penthouse, Redhill, Earth.)

Sarge says: "Uh-uh" (Interpreter's Note: As the Cluedo Crusade rules clearly state, you only inherit a Detective's Clue Cards if your Detective kills him/her PERSONALLY. You cheated. Report for termination.)

"Sarge, I have played Space Crusade several times as Chaos, and I think that it is perfectly balanced. The fact that I have always won is due to my own personal superiority and the incompetence of the Space Marines. The c-....AAARGH!" (The Late Tony Ashton, Jack-o-Bear Rubble, Crawley, nr. Earth.)

Sarge says: BLAM! BLAM! BLAM!

Om