The classic answers below describe the standard rules in our own words. Editions differ in details, so if your box says otherwise, your box wins at your table.
1. Can I suggest a card I'm holding?
Classic: Yes. Nothing stops you naming a suspect, weapon or room from your own hand.
NoHonor: Yes. It is one of the strongest moves in the game, because it forces any answer onto the cards you do not know.
2. If I can show a card, do I have to?
Classic: Yes. If you hold one of the named cards and it is your turn to answer, you must show one. Hiding a card breaks the game for everyone.
NoHonor: Yes, and the game enforces it: if your hand matches, you can only choose which matching card to show. You have 15 seconds to pick.
3. If I hold two of the named cards, which do I show?
Classic: Your choice.
NoHonor: Your choice. Choose well: showing the asker a card they have already seen from you gives away nothing new.
4. Does everyone show a card, or only the first player who can?
Classic: Only the first. The question goes round the table from the asker's left and stops at the first player who shows a card.
NoHonor: The same. The case log shows who had no match and who answered.
5. Do I need an exact roll to enter a room?
Classic: No. You need enough to reach the door, not an exact count.
NoHonor: No. You tap the location you want, the game shows the shortest path, and you move as far as your roll allows. If the roll reaches the door, you are in.
6. Can I make a suggestion without being in a room?
Classic: No. A suggestion always names the room you are standing in.
NoHonor: No. Interrogations happen inside a location, and that location is the third part of the question.
7. Can I stay in a room and suggest again next turn?
Classic: Editions differ. Some rules say you must leave and come back before suggesting in the same room again, unless another player's suggestion moved you there.
NoHonor: CHECK · confirm the NoHonor rule for interrogating twice in a row from the same location.
8. Do I have to be in the room I accuse?
Classic: No. On your turn you may accuse any room, wherever your token is.
NoHonor: You must be inside a location to accuse, but you can name any of the nine. So plan your route: when you are nearly sure, head for the closest location.
9. What happens after a wrong accusation?
Classic: You are out of the running, but you keep your cards and still show them when you can. If your token blocks a doorway, it is moved out of the way.
NoHonor: The same: no more turns, questions or accusations, and you still show cards.
10. What if everyone else accuses wrongly?
Classic: The last player who has not made a wrong accusation wins.
NoHonor: CHECK · confirm the NoHonor rule when only one player is left in the running.
Cluedo and NoHonor, side by side
| Rule | Classic Cluedo | NoHonor |
|---|---|---|
| The mystery | Who did it, with what, in which room | Who took the loot, how they cracked the safe, where it's stashed |
| Cards | 6 suspects · 6 weapons · 9 rooms | 6 crew · 6 methods · 9 locations |
| Hidden answer | Sealed envelope | The stash |
| Moving | Roll and count squares | Roll, tap a location, the game finds the path |
| Asking | A suggestion | An interrogation (same idea) |
| Accusing | Once, from anywhere | Once, from inside any location, naming any location |
| Players | Up to 6 at one table | 3–6, with optional bots |
| Where | A box on the table | Free, in a browser |
Want to change the rules on purpose? See Cluedo House Rules Worth Trying.




