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Clue (Cluedo) House Rules Worth Trying

House rules are changes a group agrees on before the game starts, usually to make it faster, fairer or easier for new players. These seven are the most common for Cluedo, and each one shifts the game in a way worth knowing before you adopt it.

None of these are official rules. Agree on them out loud before the first roll, so nobody discovers a new rule halfway through.

1. Leftover cards go face up

The rule: When the cards don't divide evenly, the extras are placed face up for everyone instead of giving some players a bigger hand.

What it changes: Every hand is the same size, so nobody starts with a head start. Everyone also begins with the same few cards crossed off.

In NoHonor: Our upcoming two-player mode will use a version of this: four cards face up, seven for each player.

2. A turn timer

The rule: Each player gets a fixed time for their turn. A sand timer or a phone works.

What it changes: It stops the slow, silent turns that make a six-player game drag. It also rewards players who plan during other people's turns.

In NoHonor: Built in. Private rooms offer 30, 45 or 60 seconds or no timer; the default is 45. Showing a card has its own 15-second limit.

3. Skip the dice

The rule: Instead of rolling, you move directly to any room you like, or to any room next to the one you are in.

What it changes: Games get much shorter, and luck matters less. The board almost disappears, though, and with it the pressure of not reaching the room you need.

In NoHonor: We keep the dice, but you never count squares: you tap a location and the game walks you there by the shortest path. A no-squares movement option is on our list for a later version.

4. Show every match

The rule: Every player who holds a named card shows one, not only the first.

What it changes: Information arrives much faster and games finish quickly. Holding back a card stops mattering, and so does watching who answered whom. It suits young players; experienced players usually find it too easy.

In NoHonor: Not used. Only the first player who can answer shows a card.

5. Open notes for beginners

The rule: An experienced player helps a new player fill in their notepad, or a beginner plays with notes on the table for everyone to see.

What it changes: New players learn what each answer means without being left behind.

In NoHonor: The notes assistant does this privately. It fills in your sheet with your own cards, every card shown to you and every "no match". It is always on in the tutorial, and each player can switch it off.

6. A second chance

The rule: A wrong accusation costs you your next turn or two instead of the whole game.

What it changes: Fewer players sitting out, but much less tension. Guessing becomes cheap, and the best deducer no longer wins as often.

In NoHonor: Not used. You get one accusation, and a wrong one puts you out of the running. You still show cards, so your hand keeps mattering.

7. No table talk

The rule: Nobody comments on questions or answers. No "ooh", no "interesting".

What it changes: It closes a leak. Reactions can reveal a card as clearly as showing it.

In NoHonor: There is no typed chat at the table, only four quick reactions. Use them wisely.

Which house rule should you try first?

For a family table, leftover cards face up and open notes for beginners. For a group that already knows the game, the turn timer: it changes the pace more than any other rule, and nobody has to learn anything new.

For the rules people argue about rather than change, read Settling the Rules of Cluedo.