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===Strategy=== ====Choice of playing piece==== The first opportunity is to choose the initial playing piece. Mrs. Peacock has an immediate advantage of starting one space closer to the first room than any of the other players. Professor Plum can move to the study, and then take the secret passage to the Kitchen, the hardest room to reach.<ref name="limitedgiftedition">{{cite book|last = Orbanes|first = Phil|title = Limited Gift Edition Clue: The Story of Clue, Secrets of Great Clue Detectives|location = Hathorne, MA|publisher = Winning Moves|year = 1997|pages = 3β4}}</ref> Traditionally, Miss Scarlett had the advantage of moving first. This has been eliminated with the implementation of the high-roll rule in modern versions. ====Navigating the board==== The next opportunity is the choice of initial rooms to enter. Again Mrs. Peacock has an advantage in that she is closest to the Conservatory, a corner room with a secret passage, enabling a player on their turn to move immediately to another room and make a suggestion after rolling the dice. Miss Scarlett has a similar advantage to the Lounge. Making as many suggestions as possible maximises how much information a player can gain, which is advantageous. Therefore, moving into a new room as frequently as possible is one way to meet this goal. Players should make good use of the secret passages. Following the shortest path between rooms then is a good choice, even if a player already holds the card representing that room in their hand. As mentioned earlier{{where|date=September 2024}}, blocking the passage of another player prevents them from attaining rooms from which to make suggestions. ====Making suggestions==== Each player begins the game with three to six cards in their hand, depending on the number of players. Keeping track of which cards are shown to each player is important in deducing the solution. Detective Notes are supplied with the game to make this task easier. The pads can keep not only a history of which cards are in a player's hand but also which cards have been shown by another player. It can also be useful in deducing which cards the other players have shown one another. For example, if Miss Scarlett disproves Rev. Green's accusation that Mrs. Peacock did the crime in the Ballroom with the Candlestick, a player with both the Ballroom and Mrs. Peacock cards in their hand can then deduce that Miss Scarlett has the Candlestick.<ref name="limitedgiftedition"/> A player makes a suggestion to learn which cards may be eliminated from suspicion, but in some cases, it may be advantageous for a player to include one of their own cards in a suggestion. This technique can be used for both forcing a player to reveal a different card as well as misleading other players into believing a specific card is suspect. Therefore, moving into a room already held in the player's hand may work to their advantage. Suggestions may also be used to thwart a player's opponent. Since every suggestion results in a suspect token being re-located to the suggested room, a suggestion may be used to prevent another player from achieving their intended destination, preventing them from suggesting a particular room, especially if that player appears to be getting close to a solution.<ref name="limitedgiftedition"/>
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