Guess Who?
Ask yes-or-no questions and flip down characters until one remains - an original deduction board adaptation with a logical computer rival.
- 2 players
- 3–10 min
- Easy
- vs CPU
All gamesStrategy · Family
Solve the mystery: who, where, with what. vs computer, pass-and-play: 2–4 players, 10–30 min. Simplified browser edition.
Clue-style deduction is a logic puzzle wearing a trench coat: three cards go into an envelope, and you eliminate suspects, rooms and weapons until only one possibility remains. This page hosts an original adaptation with its own cast, a 3×3 mansion map, private card reveals, an automatic detective notebook - and computer detectives that track exactly the same evidence you do.
A deduction mystery works like a process of elimination with witnesses. One suspect card, one room card and one weapon card are hidden in an envelope; everything else is dealt out, so every card you can see or rule out narrows the solution. You interrogate the table by naming a suspect, a room and a weapon, and the first player able to refute you must secretly show you one matching card - which is information, not just an answer.
The genre's classic, Cluedo, was devised by Anthony E. Pratt, a British musician who filed his murder-mystery board game during the 1940s; Waddingtons published it in 1949 and Parker Brothers carried it to North America as Clue. The reason the format has survived for three-quarters of a century is that every game is self-generating: the puzzle comes from the deal, and the skill is entirely in how you interrogate it.
The game on this page is an unofficial, original take on the format - its own names, its own art, and a couple of deliberate mechanical changes. The cast is six original suspects: The Chef, The Gardener, The Doctor, The Painter, The Musician and The Athlete. The mansion is a 3×3 map of nine rooms - Kitchen, Study, Gallery, Cellar, Attic, Lounge, Office, Garden and Hall - and the six weapons run from The Hammer to The Trophy. Nothing here is affiliated with the trademarked board game.
Pass-and-play mode keeps reveals honest with private hand-off screens, so the responder chooses a card without the table seeing it.
On your turn you first move: tap any room adjacent to yours on the mansion map (players start in the four corner rooms), or stay where you are. Then you may make one suggestion - name any suspect, any weapon, and the room you are currently standing in.
An accusation names all three categories - suspect, room and weapon, and the room does not need to be the one you occupy. Correct, and the envelope opens with your name on the case closed. Wrong, and you are eliminated with your hand exposed for the survivors to mine.
The distinction between the two moves is the whole game. A suggestion is free, repeatable and safe - it gathers information and risks nothing, since the responder's card is shown only to you. An accusation is a one-way door: it either wins the game instantly or eliminates you for the rest of the case (with two players, a failed accusation hands the win straight to your opponent).
The reveal rule is the engine of elimination: the first matching player clockwise from the asker must respond, and must show one card if they hold several - they choose which, which is itself a tell worth tracking. When nobody can show anything, all three named cards are ruled out for every other player, and a card that no living player can hold must be in the envelope - that is exactly what the notebook's gold dot means. The case ends when someone accuses correctly, or when failed accusations leave a single detective standing.
Winning players do one thing consistently: they never let information evaporate. Everything else follows from a clean grid.
One timing rule protects you late: never accuse on a hunch while a safe suggestion remains. The AI will punish an early accusation by mining your exposed hand.
The most expensive habit is treating the notebook as optional. The game auto-marks passes and reveals, but the winners add their own deductions - 'she showed me one of two cards, and today she passed on one of them' is a deduction worth a manual mark. Second is amnesia about failed reveals: a player who once failed to show a card cannot hold it, so re-naming it against them later is a wasted suggestion.
Route errors cost whole turns: suggesting from a room you have already eliminated, or shuffling between two rooms while the unvisited half of the mansion goes untested. And the classic finish-line blunder - accusing before every category has been narrowed to a single candidate - turns a solved case into an elimination. The notebook will tell you when you are actually ready; trust it.
| Game family | Deduction and elimination mystery games |
|---|---|
| Origin | Cluedo devised by Anthony E. Pratt in 1940s Britain, first published in 1949 |
| Players | 2–4 (vs Computer or pass-and-play) |
| Age range | 8+ |
| Typical duration | 10–30 minutes |
| Skills trained | Logical elimination, note-taking, information design |
| Setup on this page | Pick a mode and player count - the envelope is sealed instantly |
Quick answers about playing Clue (Cluedo) online for free.
Restart the Clue (Cluedo) board above for a rematch, or explore the full free board games catalog : every title runs instantly in your browser with no download. New to the site? The How to Play guide explains controls, computer opponents and multiplayer options.
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