Tuesday, April 16, 2024

In defense of the classics: Star Wars Clue

Re-skinning classic games with modern intellectual property is nothing new, just ask anyone who's ever owned a Charlie Brown chess set or a deck of novelty playing cards. Games publisher USAopoly has built up a healthy cottage industry out of grafting a dizzying array of film and television properties onto board game mainstays like Monopoly, Risk and Clue. While there is no help for Monopoly (it's a terrible game and always will be), occasionally the designers of a reskinned game will add elements in order to make the game more in line with the I.P. they're using. Sometimes this can work to the game's benefit; for example, Doctor Who Risk adds a much needed time limit to a game that can take all day to play, but really shouldn't.

Having not played the original Clue in many years (although I am a huge fan of the 1985 film, which is a work of genius), I picked up Star Wars Clue entirely due to the very impressive looking two-level board. In my defense, it was a spur of the moment decision, and besides, everything is better with Star Wars, right?

The three dimensional board is every bit as impressive as it looks on the box. The graphics are great, and some effort was made to make it look like the interior of the Death Star from the original Star Wars, rather than just slapping on stills from the film. The back side even looks like the death star exterior, but does reveal a problem: the board has a back side, which means whatever unlucky player gets that seat is going to be standing up a lot during the game. Even then, it's a little difficult to see the lower level of the board unless you're sitting right in front of it.

The playing pieces are miniatures of the principal Star Wars heroes, and they're as good as cheap molded plastic can possibly be. The colors are distinct and you can tell which character is which, and that's all you really need from a board game piece, although the miniature painter in me can't help wondering what they'd look like with a spot of paint.

"It was R2-D2, in the docking bay, with the lightsaber."

Well no, not exactly. Recognizing that a traditional whodunnit isn't on brand for Star Wars, the game instead asks players to figure out what room the Death Star plans are in, what planet it will destroy next, and what space ship the heroes will escape on. It's not a bad rationale, but it does remove the element of player pieces getting dragged around the board when they're accused, and it eliminates the murder weapons which were the most visually striking thing about the original game, even if they don't really serve a clear purpose. The planets and ships are represented by cardboard counters that are placed in the room when a player makes a guess, and element we found a little cumbersome but also helpful for remembering what guess had just been made.

One thing I remember not particularly liking about the original Clue is that sometimes you don't roll high enough to move to the room you want to move to, and you get stuck in the hallway with nothing to do. Star Wars Clue attempts to alleviate this, and perhaps make the game feel more like the escape from the Death Star, with a new deck of cards that must be drawn from any time a player ends their turn in the hallway. There are four possible cards that can be drawn: an all clear, which lets the player move to any room on their current level; a "stormtrooper ahead" that gives an additional dice roll for movement, with the caveat that if the player doesn't make it into a room they move to the Trash Compactor; a comlink that allows an extra guess to be directed at a single player; and finally, the dreaded "you are caught" card...

This card has been the subject of nearly all the criticism of this version of the game. When drawn, the player moves directly to the Detention Block and ends their turn. They are stuck there until another player moves into the room to rescue them, at which time the prisoner must show the rescuer one of their Clue cards. If all players wind up as prisoners, the game ends immediately. On paper it sounds like a fun way to spice up the game, but in practice we found it to be pretty tedious, even after house ruling that the prisoner only had to stay in the Detention Block for one full turn.

Even with these additions, the game is recognizably Clue, to the point that our winner was the player who had played the original a lot as a kid and had developed tried and true strategies for winning. We played with a group of Star Wars fans, but at the game's end we concluded that we had enjoyed the Clue part of the game, but the Star Wars elements got in the way more than they helped. When one player asked "so, it this a keeper?" my response was that I would be more likely to buy a copy of the regular edition of Clue.

Rating: 2 (out of 5) It turns out that not everything is better with Star Wars.