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Clue: MASTER Detective
I was discussing competitive natures with a friend just today, and it occurred to me that the best illustration of my own particular brand of competitiveness is my approach to playing "Clue", the classic Parker Brothers board game. If you're not familiar with the game...well, what good are you then? Okay, I'll describe it.
The purpose of the game is to solve a murder committed by one of the characters in the game. There is a list of possible suspects, a list of possible weapons, and possible rooms where the murder may have been committed. There is a card in the deck that represents each character, weapon, and room. At the beginning of the game, the cards are shuffled, and one card of each kind--character, weapon, room--is put into a folder. No one knows which cards are in the folder. These cards are the actual murderer, weapon, and room. The other cards are dealt out to the players.
So when you get your hand, you know that some of the characters, weapons, and rooms are not the ones in the folder, because they are in your hand. The purpose of the game is to figure out which cards are in the folder, by determining which cards are in the hands of the other players. You do this by making guesses as to who the murderer, weapon, and room are. The player to your left, if he has one of the cards you guessed, has to show you one...his choice. If he does not have one, he passes. The next player must then show you one of the cards you guessed, if he has one, and etc. Once you are shown a card, it is the next player's turn.
Okay...that's the basics. Let me illustrate my own method by first illustrating the common, Clue 101 method of play:

This is a very basic Detective Notebook used by a beginning player. There are the standard X's in the spreadsheet on the left, used to indicate when a card is known to be in a player's hand, and thus removed from consideration. This person has even made some use of the Note section, to indicate what he thinks the rest of the players have in their hands. Duke, for instance, has Col. Mustard, the Lead Pipe, and possible Mr. Green and the Horseshoe, while Tom (me) has the Revolver and the Fountain. Hammer ('Ham') is also listed as having the Horseshoe. Note how such shoddy detectsmanship leaves this player significantly confused.
Also note at this time, if you will, that this is a Notebook from Clue: Master Detective. More characters, more weapons, more rooms...if you're serious about the game, don't mess around.
At any rate, here is a slightly more advanced player's Notebook:

Here now, we see some more effort put into it, some attempts at the level of deduction necessary for success. This person has listed some guess combinations that were of particular interest, and has made several decisive notes about what cards and definately not in consideration. "Not poison", "Not Lib" (Library), "Not CL Must" (Col. Mustard), etc.
But also note the haphazardness of the notes, scattered almost at random across the page, as well as the complete disregard for the spreadsheet on the left, which can handily summarize all of your deductions. This person is working hard, but not working smart.
Consider instead and old sheet of mine, circa 1991:

Several things to note right from the start. Unlike the user of the last Notebook, there is economy of space. I fit six entire games onto this one side of the Notebook, where the last player filled most of the note section with one game. And when each game is done, that column of the spreadsheet is crossed off, to further avoid confusion. Staying with the spreadsheet section, notice too that there are more than X's in the listings. An X means I have the card. Another letter indicates the first name of the player who I know, or at least strongly suspect, has the card (note that there are few changes made to those letters...don't hypothesize without evidence!). A circle indicates that I guessed that card, and no one had it...i.e. it's in the envelope. Finally, a blank square indicates that I do not have enough data to make a determination.
So what's going on in the Note section? Let's take a closer look:

Look at the column on the right. The first line reads:
T Grey Rope Court H
This is translated thusly:
Tom is the player who is making the guess. The cards I guessed were Mr. Grey as the murderer, with the Rope, in the Courtyard. The final letter indicates the player who showed me a card for that guess...in this case, 'H', for my friend Hammer (aka Chris). "Rope" is underlined because that is the card that Hammer showed me. Simple enough.
So, five rows down, we see:
D Green Gun Court T
meaning that Duke guessed Mr. Green/Revolver/Courtyard, and I showed him the Revolver from my own hand. Now in the very last line we can see in that image, we see:
H Scar Gun Troph D
This indicates that Hammer guessed Ms. Scarlet/Revolver/Trophy Room, and that Duke showed Hammer the Trophy Room. But I wasn't involved in that...how do I know what Duke showed him? This is where the system shines. Having recorded the known results of every guess made in the game up to that point, we can look back and note that, in the 7th guess of the game, Hammer showed me Ms. Scarlet, and as we already saw a guess before that, I have the gun. Thus, if Duke showed Hammer a card, it was the Trophy Room.
Now I not only know that the Trophy Room is out of contention, but I know who has it, which allows me to avoid having him show it to me later, allowing me to force him to show me something else, by not guessing 'Trophy Room' anymore. When there are more than three players, the deductions become more complicated, but essentially the same.
Let me point out that nobody I currently have the opportunity to play the game with plays this way...and consequently nobody will play the game with me anymore. Some might say it's because it takes a competitive jerk to play this way. I think it's just because I tend to win the game...a lot of the time.
Hammer, Duke, you guys out there? You up for coming to Iowa for some Clue?
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