And for the Your Inner Rhino CLUE series, this wraps it up. We salute again Mr. A.E. Pratt, its creator, and Hasbro, which manufactures the game itself.
An odd part of this merriment is that Mr. Body, the Victim, is never detailed. We just need to find out which Player done him in. Of course, the best part is when you find out that Your character is the culprit! Bwahahahahahaha.
Rhinos spend a good deal of time in Libraries. We cannot read, it’s true. However, the smell of books is haunting. We appreciate them in our own way. Also, people do not seem to notice Us there, which keeps things calm.
We don’t think of Libraries as place for Villains to lurk, but what do Rhinos know?
And here We have another Houseguest, getting ready to make the house party Memorable.
Some weapons need to be requisitioned on the spot; they don’t all fit in one’s luggage.
CLUE. Ah me, yes.
Once We Rhinos get a project going, it’s hard to let it go…
When asked why this may be, We often respond, “We don’t have a CLUE.”
CLUE. Too good to pass up, We’re afraid.
Warning: CLUE can be habit-forming.
RhinoResearch says the indications are that Nature thrives in the face of Chaos. Things are never just one way; they usually go in both directions, wherever they are headed. Coming and Going, as well as Side-stepping. Then you have your Ups and Downs.
It’s sort of stimulating, knowing We know not much.
Mr. Anthony Ernest Pratt, b.1904, invented the game CLUEDO, getting his British patent in 1947. It was renamed CLUE for sales in the United States.
The idea is to figure out Who dunnit, with What, and Where. It requires Deductive Powers, if you know what those are.
Rhinos like all the little pieces and the map of the house. We like to imagine creeping around. That is about as clever as We get.