Dungeons & Dragons Clue, that seems appropriate. No joke, it really does. An obvious marriage, really, not one of these Montague-Capulet mergers that rains death and mayhem upon both families. Though I guess the very natures of both Clue and Dungeons & Dragons revolve around death and mayhem, so...kind of a misguided analogy. My point is, the combination of a strategic problem-solving board game and a strategic fantasy role-playing game makes sense. Unlike Twister Clue, wherein players bend and contort into various compromising positions on a series of colored dots and, once in place, one player receives a concussion or a ruptured disk, and the others proceed to determine on what color dot the injury occurred, and whether it was instigated by a stray hand, foot, elbow, or personal lack of balance and/or flexibility.
Dungeons & Dragons Clue overhauls the traditional board's setting and playing pieces, replacing the storyline we all know with one of a doppelganger--a monster amongst the heroic metal figurines of Regdar the Human Fighter, Tordek the Dwarf Fighter, Lidda the Halfling Rogue, Mialee the Elf Wizard, Ember the Human Monk, and Nebin the Gnome Wizard that can look like anyone. In the black of night, this monster slays Archmage, triggering a spell seals the castle until he is caught. Participants must expose the doppelganger, as well as determine in which part of the castle the crime occurred, and which magical weapon was used to carry it out. Weapons include a Vorpal Sword, Dagger of Venom, Ring of Magic Missiles, Flaming Battle Axe, Staff of Power, and Mace of Disruption.