Clue Jr.: Case of the Missing Pet
Who stole the pet? Where is it hidden? Solve 24 mysteries with the mystery wheel!
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Clue Jr.: The Case of the Missing Pet is a board game that was released in the USA in 1989 by Parker Brothers. It is a variant of Clue aimed at younger players.
Background
In this Clue variant for younger players, the goal shifts from solving a murder to figuring out who stole a pet, which pet was taken, and where it’s hidden. The setting is a downtown area instead of a mansion. Twenty-four different cases are possible, set up by turning a mystery wheel beneath the board before each new game. A red magnifying glass is used to read clues on the wheel.
The board includes seven trap doors that conceal one piece of information about the suspect, pet, or hiding place. To identify the thief, players must learn the suspect’s eye color, hair color, and whether they smile. To find out which pet was stolen, they need to visit the pet store. To discover the hiding spot, they need to know the store’s sign color and whether it has wood or rug flooring.
The suspects are Polly Peacock, Samantha Scarlet, Wendy White, Mortimer Mustard, Georgie Green, and Peter Plum. The possible pets are a dog, cat, monkey, turtle, bird, or goldfish. Hiding locations include a sign store, wig store, rug store, bank, dentist, and glasses store. The pet shop only reveals the stolen pet, and the police station is where players must go to make an accusation, checking the solution under its trap door.
Deduction Mechanics & the Mystery Wheel
Clue Jr. built its replayability around a clever mechanical innovation: a revolving Mystery Wheel mounted beneath the main board. Before each of the twenty-four distinct cases, players rotated this wheel to lock in a new combination of suspect, pet, and hiding location. The wheel also held the clues themselves, readable only through a small red magnifying glass included in the box. The board featured seven hinged trap doors, each concealing one element of the solution—whether a suspect's eye color, a store's flooring type, or the identity of the stolen animal.
Players rolled a single six-sided die, followed the instruction on whatever space they landed on, and moved in and out of stores to gather and cross-reference details. Once a player felt confident, they had to physically reach the Police Station space to make a formal accusation. A correct guess meant victory; a wrong one meant elimination from that round. This structure turned every session into a fresh puzzle while keeping the core deduction loop of the original Clue intact.
The Suspects, Pets, and Hiding Places
The game populated a downtown or suburban neighborhood with six alliterative child detectives, each distinguished by three identifying traits: eye color, hair color, and whether they smiled. Polly Peacock had brown eyes, dark hair, and no smile; Samantha Scarlet matched her in brown eyes and dark hair but wore a grin; Wendy White brought blue eyes and light hair without smiling; Mortimer Mustard paired brown eyes with light hair and a smile; Georgie Green combined blue eyes, light hair, and a smile; and Peter Plum finished the set with blue eyes, dark hair, and a straight face.
The stolen animals ranged from a puppy and kitten to a monkey, turtle, canary, and goldfish. Hiding spots included a sign store with a yellow sign and wood floor, a wig store with a green sign and rug floor, a rug store with a red sign and wood floor, a bank with a green sign and wood floor, a dentist's office with a yellow sign and rug floor, and a glasses shop with a red sign and rug floor. The Pet Shop served purely as an information source, while the Police Station was the mandatory destination for making a final accusation.
Critical Reception & Press Coverage
When Clue Jr. hit shelves in 1989, the press framed it as a clever reimagining of a beloved franchise. The Palm Beach Post drew a playful comparison, noting that the familiar surnames—Scarlet, Green, Plum, White, Peacock, Mustard—had delighted murder-mystery fans for over four decades, and that Parker Brothers had swapped homicide for pet theft. The reviewer likened a successful deduction to the sharp instincts of Inspector Poirot and a failed one to the bumbling clumsiness of Inspector Clouseau.
Richard Harrington of The Washington Post took a broader industry view, observing that thievery replaced murder and that simply appending "Jr." or "For Kids" to any popular title could open an entirely new market segment. Decades later, Terri Patkin's 2020 academic work Who's in the Game? Identity and Intersectionality in Classic Board Games examined the title as a case study in how junior editions strip away adult content, recasting the original's grown-up suspects as chubby-cheeked, personality-neutral children with alliterative first names.
First Junior Edition & Franchise Legacy
Published by Parker Brothers in 1989, Clue Jr.: The Case of the Missing Pet holds the distinction of being the first dedicated junior edition of the Clue franchise released in the United States. It was engineered specifically for two to six players aged six to ten, translating the original's mansion-and-murder premise into a child-appropriate neighborhood mystery. The six suspects, once adult figures in the parent game, were reimagined as young characters with alliterative first names and no assigned personality traits, depicted as round-cheeked, cheerful figures.
The murder was replaced entirely by a pet-theft scenario, and the weapon element was dropped in favor of identifying which animal had been taken. The game shipped with six player pieces, detective notepad pads, a single die, seven plastic trap-door covers, and the signature red magnifying glass. By preserving the deduction core while softening every element of content, Parker Brothers created a template that demonstrated how a decades-old intellectual property could be adapted for a younger audience without losing its essential appeal.
Frequently Asked Questions
What is Clue Jr.: Case of the Missing Pet?
It is a family-friendly deduction board game published by Parker Brothers in 1989, built as a gentler spin on the classic Clue formula. Rather than solving a murder, kids piece together which character snatched a pet, what kind of pet it was, and where it has been hidden.
How do you play Clue Jr.: Case of the Missing Pet?
Players move around the board, collect clues about suspects, pets, and hiding spots, and then make a final accusation to crack the case. The rules are tuned for 2 to 6 players aged 6 through 10, so the deduction loop is simpler and faster than the adult version.
Who published Clue Jr.: Case of the Missing Pet and when did it come out?
Parker Brothers released the game in the United States in 1989. It carries the distinction of being the very first Clue Jr. title ever put on the U.S. market.
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Sources
Compiled from Wikipedia and the sources listed below. Text from Wikipedia is available under CC BY-SA 4.0; this entry is adapted from it.
- Wikipedia: Clue Jr.: Case of the Missing Pet (CC BY-SA 4.0).
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