Sherlock Holmes board game rules. Sherlock Holmes Consulting Detective - Players Investigate

  • 09.03.2022

Sometimes you sit and think - where GaGa takes all these cool games that I didn't know about before? She suddenly announces something, and then you try for a long time to remember if you heard anything about this game. " Yes! We localize the game Holmes: Sherlock and Mycroft! “, shouts Gaga on social networks, and the gears of memory begin to work in my head. Probably, this is something deductive, with elements of a bluff. Some detective with a field and cards. We get the details of a bloody case, wander around the map, investigate a murder or theft. But I'm indifferent to detectives, and it's not so easy for me to get excited about the localization announcement.

And then I go to BGG, and what I see - it turns out that this is not at all the game that I thought about. The mechanics include my favorite worker placement and set collection. And here the game shone with new colors. Oh yes, I want this game right here and now!

As you know, I am very good friends with Gaga, so Holmes got to me in a matter of time, and I'm ready to tell you the whole truth about him.

Game Features

If you open the box of the game, then you will not find anything special there. A deck of cards, magnifying glass investigation tokens (pretty cool btw), wooden meeples, a small game board (very coolly designed). The quality is good as always. But the game has a few interesting characteristics that make it stand out.

The most interesting thing for me in this game is one absolutely duel. Those. designed strictly for two players. I can't say that I've seen a lot of good duels lately. As a rule, all current games range from 2 to 5 players. If you like to play strictly together, then you should already be interested in this game.

I also liked the plot of the game. On February 24, 1895, there was an explosion in Parliament in London. Michael Chapman, who has been seen more than once in an anarchist society, is suspected of organizing the attack. Mycroft Holmes was assigned to investigate the case. But Michael's parents hired their own detective, Sherlock Holm (Mycroft's brother), who must prove their son's innocence. The game is based on the confrontation of the minds of the brothers. It's a very good intrigue. It's a pity that she has nothing to do with the game =)

rules

According to the rules Holmes players must search for clues, and in this they are helped by different game characters. The investigation lasts exactly 7 days, which are marked by cells on the playing field. On these same cells, characters will be located that players can turn to for help. A clue deck is placed next to the game board, next to which a row of 4 clue cards is revealed, face up. Players will almost always have access to only open cards, which at the end of the player's turn are replenished if he takes one or more cards from the row.

Holmes is a simple game with simple rules. All its complexity lies in the various properties of the characters. In the very first round (of which there are 7 in the game), players have access to 3 basic characters and one new character drawn from the deck, which occupies a free cell of the first day. Next, the players take turns placing their meeples (each has 3 of them) flat on the character cards, immediately performing their properties (remember that you cannot put a meeple on a card where your other meeple already exists). Each character has its own interesting unique properties. For example, starting characters have such abilities - discard an investigation token and draw one clue card from the row / get 3 investigation tokens / discard 3 investigation tokens and draw 2 cards from the row.

When all the meeples are sorted into cards, the end of the day comes, during which it is checked if there are two meeples on the cards at once. If there is, then such a card is turned face down for one turn (this card will be unavailable the next day). This rule does not apply to the three starting characters that I wrote about above.

Clue cards are regular numbered cards with drawn magnifiers and clues. Players are only interested in the numerical values ​​of the cards, which range from 3 to 9. There are also Joker cards and Plan cards that work a little differently. The players lay out the received evidence cards in front of them in a column, shifting the cards so that the opponent sees the number of cards in the column.

Jokers replace any card. But there can be only one joker in one column.

Part of the plans work like this - the more you collect such cards, the more points you get at the end of the game. So, for one plan card you will be penalized by one point, for two cards you will get one point, for three you get 3 points, etc.

When the seventh day ends, the players start scoring. First, they compare all the evidence of each type with each other in order. The player with the most evidence of one type receives a number of points equal to the difference between the value of the evidence (its number) and the number of cards of this type the opponent has. For example, Vasya has 4 nines, Petya has 2. As a result, Vasya gets 9-2=7 points.

If a player has collected all clue cards of the same type, he receives an additional 3 points.

At the very end, players get -3 points for each wild card that is the only one in the set. This can happen if you decide not to add a joker to the set you have, leaving a card for the new set, but failing to draw cards for it.

The player with the most points wins the game.

Watson's opinion on Holmes

I really really wanted to get to know the board game Holmes (I will call it so that it is faster), because I like the mechanics of collecting sets, and there are not very many games with such mechanics in my collection. True, in the end it turned out that this is not exactly a collection of sets (although everywhere in the description of the game you will find an indication that there is a collection in the game). Still, it's more of a majority game. You absolutely do not need to have a lot of cards of the same type. It is enough to have just one more than the opponent. In my concept, a set collection is when 5 red cards give so many points, 3 blue cards give so much, and a set of multi-colored cards gives 10 points. And you try every turn to grab exactly the card that will bring you the most points.

IN Holmes about the same, only in spirit the game is closer to some Koryo . In general, it seems that I have seen all this somewhere before, but not in this form at all. In this board game, elements are taken from different games, but together everything looks quite interesting. Yes, there are majorities, but the properties are not in the cards that you collect during the game, but in the characters on which you place your meeples. Quite an interesting solution, by the way. The author of the game tried to make the characters for different tastes, but for the most part they are tied to obtaining investigation tokens and evidence cards.

Let me give you an example of the properties of several of my favorite characters:

  • Inspector Gregson asks to discard 2 to 6 investigation tokens in order to take 1 to 3 clues;
  • homeless child Wiggins brings 5 ​​investigation tokens;
  • journalist Langdale Pike for discarding investigation tokens, it makes it possible to take a clue card directly from the deck face down and not show it to anyone until the very end of the game;
  • dog Toby brings investigation tokens in an amount equal to the number of different types of evidence the player has;
  • Violetta Hunter allows you to exchange a player's card for a card from a row of clues;
  • thief Irene Adler Brazenly steals cards from another player, but asks for a lot of investigation tokens.

It's cool that all these characters appear in the game at different times. During the preparation of the game, all the characters are mixed in one deck, and after the start, anything can fall out to you. Some characters are strong at the beginning of the game, and some at the end, so their usefulness varies with the time they enter the field.

Both players are always on an equal footing. They are free to use the services of any open characters. Your opponent will not be able to deny you access to any particular character, so all the roads to the evidence are the same for the players. An interesting point is that if two players choose the same card, then it disappears for one turn. This means that the strongest and most delicious cards will not always be available to players.

If I haven't missed anything, the order of the players doesn't change after each round. Therefore, the one who started walking first will always be the first. At first, this seemed unbalanced to me, because the first player always chooses cards from the row first, but then I decided that the turn order does not play a special role. After taking cards from the row by the first player, the second player may come across more interesting clues. So there is definitely no imbalance here.

Clue cards are as simple and clear as a multiplication table. The serial number of the card is both victory points and the number of such cards in the deck. Surely, you will immediately decide that from the very beginning of the game it is worth hunting for nines, eights and sevens, because. you can get a lot of points for them. But really don't underestimate small cards. For example, you can collect a whole set of triplets and get 6 points for them (3 for the face value of the card and 3 extra for the set). You are unlikely to succeed in collecting all 9 nines. I came to this conclusion only after a few games.

Jokers are an interesting type of card. They allow you to finish off a set by rushing ahead without rushing in search of a card with the desired serial number. If you urgently need a seven, and it does not come across in the market, then you can take the joker and use it as a seven. but remember that there can't be more than one joker in a set. This is a good rule.

But to be honest, after the first game, some kind of ... well, not exactly disappointment, but a slight bewilderment was definitely waiting for me. I then lost to smithereens with a score of 6-20. I expected something more from the game, some fireworks of collecting sets and different ways to achieve victory. And then they just took and took cards, it seems, at the same speed, but for some reason I lost. Then I concluded for myself that in this game you just need to look so that the opponent is not one card richer than you. Those. you yourself must try to get ahead on one map, and keep up with your opponent on others.

The game turned out to be a little easier than I thought. Maybe I just had too high expectations. The first game did not seem very strategic. It seems that all the placement of meeples on characters was logical and promising, but something didn’t work out for me. Some Persians seemed completely unplayable to me.

Believe me, after the first game you will have almost the same feeling, because the game is deeper than it seems, and it needs to be studied thoroughly. In the first game, almost all the characters will seem equally incomprehensible to you. To understand the charm of the Persian, you need to play several times. The simplest, such as take investigation tokens or collect evidence cards, will always be clear and most in demand for you. But the feeling when you need to choose to discard cards from a row, when to steal a card from an opponent, when to discard a card and collect tokens, when to change your card to a card from a row, will come only with experience. Therefore, after the first game, the game may seem a little rustic, but over time it will begin to get smarter before our eyes. Another thing is whether you want to wait until the understanding of the game comes to you ...

In no way do I want to intimidate you that the game is so deep that its complexity is off scale. No, it's still a small, fast, simple game. But the more you play it, the more you understand how to play it. It turns out that all the characters are cool in their own way. The main thing is to understand at what point whom it is better to use. In fact, at the beginning of the round, you should already figure out how to spend all three meeples. Those. I would even say that there is a certain element of programming in the game. Of course, the opponent will make adjustments to your program, so you need to be prepared for the fact that you have to change something during the round. For example, a card will be stolen from you and you will no longer be the leader of its type, which means you need to strike back.

As I write these lines, all sorts of unexpected things that can happen in the game come to mind. For example, a card can be stolen from you and you will be left with one joker, for which you will receive 3 penalty points, although this was not in your plans. Those. in some way Holmes is a game of surprises, when after one action of the player the whole situation on the field can change.

There are also additional surprises in the box that will be of interest to experienced players. The first extra is a Mycroft/Holmes double-sided card. This card allows you to reserve a card from a row. If you are playing as Holmes and this tricky card is Holmes side up, you may take a card from the clue row for yourself on your turn, rotating it 90 degrees. It is not your card yet, but it can be unfolded and placed in your row. If you get a chance to draw a card from a row of clues, you can use a reserved card instead. If you use the property of the Mycroft / Holmes card, then it turns over to the other side, and another player can use this opportunity. You can have only one reserved card in total. If it is not applied before the end of the game, then it will bring penalty points.

The idea behind this card is cool. It allows you to pick up the right card from under the opponent's nose even when you cannot pick it up under the usual rules. Let's say you don't want your opponent to take a nine, you can't take it yourself, so you take and reserve a card. Profitable.

The next thing that can be added to the game is 2 negative characters. They are mixed into a common deck of characters. When they are removed from the deck during the first phase, their ability is resolved, the characters go to the discard pile, and a new character is drawn in their place. Moriarty forces the players to discard either Clue or 2 Investigation tokens 2 times, and Moran forces the players to lay flat one of their meeples, leaving them with only 2 meeples per round.

I found the design of the game to be very pleasant. Warm colors, well-chosen fonts, charismatic characters. It's nice to hold the game in your hands and look at the drawings. I especially liked the playing field, which looks like a shabby Watson magazine.

What can be said about the disadvantages of the game? I did not display this part of the review in a separate chapter, because, to be honest, I did not find any obvious disadvantages in the game. In terms of gameplay, in general, in my opinion, everything is perfect, you can’t dig into anything. Yes, not all characters are equally useful in one or another segment of the game, but this is not a bug, but a feature. I had a slight hitch in the first game, when I couldn't figure out how to distinguish between meeples of players. Some are purple, others are orange. Which one is which? I deductively calculated from looking at the box that the color of Sherlock's raincoat is closer to brown, which means it is orange. Mycroft will be purple then. Also, probably not the most pleasant surprise, it turned out that the game has nothing to do with the detective genre, and the very spirit of England is not felt in the game. The desktop could accommodate absolutely any topic. For example, preparing for the New Year, picking mushrooms, recruiting staff in the company - yes, anything. But all this does not make the game bad.

On the other hand, I didn’t get the wow effect, no matter how much I wanted to do it. Most recently, I played , and this is a very cool filler that made me puppyish delight. BUT Holmes It's just a good filler. Smart, compact, fast, dueling, deep, but I did not find anything extraordinary in it. There is really nothing to scold the game for, and I will gladly leave it in the collection, because. sometimes I really need good duel quick games at hand. It feels like a game for me, which is quite good (but I would like a little more =)).

Outcome

Holmes: Sherlock and Mycroft is not a detective game at all, as it might immediately seem, but it can touch you with its tactical depth and multivariate development of events. This is a game about collecting cards to win by majority. It has some set-building, some worker placement, and overall it's a decent fast dueling game for a wide range of players. If you like dueling games that require you to think, check out Holmes: Sherlock and Mycroft .

I welcome you dear visitors of the Boomstarter website. I would like to present you my project of the board game "Sherlock Holmes". Probably, although it does not sound modest, this is the only game in the quest genre in Russian. Yes, you can give me an example of Cluedo or Scotland Yard, but you will agree that these are typical guessing games “What? Where? What? ”, Or the pursuit of the criminal on the map. The choice is not great, but you really want real surveillance, searching for clues, solving puzzles. This board game can give you all that.

In the box you will find:

1 map of London.

1 handbook.

1 rule.

8 Times newspapers

10 notebooks of cases to be solved.

It will be difficult to describe the rules themselves here, because most of them are indicated right during the game, but you can tell the key meaning. The casebooks describe the crime that you have to solve. Further, with the help of newspapers and reference books, it is necessary to look for witnesses, interrogate them, draw logical conclusions. In parallel with this, you follow the storyline and sooner or later you will solve the crime. The less clues you use, the better, because the main task is not only to solve the crime, but also to use fewer clues than Sherlock Holmes.

All funds raised will go towards publishing the game. Since the game can be printed even in one copy, its circulation will directly depend on the final fees. The main ones in the set are "Notebooks of Cases". They are planned to be printed on glossy paper, A5 book size. In fact, the "Notebook of Cases" is the basis of the game and each of them is a separate case. Everything else is generic and therefore included with each reward, complete with case books. Inside each case, you will find a large number of pictures drawn specifically for the game. This game is suitable for all lovers of quests, do not miss the chance to try out the first board quest in Russia.

A game about collecting sets awaits you, behind which, with a good imagination, you can see a real detective story: a criminal act, a suspect caught and a whole scattering of traces that need to be carefully selected and collected. You only have a week to get to the bottom of the truth.

Of course, it is customary to build all evidence on the basis of the material base. Therefore, in the game, you are dealing with a full deck of clues that vary in their potential significance. It is quite logical that explosives were found at the crime scene, this is not some special revelation, but a footprint left on a dirty street can clarify much more. At the end of the game, you will receive points according to a tricky scheme: the penalty for the presence of the same items in the opponent is subtracted from the value of the card and the bonus for the entire set is added.

Mycroft doesn't like to get up from his comfortable chair at the Diogenes Club, and Sherlock is quick to get information with his network of homeless people. Taking on the role of one of the detectives, you will only manage your team of henchmen, sending them to interrogate witnesses. There are only two rules - do not stay in one place for a long time so as not to attract attention to yourself, and do not press the inhabitants of the city too much, otherwise they will withdraw into themselves and will not make contact for some time.

Gambling duel of brilliant Holmes brothers

On the local streets you will meet many familiar faces - from Dr. Watson and Mrs. Hudson to the charming Irene Adler, and insidious Moriarty may be hiding in a dark alley. Each of them, except for the king of the underworld, of course, will assist you to the extent of their strength and abilities. Orphan Wiggins will gladly throw fresh rumors about the investigation, and Inspector Lestrade will help materialize them into the necessary evidence. Irene, on the other hand, prefers to simply rob an opponent, giving you the opportunity to get what you so wanted, albeit not in the most legal way.

The game has an amazing atmosphere: you will believe that you are participating in a real investigation, and not just collecting soulless card sets. You will enjoy new clues like a child, and the competition for dominance in a certain set will turn into a battle of wits.

Everything is designed in full accordance with the canonical works. Graceful illustrations with a slight hint of a cartoon perfectly convey both the era and the characters with whom you have to deal. The playing field is made in the form of a diary - the creators have carefully approached the preservation of the mood of the game.

Today I bring to your attention a review of not quite a board game and not quite a game, in which ten mysterious crimes will plunge you into the era of Victorian London and provide you with the opportunity to compete in the investigation of intricate murders and disappearances with Sherlock Holmes himself.

As a child, I was very fond of detective stories, read books and watched films about Miss Marple, Hercule Poirot and simply adored the adventures of the inimitable Sherlock Holmes. Getting hooked on board games, I began to notice more and more that my childhood hobby found an echo in my current hobby - I am attracted to various mysteries, mystical events and intricate crimes taking place in real places, for example, in England or America of the 19th-20th century . This is probably why I like Mansions of Madness so much, where in the course of each scenario a picture of another murder or kidnapping looms in your head, and in order to solve it, you need to look for evidence and do some kind of investigation.

Having studied the situation with detective games, I came to the disappointing conclusion that in the desktop world, this genre is rather meager and boring. The first group are followers of the classic guessing game Clue (or Cluedo), based on the elimination method. The main motto of such games is “Who? Where? How?". By asking questions of other players and comparing the answers with the information already available, participants try to narrow down the circle of suspects until someone gets through to the truth and makes a guess. "The killer is the butler!" - is heard from behind the table, the place and the instrument of the crime are called, after which the envelope is opened ... right! Thanks to everybody, you're free. Why killed, why? - nobody cares.

What can I say, the mechanics, of course, work, but deprive the lion's share of the pleasure of revealing motives, visiting crime scenes and interviewing "real" suspects, and not abstract party comrades. But the main thing is that it deprives the players of history. Of the last such games, I had a chance to try out P.I. A seemingly promising game with a beautiful field and a bunch of cards turned out to be just an improved version of Kluedo, and again I was disappointed.

The second group of games that I came across while searching for the only detective board game is the so-called Mister X. To be honest, I don’t know which of them was the first, but since then there have been plenty of these Xs: Scotland Yard, Mr. Jack, Fury of Dracula, etc. And again, running around the field, trying to corner and tame. It doesn’t smell like a mysterious adventure here, rather it looks like hide and seek with cold-blooded calculation, bluffing, memory training and an element of luck, the proportion of which varies. Boring and uninteresting - not a job for a great detective, so again by.

I stopped there, and all the games that I was interested in, to a lesser or greater extent, belonged to the above categories. I'm tired of trying all sorts of nonsense, so I entrusted the search for a detective masterpiece that meets my requirements to Vova.

Just a couple of days later, Vova brought from a friend a heavy box with the inscription Sherlock Holmes Consulting Detective, saying that it's not exactly a game, but you should like it. “Well, Sherlock Holmes saves the day again!” - I thought, but I was in no hurry to rejoice, as I was wary of the words "not quite a game."

Old edition

To my shame, I had never heard of such a board before. It turns out that for the first time the game Sherlock Holmes Consulting Detective was published back in 1981, and in 1985 even received the title of Game of the Year in Germany. Last year, Asmodee and Ystari Games took care of its re-release, and this is the version that fell into our hands.

Glancing at the contents of the box, the mood somehow immediately disappears - no figurines, no beautiful playing field, nothing. The fact that this is a board game says only the presence of rules.

So, the young detective's set consists of a map of London, a directory of addresses and old newspapers. The rest is 10 booklets with cases that need to be opened. Well, Watson, painstaking work with the text awaits us, it's time to arm ourselves with a pen and paper!

After fiddling with the rules for half an hour, I finally got confused, and did not know where to start. Zadolbav Vova questions "how to play it?" and having received in response only “how-how, you have rules!”, I decided to go to work - as they say, we’ll figure it out along the way. And this decision was correct.

If we talk strictly about the mechanics, then the essence of the investigation is to check the names and addresses. Let's say you find a suspicious ad in a newspaper that you think might be relevant. The name is on the ad. We are looking for a surname in the city directory, opposite it will be an address, which is also a hint code in the case booklet. Next, find a clue and read it. The information in the hints can be both valuable and completely useless, which in turn leads to thoughts about the correctness of your actions.

In principle, this is how the investigation proceeds. After reading the case material, you begin to scroll through the suspects and motives in your head, and then, based on information received from witnesses, various services, from newspapers, from the crime scene, etc., you build various assumptions and decide in which direction to move on until you are sure you know the answers to all the questions. Do not forget that every visit, every meeting is another clue, and the fewer clues you use, the more respect you will earn from Holmes himself.

As for making decisions, then there is complete freedom, and the correct choice depends only on your deductive abilities and intuition. Of course, in order to score the most points, you need to remember how Sherlock worked. Try to think outside the box, be attentive to details, but also do not neglect the generally accepted methods, such as talking to the police, forensics experts or cab drivers working that day. All these services are available in every case, and sometimes they can be very useful. Here you can even go to the Land Register and the library.

My first job didn't go smoothly. I spent a lot of clues, but never found facts that confirm the motives of the crime. I didn’t want to waste tips and disgrace myself, so I decided to take a chance and name the killer. Of the eight questions, I answered only half, and in principle, against the background of Sherlock, my result was not so bad. This is probably due to the fact that in the first case, several clues are free, that is, they are not awarded penalty points. In a normal situation, from the amount of points received for answering questions, you will have to subtract 5 points for each extra clue (extra is the difference between the number of clues used by you and Holmes). Before you find out the answers, it is recommended to read the solution from Holmes, in which the course of his thoughts is described in detail and, as always, in a very interesting way. After that, having calculated the points for the correct answers, you should compare your own result with the result of Sherlock and draw a conclusion about your mental and deductive abilities.

The process itself is really fascinating, it's like reading an exciting detective story in which you yourself are responsible for the development of the plot. The next case, which in terms of complexity was in no way inferior to the first one, was already solved by us together with Vova. Working as a couple turned out to be not only easier, but also much more interesting. We discussed the information received for a long time, argued, tried to convince each other that we were right. Before taking another clue, we tried to somehow justify this decision, conducted mini-investigations and argued again. Three hours flew by, and after spending a total of 10 clues, we found the killer. By the way, in the course of the investigation, we solved another crime, which brought us additional points.

As you understand, I'm just delighted with the game, it's a pity that I have to give it back, but I'm already looking for where to order it.

As for the shortcomings, there are only two of them. Firstly, the game is in English, and the language is complicated here. The texts are laced up and down with ancient words to create the atmosphere of that time, and the correct translation in this case is very important, because evidence can lurk in any word. The online dictionary helped me a lot. The second point is replay value. Having solved the case (and it will definitely be revealed, because the question is only in the number of clues), you definitely won’t want to return to it, that is, in fact, the game is only enough for 10 games.

As for the rest Sherlock Holmes Consulting Detective- a wonderful game-book that contains 10 exciting detective puzzles in the spirit of the adventures of the famous detective master.

Can you say that Sherlock Holmes is your hero? Perhaps you love the books of Conan Doyle, or even Agatha Christie, intricate investigations, the atmosphere of chasing an insidious criminal?

A game was created especially for fans of the legendary detective

Especially for fans of the legendary detective, a game was created in which participants will solve cases with the help of familiar and beloved characters - Mr. Holmes, Dr. Watson and Inspector Lestrade.

Act as an assistant to the British genius and help him catch troublemakers with the help of attention, observation, good memory and, of course, the deductive method!

Find a fun checkered cap on your shelf and try on the role of a junior investigator

Description and plot of the game

Find a fun checkered cap on your shelf and try on the role of a junior investigator. Several major scandals have thundered in London, and the players will have to find the culprits.

Everyone gets their own business. Turn the whole city upside down in search of suitable evidence, connect them together to find the criminal's hideout, and then go there and try to arrest him. Be careful, do not let the criminal slip away and do not make mistakes in the analysis of evidence: victory points are awarded only for the right decisions and actions, because the reputation of the most famous detective of all time is at stake.

In the box with the game you will find an intricate map of London. In each of its locations there are investigation tokens: these can be evidence, witnesses, examinations, instruments of crime, or the results of fingerprinting. Before the start of each game of the game, these chips are laid out in a random order - each time you will have to look for solutions in a new way.

Choose your favorite detective figure, get a card of the case you solve, and go in search of elements that match the color. The investigation takes place in secret from other players, and the only assistant is a shabby notebook, which marks the position of the elements of the crime on the field.
Playing field and cards

What's in the set?

  • Rules of the game,
  • Large map of London with 30 locations,
  • 5 notepads with loose leaves,
  • 5 player tokens,
  • 60 cards,
  • 5 character figurines,
  • 1 Holmes figurine,
  • 6 case cards
  • 30 job tokens.

The special features of the cards also help. For example, the cabman allows you to move anywhere, and Dr. Watson fits the rules of dumping. The Holmes card provides two benefits: checking any suitable token on the field or additional cards when drawing. Inspector Lestrade allows you to spy on the moves of competitors and is vital to making an arrest.

To find the lair of the criminal, the participants need to calculate the arithmetic average of the five locations where the clues to their case were located. Send an inspector there and hope you're right.

Who won?

The game can end in two ways: either when the last player makes an arrest, or when someone else's victory points reach -10. After the end of the game, scoring begins.

First, determine if everyone has correctly calculated the location of their criminals. Open the remaining tokens on the field, put those that are not related to the cases under investigation into the box, and carefully check the calculations. Correct identification of the criminal's lair is worth as much as 10 victory points out of 26 possible. Other ways to get Victory Points are by collecting Investigation Tokens in a case. The number of victory points is indicated directly on the tokens. Also - for connected pairs with "+1" marks.

Be careful: there are penalties in the game. After the first arrest is made, all other players begin to lose one victory point for each of their turns. And the one whose chip falls on the “-10” mark does not participate in the scoring at all.

Who will like it?

The adventure will certainly appeal to fans of the detective genre, puzzles and story games. A colorful tangled field, corresponding to the map of London, immerses players in the atmosphere of books and films.

Carefully observe the movements of other players, painstakingly study the evidence of the case, make notes in your notebook that will lead you to victory. The adventure challenges your logic and memory like a real police investigation.