The Boss
Alain Ollier; Blackrock Editions; 2-4; 20-60
In this card game (there is a small board for scoring)
players are American mob members trying to find out about
loot in various cities, also about planned sanctions.
As cards are played, more and more is learned and players
send gang members to likely cities. The player with the most
in a city either gets the loot or suffers the sanction.
Chicago is special: there the loot has to be shared with the
Capone gang.
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Crime & Mystery: Bakerstreet Files
Johannes Krenner; Heidelberger Spieleverlag; 3-6; 30
Players are detectives working with Scotland Yard. To
start players choose one of four cases.
Then the suspects are dealt out and each player displays one. Then they
are dealt evidence cards, some of which are usable in more than one case.
There are four different kinds of evidence cards: before
the crime, at the time of the crime, after the crime and
perpetrator profile. Each also includes 4 different
references to other evidence cards lettered A-D. Each
evidence goes with the two suspects on whose cards these
letters appear. Then each player gives a two minute
report on what they have learned; during this time
players are not to take notes, though it is okay
afterwards. Example report: "My investigations of Mr.
Harker concerning the murder of Count Westbury have shown
that before the crime the suspect often and for unusually
long periods considered a special family portrait. I
really have no idea how this is relevant to the crime,
but the suspect gave me a most singular impression, as if
he longer knew his own name. During questioning, he
nervously played with a box of matches. I have
further found that after the fact Mr. Harker was observed
hiding behind a screen. Taking all this into
account and considering that he was probably present at the
time and afterwards walked across the river, I think that
Mr. Harker is well within the inner circle of suspects."
After the reports all of the evidence cards are shuffled
and seven drawn at random; on the back of each is a
concrete fact about the case that can only be read by use
of the special enclosed rubylith, which is now done by
one of the players, aloud. As each is read, players note
on their sheets which suspects this implicates. After all
are read players record their top two suspects, i.e. the
ones to whom the most evidence points. Now the reader
states the solution based on the evidence card numbers on
the fronts of the seven cards (whose order has been
strictly kept ever since drawing them). This can be more
than one suspect. Players who are right get two points
per correct answer, but a player who has it correct about
his own suspect without anyone else being right gets a penalty of
-1 (for being deliberately misleading). Those most
chosen by the players are the prime suspects and if
identified as such give those identifying players extra points.
In German only.
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i9n
Dirk Strothmann; Strothmann-Spiele.de; 2-5; 30
Oil exploration on a world map. Players test whether they have struck
oil by pushing a probe into the black cardboard grid, hoping to find a
hole in the position corresponding to their map position. As the game
continues more and more oil boards are added so that eventually there
is only one place where oil can be struck.
"i9n" stands for "information", i.e. "i" + 9 letters + "n".
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Letters from Whitechapel
Gabriele Mari & Gianluca Santopietro; Nexus; 2-6; 150
A one vs. many game, the one being Jack the Ripper. Detectives
learn where the Ripper may be by picking spots and asking the Ripper
whether he has passed through them in the current round.
This is
Scotland Yard
on a mild steroid, its added wrinkles not worth the extra hours
of play to complete.
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Mord im Arosa
Alessandro Zucchini; Zoch; 2-6; 30
In "Murder in the Arosa" players are spending a night in a
multi-story European hotel when a gunshot is heard. They
try to plant evidence on one another by tossing cubes into
a tower through which they fall, possibly stopping on
particular floors. The novel and peculiar useful skill:
being able to hear on which floors cubes have landed. The
player then can either make an accusation that others are
on that floor or attempt to clear his own name by stating
that his own cubes are on that floor. With success, the
player either adds opponent cubes to the scoring track or
removes his own; with failure, he adds more of his cubes to
the tower. In any case, the revealed cubes are put back
in. The player having the fewest cubes closest to the
crime scenes wins. Deduction comes in reducing the possible
floors to just a couple and then eliminating those that
other players have recently viewed; memory is also quite
important.
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Saustall - Kommissar Kluftingers schwerster Fall
Michael Rieneck; Huch & Friends; 2-4; 30-45; 10+
In picturesque mountain village a body has been found. Players are
trying to figure out who done it and why. They make assertions about
the "who" by placing bets on the attributes of the culprit. They can
also play action cards that give a particular suspect an alibi, which
could be later invalidated by other actions. The odds of a particular
suspect being the culprit tend to grow and shrink during play. In
addition players can give other players little "jobs" to do that delay
them from doing what they want unless they are willing to accept
negative points. But it's not all "take that!" – there are also
invariable clues which must be discovered. In German only.
Title means "Pigsty - Commissioner Kluftinger's Most Difficult Case".
[more]
Sieben unter Verdacht
Reiner Knizia; Gmeiner Verlag/Hutter Trade; 1-5; 15
There are seven suspects, the perpetrator being determined by drawing
one of these cards at random. Card backs have bullet holes drawn on
them. Players get cards having holes in them which they can use to
look at the card back and start to deduce what the pattern of holes
on the perpetrator card is.
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Witchcraft
Muneyuki Yokouchi; Japon Brand/Ayatsurare Ningyoukan; 3-5; 30-60
Each player is takes a different character trying to solve a
series of murders at a magic academy that have been
committed by a witch. Players do not know which character is
which, or witch, for that matter. Apparently the witch is
able to take the form of anyone she has killed so it is even
possible that one of the investigating characters is
actually the witch. The players other goal is to try to
become the most reliable of the characters. On a turn a
player either uses a data card or drafts two character
cards. Performing the latter, one of the cards remains face
up and constitutes an accusation while the other is
discarded and the player takes an information disk on this
character (stealing it from someone else if the supply has
run out). Data cards let you change the draftable cards and
turn two accusation cards face down, negating their power.
At the end of the round players all write on their record
sheets what each other player's identity is. Based on
correctness plus accusations and disks acquired points are
granted and/or deducted. It is possible to kill an
investigator who is not the witch at all and the winner
might be the last player still standing. Comes with an
introductory version intended for teaching the basic
system.
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