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13 Clues

Everybody sees everyone's clues but their own: ask, bluff and accuse to solve your own London case first.

London, end of the nineteenth century, Scotland Yard is groping in the dark, and you are one of the detectives, each working your own case. Here is the twist: you can see the clues of every other player (a person, a location and a weapon), but not your own. So you ask questions, consult the secret informant, and make accusations to collect clues and rule out suspects. You win by working out which of the 13 clues belong to your case before the others do. It is a deduction game with a funny bluffing flavor, since everyone is watching everyone's hidden truth. Two to six players, around half an hour.

You see everyone's clues except your ownQuestions, informant and accusationsPerson, place and weapon to identify

Who it's for

You like deduction games in which the table talks a lot, and you have four or five people ready to play detective.

Not for you if…

You dislike keeping track of information, or you want a lot of direct competition. It is a quiet puzzle between talkers.

Vibe's take

Chatty and slightly paranoid. You study the others like a detective, and a tiny answer at the right moment can crack your case open.

#3,904 on BGG

of over 30,000 ranked board games

Published 2016 · 10 years ago

older than 59% of games

In 2,242 collections

collected more than 35% of games

2–6 players · ages 8+

Best with 4 or 5

about 30 min

shorter than 69% of games · typical 30–90 min

Complexity: medium

One warm-up round · 2.0 out of 5 · lighter than 53%

Opinions: usual spread

A normal range of ratings

Language: no text

Playable without the language

Play style: competitive