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.
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.
older than 59% of games
collected more than 35% of games
Best with 4 or 5
shorter than 69% of games · typical 30–90 min
One warm-up round · 2.0 out of 5 · lighter than 53%
A normal range of ratings
Playable without the language