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Ules FOR Laying: The Cards
Ules FOR Laying: The Cards
Player 2 Field of Play a Motive, and a Crime to win the game. Use your skill
at detection to refute your rivals’ theories; but beware,
for they are only too eager to do the same to you.
SIDNEY PAGET EDITION
The object of the game is to successfully implicate
Draw and
(by putting into play) a Suspect, a Crime and a Motive
RULES FOR PLAYING discard piles (collectively called evidence) by collecting and
spending (discarding) Detection Points.
Evidence cards,
Detective card, related cards Detection Points represent each detective’s work
The Cards Sidekick cards attached to them
Great Detectives™ comes with 112 cards including 4 (placed beneath) towards solving a crime. Certain Evidence costs more
Detective cards (Sherlock Holmes in this edition) and Other Cards to put into play—some Suspects are far more difficult
in Play Detection Points to implicate than others, some Crimes and Motives
108 game cards in the following categories: Player 1 Field of Play in play
are more difficult to enter into evidence.
• Character cards—sidekicks that bring extra Anything that can be proved by detection may also
Diagram 2: Typical two-player setup.
abilities to the detective. Each player begins the be disproved by detection. Using special Evidence
game with a Detective card in play. cards called Exonerate cards (for example, New
• Evidence cards—pieces of the puzzle that make
Getting Started Evidence), anyone may spend his Detection Points
up the drama of the crime. They include a rogue’s To ensure smooth game play, everyone should be to exonerate another players’ evidence, forcing that
gallery of suspects, a list of criminal charges, and familiar with the basic functions of the various cards. player to discard it!
the motives for the crimes. Players arrange themselves so that everyone has an As with implication, some evidence will be harder to
Also included in this category are cards that may area in front of him called his Field of Play (see exonerate than others. Evidence that is more difficult
be played by anyone to affect the evidence that Diagram 2, above). for one player to implicate will be more difficult for
others have put into play. Everyone receives a Sherlock Holmes card (his another player to exonerate.
• Detection cards—Detection Points are the critical detective) and places it in the upper left corner of his
The first player to begin his turn with a suspect,
currency of success that players gather and spend Field of Play. Unused Detective cards should be
crime, and motive in play is the winner!
throughout the game. returned to the game box.
Thoroughly shuffle the cards and place them in the If the draw pile is depleted before this happens, then
Detection cards include Detection points and the winner is the player with the highest value
cards to help players accumulate them or keep center of the playing area. Leave room to one side
for a face up discard pile. evidence in play!
other players from doing the same.
• Discovery cards—players may use these to aid
their detection and to hinder the detection of NOTE: To ensure an even distribution of “Come, Watson, come! The game is afoot.”
others. Detection Points cards throughout the draw pile, —Sherlock Holmes, in “The Adventure of the Abbey Grange”
it is recommended to first remove them from
Type of Card/ the deck. Shuffle the remaining cards and then
Card Function Crime—5 Evidence
shuffle the Detection Points back in. Game Play
Crime of Blackmail
Card Title
Every turn follows the same sequence of events:
Everyone is dealt a hand of 5 cards. One player is • Initial Period (optional): Put non-action cards
Card Category
Image selected at random to take the first turn. Play proceeds
(Sidney Paget into play (sidekicks, Detection Points, etc.)
illustration) to his left around the table.
A round is complete when everyone has had a turn. • Action Period (required): Carry out one action
Play during Action Period
Period Indicator OR discard one or two cards.
Quote from a
Sherlock Holmes “He is the king of all the blackmailers.”
adventure
• Draw Cards (required): Draw to fill hand of five
—Sherlock Holmes, of Charles Augustus Milverton, in “The
Adventure of Charles Augustus Milverton” “We must see what further cards we have in our cards.
Description Discard 5 Detection Points currently in hands and play them with decision.”
play to enter a charge of Blackmail.
Additional –Sherlock Holmes, in “The Hound of the Baskervilles” Initial Period (Optional): At the start of his turn, a
Description or
Cost to Exonerate
5 Detection Points Summary of player may put into play (put a card from his hand
Copyright © 2004, Steve Sisk SH (SP Ed) First Edition
Description
(only on some Overview face up into his Field of Play) any cards that may be
cards)
You play a detective from literature battling against played during the Initial Period. These cards may
other Great Detectives. Be the first to implicate a Suspect, include Detection Points, Sidekicks, etc.
Diagram 1: An illustration of the various aspects of a card.
Evidence
Detection Point Detection
Detection Point
The game ends immediately when the last card is the incremental cost of doing
Sidekick 2—Police Insider
Inspector Lestrade
Character
so. Every time the action from At no time may any one player have more than one
drawn.
Inspector Lestrade is used,
Play during Initial Period
Suspect, more than one Crime, or more than one
Ending the Game
“It is of the highest importance in the
out of a “Itnumber
Play during Initial Period
The game ends when either one player begins his incidental and
from the discard pile and put
—Sherlock Holmes, in “The Adventure of the Reigate
of value from previously
which vital.” discarded material.
Squires”
As an action, you may take one card from
—Sherlock Holmes, in “The Adventure of the Reigate
the discard pile and put it into your hand.
turn with a Suspect, Crime, and Motive in play, OR ability. Discard 1 Detection Point currently
in play the first time
Copyright © 2004, Steve Sisk you
SH(SP use
Ed) First it, 2 Detection
Edition
Points the second time, 3 the third time, etc. Cards in Play/Cards in Hand
when the last card is drawn from the draw pile. Lestrade card. The cost to use
Once Inspector Lestrade is discarded, the
Copyright © 2004, Steve Sisk SH(SP Ed) First Edition
cost begins again at 1 Detection
this card is put back into play.
Copyright © 2004, Steve Sisk
point when
cards stacked behind Lestrade Anyone may look through the discard pile when it
incriminating evidence attached to it) in play. does not hinder the flow of play.
plus one).
If tied, the winner is the player with highest value
Crime in play. If still tied, the winner is the player Anyone caught breaking and A
T
DETEC
T
Miscellaneous Game Play
IV
ES • GRE
DETEC
entering will have his detective T T
ES • GRE
ES • GRE
A
If still tied, the winner is the player with the most DETECT
T
in the Period Indicator) may be played by any player
IV