No, it is nothing like ‘Cluedo’. At all.
Initially the player reads a piece of prose describing the scene at 221b Baker St. as Sherlock and Watson learn of a new case. Perhaps a series of robberies have been committed targeting high value jewelry, with the press have dubbing the thief the ‘Westmister Cat’… Coincidentally each of the item’s stolen over the past month was insured by the same insurer… But the latest one has a twist – the owner of the (now missing) necklace has been found shot dead in her bedroom… And she was heir to a fortune that will now be inherited by a cousin. A cousin who has amassed lots of gambling debts… And she was having an affair causing public embarrassment to her diplomat husband, a renowned collector of vintage firearms… And Inspector Lestrade of Scotland Yard has taken the victim’s brother in custody, who just happens to run an auction house specializing in jewellery…
Not all this information will come out at once of course – this will be up to the player to find out. There may be something useful in today’s issue of The Times newspaper (each case has it’s own three page newspaper), but the bulk of the information will be found by visiting people or places. A ‘London Directory’ is supplied, and anyone mentioned will almost certainly be listed, but instead of a phone number there is a reference leading to a paragraph in the ‘Clue Book’. These clues lead to more contacts, more places to visit, more people to see. The enclosed large map of London helps visualize the relationship of places and people visited.
Eventually it is up to the player to decide they have enough information gathered, and the quiz book is turned to. A series of previously unseen questions will be posed. Typically ‘Who did it?’, ‘Why did they do it?’ plus other questions that can reveal just how much the player may have missed in a case … ‘Who was responsible for the elephant smuggling ring?’ What!? Points are awarded for correct answers – with points deducted for using more clues than Sherlock solved the case in. The clues that he used, and then finally Sherlock’s dénouement of the case can be read. The player is then free to feel either smug or stupid – depending on the outcome.
This game is not like a board game – having perhaps more similarities with a choose-your-own adventure – but with a much more ‘free form’ feel. This adds a light RPG feel to the proceedings.
Within the box are 10 cases, and the quality of the writing is very good. Sherlock Holmes / Conan Doyle aficionados may nit-pick but the overall flavor is very in keeping. Occasional anachronisms (describing things in cm rather then inches) sometimes break the mood a little, but certainly not enough to ruin the game at all.
There is virtually no replay value for the 10 cases, although it can be fun to return to un-explored avenues after the case is closed to see what might have been said (and find out about the elephant smuggling!). A mechanic for competitive play is included, but this is surely a game for solo or co-operative play. Our experience was co-operative for all ten cases (varying between 3 and 8 people) – with players taking turns to read clues aloud and discussing the cases as they progressed … much enjoyment being derived from the strange accents each of the London inhabitants we met seemed to mysteriously develop!
Value for money depends on your mileage for the ten cases – each sitting lasting somewhere between an hour and a couple of hours plus (investigating a path of red herrings, or thoroughly exploring all of the bizarre things mentioned in the newspaper will lengthen the game considerably – but add to the flavor of 1890’s London). Long out of print eBay will be your retailer of choice for this title I suspect.
This game is very 'chatty' and an ideal accompaniment to drinks and nibbles. Utterly recommended for social gaming, unless the thought of reading aloud is terrifying.
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