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iU ) LLlb Bnr€- _ "51RE€T "lt.is-of the highest importance in the art of detection to be able to recognize, out of a number of facts, which are lncidental and which are vital.,' _SHERLOCK HOLMES 20 Case cards Rules .f, ,,/l ,l) \(:- , EOUIPMENT l d|e 1 playing board FINAL NOTE when deciding where lo look for clues, pay close attenilon to the inlormatlon supplied on the case card and in other clues. For example, lf you know that a bent pipe cleaner was found at the scene of the crime, you might figure that the Tobacconist would be a good place to go for a clue. or if the crlme occurred at the Hotel, it's a good bet you'll find a substantlal clue at tho Hotel. 6 tokens Glue Booklet 8 Scotland Yard cards Answer Booklet I Skeleton Key cards Solution Checklist pad ELEMENTARY RULES BEFORE STARTING Before_starting, each player should do the following: (1) Plck a token and ptace it on the ptaying boari at 221 B Baker street. (2) Take a Skeleton Key card. (3) Take a Scotland Yard card. (4) Take a sheet from the solutlon checklist pad, and get a pen or pencil to take notes. The remaining skeleton Key cards should be placed at th€ Locksmlth shop, as indicated.on the playing board. And the remalhing scoiland yard cards strouta be placed at Scotland yard. Now one of the players should take a case card and read the adventure on that card out loud to the other players. He should read lt once rather quickly; and then again a bit slower. This will be the adventure that all players attenr-pt to solve during the game. Any tlmo during the gamc, a prayer may plck up tho caee card bcing prayed and read over the adventure agaln. SOME NOTES ON CASE CARDS There are twonty case cards in the game, listing twenty diffarent adventures. The case cards are numbered 1 through 20, ani lt ls suggested that you play the cases in order. of course, you may choose to ptayi[e cases in any se- quglc^e you wish. An average game wlth four players witt tast around t rrour and 20 mlnutes. You'll notlce that at the end of each adventure, the items to be solved are listed, preceded by letters-a), b), etc. These are the itsms that you must solve in order to win the game. BASIC PLAY All players start at 221 B Baker street. Roll the die to determine who goes first, and the turn moves clockwise from there. The basic procedure of pla! is to roli the dle on your turn and move to th6 various locbtions on the b6ard (e.g. Mus6um,. Park, Hotel) plcking up clues which will help you in solvlng the case you aro playing. when you think you have solved the case, you must return to 221 B Baker street (via your regular turns and roll of the iiel ana announce your solution. You may not announce a soluilon or win the game unless your token is inside 221 B Baker Street. You may move your token in any direction on the board, except diagonally. CLUES There are fourteen locations on the board where you can pick up clues, Each ol these locatlons is listed on each case card, followed by a irumber. These numbers correspond to the clue numbers listed in the Ctue Booklet. When vou move lnto a loeatinn vnrr Are cntitled ln lnak at tho nhro rerhiah aar- t T I I l I ,.

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Page 1: files.meetup.comfiles.meetup.com/18710151/221B Baker Street game instructions.pdf · Created Date: 3/4/2016 12:55:45 AM

iU ) LLlb Bnr€- _ "51RE€T"lt.is-of the highest importance in the art of detection to be able to recognize,out of a number of facts, which are lncidental and which are vital.,'

_SHERLOCK HOLMES

20 Case cardsRules

.f,,,/l,l)\(:- ,

EOUIPMENT l d|e1 playing boardFINAL NOTE

when deciding where lo look for clues, pay close attenilon to the inlormatlonsupplied on the case card and in other clues. For example, lf you know that abent pipe cleaner was found at the scene of the crime, you might figure that theTobacconist would be a good place to go for a clue. or if the crlme occurred atthe Hotel, it's a good bet you'll find a substantlal clue at tho Hotel.

6 tokens Glue Booklet8 Scotland Yard cards Answer BookletI Skeleton Key cards Solution Checklist pad

ELEMENTARY RULESBEFORE STARTINGBefore_starting, each player should do the following:

(1) Plck a token and ptace it on the ptaying boari at 221 B Baker street.(2) Take a Skeleton Key card.(3) Take a Scotland Yard card.(4) Take a sheet from the solutlon checklist pad, and get a pen or pencil to

take notes.

The remaining skeleton Key cards should be placed at th€ Locksmlth shop, asindicated.on the playing board. And the remalhing scoiland yard cards stroutabe placed at Scotland yard.

Now one of the players should take a case card and read the adventure on thatcard out loud to the other players. He should read lt once rather quickly; andthen again a bit slower. This will be the adventure that all players attenr-pt tosolve during the game.

Any tlmo during the gamc, a prayer may plck up tho caee card bcing prayedand read over the adventure agaln.SOME NOTES ON CASE CARDSThere are twonty case cards in the game, listing twenty diffarent adventures.The case cards are numbered 1 through 20, ani lt ls suggested that you playthe cases in order. of course, you may choose to ptayi[e cases in any se-quglc^e you wish. An average game wlth four players witt tast around t rrourand 20 mlnutes.

You'll notlce that at the end of each adventure, the items to be solved are listed,preceded by letters-a), b), etc. These are the itsms that you must solve inorder to win the game.

BASIC PLAYAll players start at 221 B Baker street. Roll the die to determine who goes first,and the turn moves clockwise from there. The basic procedure of pla! is to rolithe dle on your turn and move to th6 various locbtions on the b6ard (e.g.Mus6um,. Park, Hotel) plcking up clues which will help you in solvlng the caseyou aro playing.when you think you have solved the case, you must return to 221 B Bakerstreet (via your regular turns and roll of the iiel ana announce your solution.You may not announce a soluilon or win the game unless your token is inside221 B Baker Street.

You may move your token in any direction on the board, except diagonally.CLUESThere are fourteen locations on the board where you can pick up clues, Each olthese locatlons is listed on each case card, followed by a irumber. Thesenumbers correspond to the clue numbers listed in the Ctue Booklet.When vou move lnto a loeatinn vnrr Are cntitled ln lnak at tho nhro rerhiah aar-

tTIIlI,.

Page 2: files.meetup.comfiles.meetup.com/18710151/221B Baker Street game instructions.pdf · Created Date: 3/4/2016 12:55:45 AM

ror exampre, rers say you are ptaytng uase #1, " I ne Aclvonture ol the UrrlrolyMan," and you move into the Bank. You then check the Bank clue numbcr orrthe Case card and see that lt ls 11. So you pick up the Clue Booklet and ruirrt(to yourself) clue number 1 1.

You may study a clue lor up to 30 geconds. And you are on your honor to lookat only the clue you are entitlcd to see. Once you prn the Clue Booklet down,you may nol plck ll up agaln to re-check the clue.TYPES OF CLUESThere are two basic types of clues: 1) the general stat€ment clue, and 2) lhopuzzle clue.

The general statement.clue slmply gives a statement of fact about the Case bo-ing played. Such a clue may say: Stanley Harris has a bad case of asthma. Or:Alice Gloth was seen outside the Pub the nlght of the murder.The puzzle clue is usually a syllable clue to a specific item-killer, weapon,motive, hiding place, or whatever-and is labeled as such. For example, a puz-zle clue might read:

KILLER GLUE (Four Parts)I A wise blrd that hoots.

Note that there are "Four Parts" to this clue, and you have the tlrst part (l) listedhere. This means that lhere are three more parts to the KILLER CLUE, listedeither separately or together, at some other locatlon or locations on the board.When you find the other KILLER CLUES they might read as follows:

KILLER CLUES (Four Parts)ll The alphabet letter after W.lll The opposite ol easl.

KILLER CLUE (Four Parts)lV The season after summer.

lf there is a charactar named Alex Westfall mentloned somswhere in the story,you now know that he is the killer.

NOTE: You will find that some g€neral statement clues are more pertinent thanothers to the solution of a partlcular Case. lt's up to you to determine whichfacts are incldental and whlch are vital. There are also some looations that say"No clue,"

SCOTLAND YARD CARDSEach player starts the game wlth one Scotland Yard card; and you may neverhold more than one Scotland Yard card at a tlme.A Scotland Yard card may be used to seal off a locatlon you have entered, inorder to keep other players from enterlng that locatlon and discovering theclue there. To do this, you simply place the Scotland Yard card over the loca-tion entrance on the board as you /eavethat location.

NOTE: You may seal off any location on the board except 221 B'Baker Stroot,Scotland Yard, or the Locksmlth shop. And you may not seal off a location llanother player is still inside.

SKELETON KEY CARDSEach player starts the game with one Skeleton Key card; and you may novorhold more than one Skeleton Key card at a tlme.A Skeleton Key card may be used to open any location that has been sealed oflby another player. To do this, you simply place your Skeleton Key card on topof the Scotland Yard card which is blocking the entrance to the location whoroyou have arrived. Then remove both cards lrom the board and place themback in their respective piles at Scotland Yard and th€ Locksmlth shop.

SCOTLAND YARDlf you enter Scotland Yard and you do not have a Scotland Yard card in yourpossession, you may take one from the pile, You do this in addition to lookingat the clue there.

LOCKSMITHlf you enter the Locksmlth shop and you do not have a Skeleton Key Card inyour possesslon, you may take one from the pile. You do this in addition tolooking at the clue there.

CARRIAGE DEPOTFrom the Garriage Depot you may, without rolllng the die, take a cab to anylocation on the board.

Ordinarily, alter movlng into the Carrlage Depot, you will want to check out theclue there. Then, on your next turn, wlthout rolling the dle, you may move yourtoken directly to any locatlon you wish.

lf, however, you move into the Carriage Depot and you do not wish to check outthe Carriage Depot clue, you may lmmediately move your token to any otherlocation on the board and check out the clue there, all ln the same turn.

KEEPING NOTESUse your Solution Chooklist sheet, front and back, for keeping notes, lt is ad-visable to check off a locatlon after you have entered it; and keep track of allclues, however inslgnlllcant they may seem at the tlme.

WINNING THE GAMEWhen you thlnk you have solved all the lettered ltems llsted at tho end of theCase you are playing, return to 221 B Baker Street (vla your regular turns androll of the die) and announce your solutlon.

To win, you must glve the correct answer to all lettered items in the Case-forexample, a) killer, b) weapon, and c) motive-but you do not have to explain orunderstand all the intrlcacles of lhe Case.

After announcing your solutlon, take the Answer Booklet and look up theanswers to the Gase you are playing. (When dolng this, be careful not to ex-pose the answers to any other Case.) lf your answers are correct, declareyourself the wlnner and let all the Watsons read the solution in the AnswerBooklet. lf your answers are not correct, however, close the Answer Bookletand you are out of the game. The other players continue playing without youuntil someone figures out the correct solution.

When announclng your answers, you do not have to glve the exact answerslisted in the Answer Booklet, as long as you can show that you thoroughly un-derstand the proper solutlon. For example, lf the motive llsted in the AnswerBooklet is "lnheritance," and you say "She killed hlm because she kn€w all hismoney would go to her"-that's acceptable. But lf you say the motlve was"Blackmall," of course, you're wrong,

Also, if a player misreads puzzle clues-for instance, if he says the motive was"Brown man," when lt should be "Blackmail,"-he is dead wrong, showing thathe does not comprehend the propor solution to the Case.

LOCATION ENTRANCESEach location entrance is marked by an arrow. You may enter and/or exit atany arrow.

You'll notice that throe locations-Park, Museum and Hotel-each have twoentrances. When using a Scotland Yard card to seal off the Park, Museum orHotel, you may seal olf only one entrance per card. ln other words, il you sealofl one entrance, players may still enter and exit at the other entrance.

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