<<

30th June 1895

Dear friends,

I am happy to hear that you have accepted Sherlock’s challenge. You will see that finding the evidence necessary to bring an investigation to a satisfactory and successful conclusion is quite the thrill. Remember, it is not only a matter of finding out who did it, but also why and how.

This would be elementary, if it were not for one small problem: Sherlock is already on the case.

He’s quite interested to see if you can beat him to it this time. But he doubts it. He’s ready to

consult, when you need afoot!” him. As Sherlock once said, “The game is

Yours,

Dr John Watson

Overview and goal Beyond is a cooperative game where you must unite your intellect to solve a case before the great himself. You will need to discover the Suspect, their Motive, and Opportunity to have committed the crime before Holmes does. You all win the game if: • You score exactly 20 on the Investigation track and confirm the Suspect, Motive, and Opportunity Leads before the game ends in your defeat. You all lose the game, and Sherlock wins, if: • The Holmes marker reaches 0. • The Investigation track ever exceeds 20. • The last card of any Lead section is discarded to the Impossible for any reason. • The players confirm the third Lead before the Investigation track reaches 20. 2 Contents

6 Case Files Cards 28 Lead cards, comprised of These are the various The Motives, Opportunities, and Suspects cases you must solve that may have committed the crime. before Holmes. • 8 Opportunity Cards • 8 Motive Cards • 12 Suspect Cards 1 2 HOLMES315HOLMES412HOLMES 11HOLMES 10 7 11 11 Case Files 10

Hatred SCANDAL STRIKESDEVIL BOHEMIA! DOG HOUNDSTHREE-QUARTER EXMOOR GOESFEAR MISSING SWEEPS VALLEY CATHEDRAL MAN EFFECT OF RIOTS THE FORCE DOME FROZEN PRINCIPAL MARTIAL FALLS! TO DEATH! ARTS LAW Opportunity Empty House The suspect knew no one else would be at home. They must have had floor Suspect plans too. Motive John Clay Hatred THE IMPOSSIBLETHE IMPOSSIBLETHE IMPOSSIBLETHE IMPOSSIBLE OPPORTUNITY MOTIVE SUSPECT You could see the hate in their His brain is as cunning as his fingers, 4 4 2 2 eyes, something eating away at and though we meet signs of him at every turn, we never know where to find their very soul. the man himself.

24 Evidence Cards Each player’s hand is made up of Evidence cards. Evidence Icons Players must always hold their Evidence Cards The footprint and carriage facing away from them. tracks the characters can follow In this manner you will not know which to ascertain the identity or Evidence cards you have, only seeing the backs whereabouts of the suspect. of the cards in your hand, but see the cards held The family, friends, neighbours, by the other players. and passers-by interviewed 11 322 4 3 4 by the characters to help corroborate their suspicions.

The characters finding small Evidence Evidence Evidence Evidence Suspect movements Witness statement Clue Documents Monday evening, observed from Waterloo to Suspect’s brother was in the Long brown single hair, Cutting from the adjoining room, but claims Westminster Bridge, doubled possibly a woman’s? morning paper. details at the scene of the crime to have heard nothing. back twice to evade tail. and following up on them in their investigations 18 Character Cards Introduced after your first game, characters will The paper trail surrounding the investigation: newpapers, influence how you play the game. legal documents, maps, deeds, Brief bios can be found on pages 10-11. telegrams, and photography.

1 2 4 9 Inspector LestradeInspector GregsonInspector BradstreetIrene Adler

The Holmes marker does not advance You may not identify Document evidenceYou may not Confirm Leads. When you Eliminate a card, the Investigation when you Eliminate Evidence cards when Assisting, but you may identifyOnce per game, as an action, marker advances by twice the card’s number. to the Impossible. their numbers.move the Holmes marker back one space. 4 Reference Cards Scotland Yard Scotland Yard Scotland Yard Agent

The Impossible Actions Evidence cards that are Eliminated face-up ASSIST Identify 1 information on another to the Impossible advance the Investigation player’s Evidence cards. This will be how many of marker by their number. Dead Leads added either an Evidence number or icon that player has. face-down to the Impossible do not advance the Holmes advances 1 space. Investigation marker. Any card added to the Impossible in excess of the INVESTIGATE Play an Evidence card from your case’s Impossible value makes the Holmes marker hand to one of the Leads. Draw a new card. advance 1 space. The Investigation marker must be on space CONFIRM Place a Confirm marker on a Lead 20 before players confirm the third Lead. with as much Evidence as its value. Holmes moves 1 Investigation Board back 1 space. ELIMINATE Play an Evidence card from your hand face-up to the Impossible. Advance the Investigation marker by that card’s number and draw a new card.

PURSUE Discard the top Lead card from one pile face-down to the Impossible and reveal the next Lead card from that pile. Shuffle all Evidence cards played to this Lead into the Evidence deck.

3 Confirm Markers 1 Investigation Marker 1 Holmes Marker 1 Rule Book 3 Game Setup 1b Prepare the Investigation board: 1 a. Players select the Case File card they wish to attempt to solve. The higher the number, the more difficult the case. 1e First game: use Case File 1.

b. Look at the Holmes rating on the Case File card HOLMES 15 and place the Holmes marker onto that space of 1 111112 the Holmes track. For Case File 1, this is space 15. 1A

CATHEDRAL DOME c. Shuffle each of the Lead piles (Suspect, Motive, and SCANDAL STRIKES BOHEMIA!FALLS!

Suspect Opportunity) separately. Place 3 cards of one type Culverton Smith SUSPECTSUSPECT face-down on each of the 3 Lead sections of the A high bald head had a small velvet smoking-cap poised coquettishly upon one side of its pink curve. The skull was board. Turn the top card of each pile face-up. THE IMPOSSIBLE 4 of enormous capacity. d. Place the 3 Confirm markers on the Case File card. e. Place the Investigation marker on the leftmost space of the Investigation track (as shown). 5 Shuffle the Character cards and give 1 to each player. 2 Alternately, players can select Character cards so as to help some players and hinder others. First game: skip this step and play without Character cards.

Return any unused Case File, Lead, and Character 3 cards to the box.

Give each player a Reference card. 4 Shuffle the Evidence cards and deal cards to each player based on the number of players. 4 Actions Inspector Bradstreet

# OF PLAYERS CARDS ASSIST Identify 1 information on another player’s Evidence cards. This will be how many of either an Evidence number or icon that player has. Holmes advances 1 space.

2-player game 6 INVESTIGATE Play an Evidence card from your hand to one of the Leads. Draw a new card.

CONFIRM Place a Confirm marker on a Lead with as much Evidence as its value. Holmes moves 3-player game 4 back 1 space. Play an Evidence card from your hand ELIMINATE face-up to the Impossible. Advance the Investigation marker by that card’s number and draw a new card. You may not identify Document evidence 4-player game 3 when Assisting, but you may identify PURSUE Discard the top Lead card from one their numbers. pile face-down to the Impossible and reveal the next Lead card from that pile. Shuffle all Evidence cards played to this Lead into the Evidence deck. Scotland Yard PLAYERS MUST NOT LOOK AT THEIR OWN CARDS. The only hand of cards you should see are those held by the other players. The remaining Evidence cards are placed face-down on the designated 5 area of the board. This becomes the Evidence draw deck. 4 1c

9 8 Crime of 111112 Passion

Opportunity Premeditated Motive The suspect planned this Crime of Passion to the smallest detail, MOTIVE considered every aspect. TheMOTIVE worst affairs happen OPPORTUNITY behind locked doors. We must Suspect OPPORTUNITY Culverton Smith open the door. SUSPECTSUSPECT A high bald head had a small velvet smoking-cap poised coquettishly upon one side of its pink curve. The skull was of enormous capacity.

11 Lady Eva Blackwell 5 17 Inspector Hopkins Mrs Hudson 4 Inspector Bradstreet

Every time you draw new Evidence cards, draw two cards. The player to your right tells you which to keep, and which to return to the bottom of the Evidence deck. On your turn, as an action, remove a face-up You may not identify Witness evidence Client when Assisting, but you may identify Evidence card from the Impossible and shuffle it their numbers. into the Evidence deck. Then move the Investigation marker back the appropriate number of spaces.

You may not identify Document evidence Scotland Yard Housekeeper when Assisting, but you may identify their numbers.

Scotland Yard

The player with the lowest numbered character card 6 (closest to 1) is the start player, then play proceeds clockwise. First game: since you have no Character cards, the start player is the one who most recently read a story featuring Sherlock Holmes. 5 Playing the Game On your turn, you must take 1 of the following actions. Passing is not allowed. After your turn, the next player in clockwise order takes an action and so on until the end of the game.

• ASSIST Identify 1 information on another player’s Evidence cards. This must be how many of either an Evidence number or icon that player has. Holmes advances 1 space.

• INVESTIGATE Play an Evidence card from your hand to one of the Leads. Draw a new card.

• CONFIRM Place a Confirm marker on a Lead with as much Evidence as its value. Holmes moves back 1 space.

• ELIMINATE Play an Evidence card from your hand face-up to the Impossible. Advance the Investigation marker by that card’s number and draw a new card.

• PURSUE Discard the top Lead card from one pile face-down to the Impossible and reveal the next Lead card from that pile. Shuffle all Evidence cards played to this Lead into the Evidence deck.

Note: whenever you play a card, whether it is through the Investigate or Eliminate action, you must draw a new card from the Evidence draw deck. If the Evidence draw deck ever runs out, nothing happens, you should now have all the necessary information to solve the crime before Sherlock.

After resolving your action, check to see if any end game conditions have been met. If the game has not ended, play moves to the next player on your left. The game continues in this manner until the game ends in either victory or defeat. Assist Tell another player 1 piece of information about their Evidence cards. This information will be the number of cards with a specific Evidence number or Evidence Icon that player has. You must identify all the cards showing that number or icon that the player has in their hand. You may not tell a player that they have no cards of a certain number or icon. Whenever a player does the Assist action, the Holmes marker advances 1 space on the Holmes track.

6 By Assisting, you could identify these cards by saying only one of the following... b. These are 1s. a. This a 2. c. This is a Clue.

11 11 d. This is a 5. 2 2 55

Evidence Evidence Documents Clue Evidence The will is signed by the Tobacco ash, Documents suspect’s brother. Indian cigar. WitnessEvidence statement The floor plan shows Passerby saw the suspect e. These are entering the house but : a room with a secret door. thought nothing was Documents. overly suspicious. f. This is a Witness.

No matter which information you provided the player, you then need to advance the Holmes marker 1 space on the Holmes track.

Investigate Choose one of the unconfirmed Leads and play an Evidence Card from your hand face‑up below that Lead. When playing an Evidence card to a Lead, your goal is to match the Lead’s icon and reach that Lead’s value. After playing your card, draw a new card from the Evidence draw deck. When you Investigate with an Evidence card, the following can happen: 8 1. The Evidence icon matches and the total Evidence does not Opportunity Premeditated The suspect planned this to the smallest detail, exceed the Lead’s value. considered every aspect. The number on the Evidence card is added to the other Evidence OPPORTUNITY card already played to this Lead. When the total equals the Lead’s value, on a future turn any player may use the Confirm action to confirm the Lead. 5 5 3 3 2. The Evidence icon matches and the total Evidence exceeds the

Lead’s value. Evidence

Documents A letter from the If the total number of Evidence exceeds the Lead card’s value, it bankEvidence to the suspect. Documents A simple telegram becomes a Dead Lead (covered in The Impossible section on page 9). with great importance. Move the Lead card face-down to the Impossible where it now The Evidence icon counts towards the number of cards currently in the Impossible. matches and the total Reveal the next Lead card of that pile. does not exceed the All Evidence cards played to that Lead are shuffled back into the Lead’s value. Evidence deck. If there are no cards in the Evidence deck, then the shuffled cards create a new Evidence deck. 7 33 1112 3. The Evidence icon does not match the Lead.

If the Evidence icon does not match the Lead, then the Evidence Evidence Suspect movements Wednesday supper time, trailed from Parliament Suspect Square to an empty property Culvertonon Old Smith Compton Street. card’s number will be added to the total Evidence required to SUSPECT A high bald head had a small velvet smoking-cap poised coquettishly upon one side of its pink curve. The skull was confirm the Lead. Place the incorrect Evidence card beneath the of enormous capacity. Lead card so that the Evidence Number is still showing. The

added Evidence icon is ignored. 6 6 33

CONTENTS Single bullet .442 Webley cartridge

Evidence Clue Single bullet .442 EvidenceWebley cartridge. Confirm The EvidenceSuspect icon movements does Wednesday supper time, trailed from Parliament Square to an empty property not match theon OldLead Compton Street. and is If the total Evidence value played to a Lead is exactly equal to the added to it. 15 Evidence value of the Lead card (and any cards added to it), you may confirm (12+3) is now required. this Lead by placing a Confirm marker on it. You are one step closer to solving the crime! All the Evidence cards played to that Lead are turned face-down and may no longer be looked at during the game. The Holmes marker then moves one space away from 0 on the Holmes track.

8 8 The total

Evidence value Opportunity Opportunity Premeditated Premeditated The suspect planned this to the smallest detail, is 8 (5+3) which The suspect planned this considered every aspect. to the smallest detail, considered every aspect. OPPORTUNITY equals the Lead OPPORTUNITY card’s value. The player Confirms The Evidence cards played to that Lead by placing a are then turned face-down and the Confirm marker 5 5 Holmes marker moves back 1 space. on the Lead. 3 3

Evidence

Documents A letter from the bankEvidence to the suspect.

Documents A simple telegram with great importance.

Note: the third Lead cannot be confirmed before the Impossible has reached exactly 20 on the Investigation track, otherwise players lose the game.

Eliminate Play an Evidence card from your hand face-up to the Impossible. This Evidence 3 3 55 is now considered eliminated and the 4 4 9 8 Crime of Evidence number on this card is added Passion

to the Investigation track. Advance the Evidence EvidenceClue Opportunity Evidence Suspect movements Premeditated Clue Motive FridayLong browndusk, suspect single hair, exited possibly a woman’s? The suspect planned this Crime of Passion a squalid East End property, Investigation marker by the value of to the smallest detail, Crusted mudopium from den? the Andsole was MOTIVE of the suspect’s shoe or considered every aspect. trouserfollowed hem? to Baker Street. TheMOTIVE worst affairs happen OPPORTUNITY behind locked doors. We must OPPORTUNITY this card. open the door. After playing your card, draw a new card from the Evidence draw deck. By Eliminating this Clue 4 card, the 8 Investigation marker advances 4 spaces. Pursue Discard the top Lead card from a pile to the Impossible. The discarded Lead card is a Dead 3 3 55 Lead and is placed face-down in the Impossible. 10 9 Crime of Then reveal the next Lead card. The discarded Passion card counts towards the number of cards currently Evidence EvidenceClue Suspect movements Motive MOTIVEFridayLong browndusk, suspect single hair, exited Motive possibly a woman’s? Crime of Passion a squalid East End property, in the Impossible. Egotistical Tendencies opium den? And was MOTIVE The worst affairs happen followed to Baker Street. The suspectbehind will think locked he’s doors. better We must than us. We’ll catchopen him the while door. he’s showing off.

Note: discarding the last Lead card in a pile causes Pursuing allows players to discard the player to lose the game. the Witness 9 to the Impossible. They then reveal the next Lead in that pile: Tracks 10.

Any Evidence cards in the Lead section, whether they were there as Evidence or to increase the Lead value, are then shuffled into the Evidence deck. If the Evidence deck is empty, then the shuffled cards create a new Evidence deck. The Impossible “How often have I said to you that when you have eliminated the impossible, whatever remains, however improbable, must be the truth?” - Sherlock Holmes Players must ensure that the evidence they gather is solid. To do this, they must gather enough eliminated Evidence to bring the Investigation track to exactly 20. However, the Impossible may only contain the number of cards shown on the Case File card. Whenever a card is added to the Impossible in excess of this value, the Holmes marker advances 1 space closer to 0 on the Holmes track. All cards placed into the Impossible count towards the number of cards allowed in the Impossible whether they are eliminated Evidence or Dead Leads. There are three ways in which cards are added to the Impossible: 1. As eliminated Evidence with the Eliminate action: A player plays a card from their hand face-up into the Impossible. The Investigation marker advances by that Evidence number on the the Investigation track. 2. As Dead Leads with the Pursue action: A player discards a Lead from a section face-down into the Impossible. The Lead value is not added to the Investigation track. 3. As Dead Leads with the Investigate action: A player plays an Evidence card that causes the Evidence value to exceed the Lead card’s value. The Lead card is discarded face-down into the Impossible. The Lead value is not added to the Investigation track. 9 Game End The game ends in the players’ victory when: • The third and final Lead is confirmed and the Investigation marker is on space 20. The game ends in the players’ defeat, and Sherlock’s victory, when: • The Holmes marker reaches space 0. • The Investigation marker exceeds space 20. • The last card of any Lead Section is discarded to the Impossible for any reason. • The third and final Lead is confirmed and the Investigation marker is not on space 20. Character Cards

9 The Character cards change the basic rules of the game. They are intented to allow the players an additional level of roleplay within the game, and can also be used as a help or a hindrance in order to level the skills of players themselves. This is represented on the Character cards by pipes on the bottom of the cards. The more pipes a card has, the easier that character will make the game. You may not Confirm Leads. Once per game, as an action, Additionally, each character card also has a number at the top of the card. This is move the Holmes marker back one space. Agent used to determine player order at the start of the game (Closest to 1 goes first). In all instances the rules on the Character cards take preference over the basic rules. 1 Inspector Lestrade Inspector Bradstreet The lean, ferret-like detective has The tall Bow Street detective become Holmes’ most trusted known for making assumptions contact within Scotland Yard. based on false testimony. Lestrade has learnt much from Bradstreet struggles using The Holmes marker does not advance when you Eliminate Evidence cards to the Impossible. observing Sherlock’s techniques. documents as evidence.

Scotland Yard 2 Inspector Gregson Inspector Gregson Inspector Hopkins As Holmes once said, Gregson A promising detective and is the smartest of the Scotland student of Holmes’ deductive Yarders. The detective is methods. Nonetheless, young particularly good at eliminating Hopkins is unreliable when When you Eliminate a card, the Investigation marker advances by twice the card’s number.the impossible. dealing with witnesses.

Scotland Yard 3 Inspector Baynes Inspector Baynes Inspector Jones The stout Surrey detective is Tenacious as a lobster, Athelney often too easily convinced of the Jones will bumble into a crime guilt of a suspect. Holmes is most scene and arrest an entire pleasantly surprised when he household if he has to. Sadly, When you Confirm a Lead, move the Holmes marker backconfirms the right lead. the Scotland Yarder often misses two spaces instead of one.

Surrey Police Force obvious tracks. 10 13 Lady Hilda Hope Inspector Forrester Lady Hilda Hope A smart, keen-faced fellow, Daughter of a Duke and wife of Forrester is nonetheless prone an important politician, Lady to missing key information that Hilda knows how to handle Holmes naturally spots from herself in society. Intriguingly, On your turn, you may take the physical clues. Assist action twice, but only advance she also seems to know a lot the Holmes marker once. about the case. Client14 Sir Henry Baskerville Inspector Martin Sir Henry Baskerville The Norfolk Constabulary detective The small, alert, gentleman is is a dapper man with a quick, alert fast becoming worn-out and manner. Unfortunately, Martin is shell-shocked by recent events. He will help in any way possible also totally overwhelmed by Holmes’ Once per game, as an action, swap one Evidence card from the Impossible with any Evidence cardto draw the case to a conclusion. deductions. in a Lead section. Adjust the Investigation marker according to the card removed and the one added.*The swap may include an Evidence Client 9 card that currently adds to a Lead’s Irene Adler Irene Adler value. Holmes does not move. 15 To Holmes she is always the woman Langdale Pike and she uses this as an ace up her Langdale Pike sleeve. She might not be so easily The celebrated gossipmonger can trusted by Scotland Yard, though. provide key information from You may not Confirm Leads. Once per game, as an action, unnamed sources. His rumours move the Holmes marker back one space.

Agent often have those around him 10 Once per game, as an action, swap one card in your hand with one card seeing things differently. Mary Morstan in another player’s hand.

Mary Morstan Gossip Columnist 16 The future Mrs. Watson was a key Wiggins witness in an early case. Being both Wiggins comely and courteous, Mary is able Head of the Baker Street to easily influence those around her. Irregulars, the young urchin is You may Confirm a Lead whose Evidence total is 1 less than the Lead value. often dispatched to tail suspects.

Client His help can be invaluable in 11 When you Pursue a new Lead, the discarded Lead card does not go into thefollowing new leads without Lady Eva Blackwell Impossible and is removed from the game. wasting time and effort. Lady Eva Blackwell Baker Street Irregular 17 The debutante, compromised by a Mrs Hudson blackmailer, seizes an opportunity Mrs Hudson and takes the law into her own The long-suffering landlady of hands. , Mrs Hudson Every time you draw new Evidence cards, draw two cards. The player to your right tells you which to keep, and which to return to the can be relied upon to tidy up bottom of the Evidence deck.

Client the piles of papers and evidence On your turn, as an action, remove a face-up 12 Evidence card from the Impossible and shuffle it Helen Stoner into the Evidence deck. Then move the Investigationgathering dust. marker back the18 appropriate number of spaces. Helen Stoner TobyHousekeeper Living in fear after the death of her Toby sister, Miss Stoner will help in any Half spaniel, half lurcher with a way possible to get to the bottom clumsy, wobbling gait, Toby the of the case. dog can be trusted to sniff out the At the start of the game, raise the Impossible card limit by 1. most useful evidence and bury On your turn, as an action, you may look at the top card of the Evidence deck. Do not reveal Client anything about it. Then put it back, or bury it less important information. at the bottom of the Evidence deck. Dog 11 Credits Designers: Robin Lees and Steve Mackenzie Illustration: Atha Kanaani Lead Graphic Design: Philippe Guérin Graphic Design: Marie-Elaine Bérubé Editing: Jean-François Gagné Robin & Steve would like to thank: All the people who participated in the various play tests, providing valuable feedback. The users of BoardGameGeek.com who showed so much interest in the print and play version. Z-Man Games for publishing the game. Our special thanks to Richard “Rahdo” & Jenefer Ham, without whose enthusiasm the game would have walked a very different path, and to Kolja “Flashhawk” Geldmacher for showing them his copy. Thank you all. Steve would like to thank: Robin for his gaming expertise and endless powers of ingenuity, to mum, Jo and the clan for all their support, and Rich, James, Jane and other irregulars, for listening to my crazy schemes over the years (“…so I’ve got this idea for a game.”). Robin would like to thank: Lone, Oliver, and Tobias for putting up with the endless games. His parents, brother & family for their support. And of course to Steve for being the sparring partner, in both game play and design, without whom none of this would have been possible. Play on!

Z-Man Games wishes to thank Mike Young for his deduction and proofreading skills. © 2016 F2Z Entertainment Inc. 31 rue de la Coopérative Rigaud QC J0P 1P0 Canada

Z-Man, Z-Man Games, Z-Man Games & Design are trademarks [email protected] of F2Z Entertainment Inc. www.zmangames.com 12