Introduction Watson & Holmes Is a Game of Deduction Set Within The
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Introduction players proceed to visit the locations where the clues are located. Each location can not be accessed by more than one player at any one time, so Watson & Holmes is a game of deduction set within the magni cent if two or more players want to go to the same place, the player who travels works of Arthur Conan Doyle. Two to seven aspiring detectives will step there the fastest (i.e. he who uses the largest number of Carriage Tokens) into the shoes of Doctor Watson and, working alongside the detective gets the clue, forcing the others to go to a different location. Once every Sherlock Holmes, will try to solve a series of, so far unpublished cases player has a destination, they proceed to read in secret the clue that was directly extracted from the diaries of Doctor John H. Watson. discovered at that location. They can discreetly take any notes they deem appropriate. Once this is done, the cards are returned to their place so Those who accept the challenge will relive the adventures of the crime- that others can read them in later turns. solving duo, visiting each of the locations where the inquiries were made. Following the trail, each clue will bring players closer to solving the case. This procedure is repeated during each turn until one player believes he has found the solutions to the case: at that time, he must go to 221B The objective of the game is to immerse yourself in the Victorian world Baker Street to check if his answers are correct. If all the answers are depicted in each story. Visit the right places, decipher the clues and above correct, the player wins. If they are wrong, he will have lost and retires all, nd the path that will lead you to solve the mystery before anybody from the game, and the game continues. else. Victory will be taken by the player who accurately uses the deductive reasoning so famously and ingeniously implemented by the hero of 221B Each detective will also have the invaluable assistance of a number of Baker Street. Sherlock Holmes’ allies, above all, the good Dr Watson and of course of the detective himself. Summary ATTENTION!!!! The game consists of a series of separate cases, each of which raises Do not read any card or inside any of the Case Booklets. This will a number of questions that each player will try to solve before anyone ruin the game! Read the Instruction Booklet in its entirety before else. To do this, once the case and the questions have been read aloud, looking at the game components. Player Pawns: These represent the players themselves and are used to signal Game components the location that the player wishes to visit in the Visiting Phase, and shows the • 13 Case Booklets (introduction, questions to solve and case solution) location where each player is located in the Investigation Phase. • 207 Location Cards • 2 Special Cards (Watson and Holmes) Player Token: These are used to indicate each player’s • 7 Player Pawns in 7 colours corresponding colour and, in cases which have more than one • 7 Player Tokens (magnifying glass) in 7 colours zone, they are used to indicate in which zone each player nds • 57 Carriage Tokens (52x1 and 5x5) himself. • 6 Police Tokens • 6 Call Off Tokens Carriage Tokens: These represent the carriages that players • 2 Lockpick Tokens can use to move from one location to another. They are used • 8 Character Cards to bid for Location Cards when several players want to go to • 1 Carriage Stop Card the same place and also to carry out the actions on some of the Character • 1 Toby Token Cards. Normally, the game begins with 10 per player. Players can obtain more • 1 Wiggins Token at locations marked with the symbol and at the Carriage Stop Card. • 1 Start Player Token (Diary) Police Tokens: These indicate that the location (object or person) Case Booklets: Each case comes with its is under police surveillance. They are placed on the Location Card corresponding booklet which introduces the that the player has just read to restrict access to it in subsequent circumstances of the incident, sets the questions rounds. In most cases players begin the game with one Police that players have to solve to win the game and Token. Players can obtain more tokens when visiting Scotland the solution provided by Sherlock Holmes. Yard or any other location marked with the symbol . This same booklet contains any additional rules Call Off Tokens: These represent a police order calling off the that are unique to that particular case. police surveillance at that location (object or person) i.e. they are used to remove Police Tokens. The Call Off Token eliminates Location Cards: These represent the different the Police Token permanently and for all players. They are usually places involved in the case. One side of the card obtained at Scotland Yard or any other location marked with the shows the name and number of the location and symbol . on the other, the text containing possible clues, evidence and witness information obtained at Lockpick Tokens: Used to access and read the text on that location. cards in locations that are under surveillance, i.e. have a Police Token or those which show the symbol .The The names of some of these cards are simply the name of the character you Lockpick Token does not eliminate the Police Token, it only are visiting, or an object which you are examining, without mentioning the allows the player who possesses it to pass. They are obtained from locations location. However, they are still counted as Location Cards. marked with the symbol . Toby and Wiggins Tokens: These Tokens are only Watson and Holmes Cards: These cards used by the player in possession of the Toby or are available throughout the game, so that Wiggins Character Cards, see below. players can ask for help from the game’s protagonists. Their function is explained in detail below. Start Player Token: This is used to indicate the start Place the Location Cards in the centre of the table as described in the player for each round and is always taken by the player Case Booklet, always with the place name face up. Next to the Location who obtained his location card last in the previous Cards, and visible to all players, place the Watson and Holmes Cards and the round. Carriage Stop Card. Carriage Stop Card: At this location players The player with the best acting skills and reading voice takes the Case can obtain Carriage Tokens: 3 Carriage Tokens Booklet and the Start Player Token (the Diary). every time a player spends a turn here. Each player chooses a Player Pawn and his corresponding Player Token (magnifying glass). Unless the Special Rules of the case you are going to play (if there are any) indicate otherwise, distribute to each player: 10 Carriage Character Cards: These represent Sherlock Holmes’ Tokens, 1 Police Token, a piece of paper and a pen. most important allies. They provide the player who has the card with an extra bene t that they can use during Note: In games where there are more than 5 players, only the rst 5 the game. players are given Police Tokens. Beginning with the player who has the Start Player Token and continuing in a clockwise direction. The sixth and seventh players, if any, start the game with a Call Off Token each. Lastly, and after shuf ing them, 1 Character Card is given to each player; this should be hidden from other players and placed face down on the table Important: The game components are limited. If during a game a player next to the player. can not obtain a token of any type because the stockpile in question has run out, he simply does not obtain the token. Note: In games where there are less than 4 players, the Wiggins Card is returned to the box. No player can have in his possession more than 1 Police Token, 1 Call Off Token or 1 Lockpick Token at any one time. i.e. the most he could have The remaining tokens are separated by type and made into a stockpile is one of each type of token. accessible to all players. It is recommended that each type of token is placed next to the corresponding symbol on all the relevant cards, if there is one. Setup The Start Player reads the Introduction of the Case Booklet out loud Before the rst game carefully punch out all the tokens. Unpack the cards, including the questions that need to be solved in order to win the game. Then, separate them and place each case in a separate bag. Be careful not to read he explains any possible Special Rules (also written in the Case Booklet) that the text on any of the cards!!! the case being played may have. As soon as this has been read the game begins. Choose one of the cases and take out the Case Booklet and the Location Cards that belong to that particular case. Always taking care not to open The QR code included in the Case Booklets will direct you to a reading of the Case Booklet or read any of the text found on the cards during game the case presentation and the set questions. To hear it you will need a mobile preparation. device (mobile phone; tablet etc.) to read the codes. If this option is chosen, the Start Player will be chosen randomly by any method.