Beyond Baker Street
Beyond Baker Street Rulebook
Table of Contents
Table of Contents
Overview and Goal
Beyond Baker Street is a cooperative game where you must unite your intellect to solve a case before the great Sherlock Holmes 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.
Contents
6 Case Files Cards These are the various cases you must solve before Holmes.
28 Lead cards, comprised of The Motives, Opportunities, and Suspects that may have committed the crime.
- 8 Opportunity Cards
- 8 Motive Cards
- 12 Suspect Cards
24 Evidence Cards Each player's hand is made up of Evidence cards. Players must always hold their Evidence Cards facing away from them.
In this manner you will not know which Evidence cards you have, only seeing the backs of the cards in your hand, but see the cards held by the other players.
18 Character Cards Introduced after your first game, characters will influence how you play the game. Brief bios can be found on pages 10-11.
1 Investigation Board
4 Reference Cards
3 Confirm Markers
1 Investigation Marker
1 Holmes Marker
1 Rule Book
Evidence Icons
- The footprint and carriage tracks the characters can follow to ascertain the identity or whereabouts of the suspect.
- The family, friends, neighbours, and passers-by interviewed by the characters to help corroborate their suspicions.
- The characters finding small details at the scene of the crime and following up on them in their investigations.
- The paper trail surrounding the investigation: newpapers, legal documents, maps, deeds, telegrams, and photography.
Game Setup
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Prepare the Investigation board: a. Players select the Case File card they wish to attempt to solve. The higher the number, the more difficult the case. First game: use Case File 1. b. Look at the Holmes rating on the Case File card and place the Holmes marker onto that space of the Holmes track. For Case File 1, this is space 15. c. Shuffle each of the Lead piles (Suspect, Motive, and Opportunity) separately. Place 3 cards of one type face-down on each of the 3 Lead sections of the board. Turn the top card of each pile face-up. 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).
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Shuffle the Character cards and give 1 to each player. 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.
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Return any unused Case File, Lead, and Character cards to the box.
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Give each player a Reference card. Shuffle the Evidence cards and deal cards to each player based on the number of players.
# of Players Cards 2-player game 6 3-player game 4 4-player game 3 PLAYERS MUST NOT LOOK AT THEIR OWN CARDS. The only hand of cards you should see are those held by the other players.
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The remaining Evidence cards are placed face-down on the designated area of the board. This becomes the Evidence draw deck.
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The player with the lowest numbered character card (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.
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.
By Assisting, you could identify these cards by saying only one of the following...
- a. This a 2.
- b. These are 1s.
- c. This is a Clue.
- d. This is a 5.
- e. These are Documents.
- 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:
- The Evidence icon matches and the total Evidence does not exceed the Lead's value. The number on the Evidence card is added to the other Evidence 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.
- The Evidence icon matches and the total Evidence exceeds the Lead's value. If the total number of Evidence exceeds the Lead card's value, it becomes a Dead Lead (covered in The Impossible section on page 9). Move the Lead card face-down to the Impossible where it now counts towards the number of cards currently in the Impossible. Reveal the next Lead card of that pile. All Evidence cards played to that Lead are shuffled back into the Evidence deck. If there are no cards in the Evidence deck, then the shuffled cards create a new Evidence deck.
- The Evidence icon does not match the Lead. If the Evidence icon does not match the Lead, then the Evidence card's number will be added to the total Evidence required to confirm the Lead. Place the incorrect Evidence card beneath the Lead card so that the Evidence Number is still showing. The added Evidence icon is ignored.
Confirm
If the total Evidence value played to a Lead is exactly equal to the value of the Lead card (and any cards added to it), you may confirm 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.
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 is now considered eliminated and the Evidence number on this card is added to the Investigation track. Advance the Investigation marker by the value of this card.
After playing your card, draw a new card from the Evidence draw deck.
Pursue
Discard the top Lead card from a pile to the Impossible. The discarded Lead card is a Dead Lead and is placed face-down in the Impossible. Then reveal the next Lead card. The discarded card counts towards the number of cards currently in the Impossible.
Note: discarding the last Lead card in a pile causes the player to lose the game.
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:
- 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 Investigation track.
- 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.
- 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.
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
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.
Additionally, each character card also has a number at the top of the card. This is 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.
Inspector Lestrade
The lean, ferret-like detective has become Holmes' most trusted contact within Scotland Yard. Lestrade has learnt much from observing Sherlock's techniques.
Inspector Bradstreet
The tall Bow Street detective known for making assumptions based on false testimony. Bradstreet struggles using documents as evidence.
Inspector Gregson
As Holmes once said, Gregson is the smartest of the Scotland Yarders. The detective is particularly good at eliminating the impossible.
Inspector Hopkins
A promising detective and student of Holmes' deductive methods. Nonetheless, young Hopkins is unreliable when dealing with witnesses.
Inspector Baynes
The stout Surrey detective is often too easily convinced of the guilt of a suspect. Holmes is most pleasantly surprised when he confirms the right lead.
Inspector Jones
Tenacious as a lobster, Athelney Jones will bumble into a crime scene and arrest an entire household if he has to. Sadly, the Scotland Yarder often misses obvious tracks.
Inspector Forrester
A smart, keen-faced fellow, Forrester is nonetheless prone to missing key information that Holmes naturally spots from physical clues.
Lady Hilda Hope
Daughter of a Duke and wife of an important politician, Lady Hilda knows how to handle herself in society. Intriguingly, she also seems to know a lot about the case.
Inspector Martin
The Norfolk Constabulary detective is a dapper man with a quick, alert manner. Unfortunately, Martin is also totally overwhelmed by Holmes' deductions.
Sir Henry Baskerville
The small, alert, gentleman is fast becoming worn-out and shell-shocked by recent events. He will help in any way possible to draw the case to a conclusion. The swap may include an Evidence card that currently adds to a Lead's value. Holmes does not move.
Irene Adler
To Holmes she is always the woman and she uses this as an ace up her sleeve. She might not be so easily trusted by Scotland Yard, though.
Langdale Pike
The celebrated gossipmonger can provide key information from unnamed sources. His rumours often have those around him seeing things differently.
Mary Morstan
The future Mrs. Watson was a key witness in an early case. Being both comely and courteous, Mary is able to easily influence those around her.
Wiggins
Head of the Baker Street Irregulars, the young urchin is often dispatched to tail suspects. His help can be invaluable in following new leads without wasting time and effort.
Lady Eva Blackwell
The debutante, compromised by a blackmailer, seizes an opportunity and takes the law into her own hands.
Mrs Hudson
The long-suffering landlady of 221B Baker Street, Mrs Hudson can be relied upon to tidy up the piles of papers and evidence gathering dust.
Helen Stoner
Living in fear after the death of her sister, Miss Stoner will help in any way possible to get to the bottom of the case.
Toby
Half spaniel, half lurcher with a clumsy, wobbling gait, Toby the dog can be trusted to sniff out the most useful evidence and bury less important information.
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.
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Z-Man, Z-Man Games, Z-Man Games & Design are trademarks of F2Z Entertainment Inc.