RulesPal
Chat
Rulebook
Casefile: Truth & Deception Game thumbnail

Casefile: Truth & Deception Game

Casefile: Truth & Deception Game Rulebook

Table of Contents

Table of Contents

  • Contents
  • Object of the Game
  • Set Up
  • Cards
    • Evidence Cards
    • False Evidence Cards
  • Playing the Game
  • During a Round
    • Asking
    • Trading and Offers
  • The Deception Die
  • Winning the Game

Contents

  • 1 Casefile Gameboard
  • 4 Case Trackers
  • 4 Dry-Erase Markers
  • 44 Cards
  • 1 Deception Die
  • 1 Confidential Folder

Object of the Game

Be the first detective to solve the case by naming the correct suspect, weapon, motive, and location.

Set Up

Place the gameboard in the center of the play area, and give each detective a case tracker and dry-erase marker.

One detective separates the cards into 5 decks: suspect, weapon, motive, location, and false evidence. Shuffle each deck, keeping the cards facedown, and then take one card from the suspect, weapon, motive, and location decks. Put all 4 cards inside the confidential folder, then close it and set it next to the gameboard. This is the solution to the crime you're trying to solve.

Shuffle all remaining evidence and false evidence cards together into 1 deck and place it on the board in the "draw" section on the gameboard.

Cards

Evidence Cards

There are 4 types of evidence cards (suspect, weapon, motive, and location). These cards can only be offered as a trade with another detective when the primary detective has asked about that specific card.

Evidence types are represented by icons:

  • Suspect
  • Weapon
  • Motive
  • Location
  • False Evidence

False Evidence Cards

These cards can be offered up for trade whenever another detective asks for evidence, or used in a trade if you are the primary detective. False evidence cards may be useless to the other detective when trading (red herrings), or it can have a bonus action.

Bonus Actions: When a card has a bonus action, it can be played by discarding it instead of trading with another player. Some can be played in addition to your turn, some take the place of your turn, and others can be played at any time during a round.

If a detective has more than 1 false evidence bonus action card in their hand, they can only use 1 false evidence card per turn.

If there is a false evidence card you don't want to use, it can be used as your "discard" card at the end of a round.

Playing the Game

The youngest person goes first and starts the game by dealing 5 cards to each detective. This person becomes the primary detective for the first round and takes the deception die.

All detectives begin by reviewing any false evidence cards they may have received, and marking the evidence cards in their hand on their case tracker with the dry erase marker. Each evidence card shows the type, the name, and a point value from 1 to 3.

The primary detective takes the first turn.

During a Round

  • The primary detective will go first and ask about 3 pieces of evidence (see Asking).
    • If other detectives are willing to trade, they will provide the total point value of their card(s), and the requesting detective must decide if they want to complete the trade(s) by swapping card(s) of equal point value (see Trading and Offers).
    • Once a trade has been made, evidence should be marked off on the case tracker.
  • Gameplay continues to the left of the primary detective, and each player gets to ask about 3 pieces of evidence and complete trades if they want.
  • Once all detectives have taken a turn asking, the round is over and the primary detective rolls the deception die.
    • Based on the dice roll, the primary detective may have to reveal a piece of evidence from their hand to the group (see The Deception Die).
  • All detectives discard or draw until they have a total of 5 cards in their hand.
  • All detectives mark any new evidence they received in their case tracker.
  • The deception die moves left to identify the next primary detective and a new round begins.

Asking

When a detective is asking for information, they ask out loud about 3 pieces of evidence from the other detectives. These 3 pieces of evidence can be any combination of types, such as: 3 locations, 1 weapon / 1 suspect / 1 motive, 2 motives / 1 location, etc. Usually, the pieces of evidence are things the detective has not crossed off yet on their case tracker.

Example: Does anyone have any evidence on the library, the tattoo artist or the revolver?

Trading and Offers

After a detective has asked for evidence, all other detectives review their cards and if any match the requested evidence (or if they have any false evidence cards), and the detective wants to trade, they will call out the sum of all point values on those cards.

NOTE: A detective does not have to offer a trade even if they have a card! They can also share a false evidence card, or re-share an evidence card that has already been revealed!

The requesting detective does not have to agree to any offers, but if they choose to trade with someone, they must provide card(s) that equal the other detective's stated point value.

  • Multiple trades can be completed on a detective's turn.
  • If no detectives offer to trade evidence, the requesting detective can discard 1 evidence card and draw 1 new evidence card.
  • Any detectives who traded evidence should mark any new evidence received on their case trackers.

The Deception Die

After all detectives have completed their turn, the round is over and it's time for the primary detective to roll the deception die. They might have to reveal a piece of evidence from their hand to the entire group by showing that evidence card and checking it off on the gameboard, or they might escape the round without having to reveal — it all depends on luck! All detectives should mark any evidence revealed in their case trackers.

The deception die has 6 sides:

  • Suspect symbol: you must reveal 1 piece of suspect evidence from your hand and mark it on the gameboard.
  • Weapon symbol: you must reveal 1 piece of weapon evidence from your hand and mark it on the gameboard.
  • Motive symbol: you must reveal 1 piece of motive evidence from your hand and mark it on the gameboard.
  • Location symbol: you must reveal 1 piece of location evidence from your hand and mark it on the gameboard.
  • X: The right to remain silent. You do not have to reveal any evidence.
  • Star: you must reveal 1 piece of evidence of any type from your hand and mark it on the gameboard.

NOTE: False evidence cards cannot be played during the deception die roll phase. Detectives can also reveal evidence that is already marked on the gameboard.

If the primary detective's roll lands on a specific type of evidence to reveal and they do not have a card of that type in their hand, they must reveal 2 evidence cards of any type to the other detectives. Cards must be physically shown to the other detectives before they are marked off on the center gameboard.

All detectives can now reset their hands to 5 cards.

  • If a detective has less than 5 cards, they must draw until they have 5 total cards.
  • If they have more than 5 cards, they must discard any additional cards.

When a detective draws or receives a new piece of evidence, they should mark it on their case tracker. Finally, the deception die passes to the left, identifying the primary detective for the next round, and a new round begins.

Winning the Game

At the beginning of any detective's turn, they can attempt to solve the case. First, they must circle the suspect, weapon, motive, and location on their case tracker, and announce to the group their prediction. Then they can open the confidential folder and look at the evidence cards (without letting other detectives see).

  • If they are correct, they win! The detective reveals the cards to the other detectives and the game is over.
  • If they are incorrect, the detective tells the group they were wrong but does not explain what part of their prediction was incorrect. That detective is now out of the game and should close the confidential folder and replace it on the gameboard and add their cards to the discard pile. Gameplay should continue until another detective is ready to solve the case.

If all players' attempts are incorrect, the murder remains unsolved. Remove all evidence cards out of the confidential folder to reveal the who, what, where and why of this crime!