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Epäillyt

Epäillyt Rulebook

Table of Contents

Table of Contents

  • Components
  • Preparation
  • Goal of the Game
  • Playing the Game
    • Placing a New Detective Token
    • Performing Actions
      • 1) Moving a Detective Token Using an Action Tile
      • 2) Using Tram
      • 3) Information Exchange
  • Apprehending the Suspects
  • Notable Places Appearing in the Game

Components

Game board, 12 detective tokens 36 round clue tiles (3 each for the twelve characters) 12 square alibi tiles (1 for each of the twelve characters) 6 extra clue tiles and 3 extra alibi tiles 12 starting place tiles (numbered from one to twelve) 16 action tiles (numbered from one to four) 4 character cards (with the 12 characters depicted) 4 game screens, story booklet, rules booklet

Preparation

Lay the game board on the table and give each player a character card (with illustrations of all the characters) and a game screen. The purpose of the game screen is to hide from other players the character card and the clue and alibi tiles that are stacked on it. Each player chooses three detective tokens of the same colour. Deal the action tiles so that each player has one tile of each number (1, 2, 3 and 4). The players place their action tiles number side up and keep them visible to all players.

Carefully perform the following procedure to the clue tiles (round character tiles) and alibi tiles (square charater tiles):

  1. Pile the clue and alibi tiles to their respective piles by character. Place the piles to the twelve holes in the game box face down, so that for each character three round clue tiles go first, and atop them a square alibi tile of the same character. Blank clue and alibi tiles are not used in the game.

  2. Hand over the game box to a player who doesn't know the order of the tile piles.

  3. The player randomly chooses one red pile and moves the alibi tile, facing down, on top of the pile to the crime scene square (marked with red dotted line) on the game board. The player places all three clue tiles in the same pile face down next to the game board.

  4. The player chooses another red pile, from which they place the alibi tile and two clue tiles next to the game board. One clue tile is left in the game box. Note: from this and the following two piles the alibi tiles are placed next to the game board, not in the crime scene square.

  5. The player chooses a third red pile, from which they place the alibi tile and one clue tile next to the game board. Two clue tiles are left in the game box.

  6. The player takes the fourth red pile, from which they move only the alibi tile next to the game board. All three clue tiles are left in the game box.

  7. The player repeats steps 3-6 to both blue and green piles.

  8. Make sure the crime scene square has exactly one alibi tile of each colour. Note: Do not look at their faces. These tiles determine the guilty characters and are revealed at the end of the game.

  9. Shuffle thoroughly . Place them to the grey street squares in free order. This makes the game different every time. Do not, however, place tiles to the numbered starting squares, tram stop squares or named character squares.

Now shuffle the starting place tiles (large square tiles with numbers from one to twelve) and give each player three of them. The remaining tiles are removed from the game. The players do not need to show their starting place tiles to other players.

Goal of the Game

December 21, 1934 - A renowned businessman Edvard Falk has been murdered in cold blood at the Helsinki Senate Square. The players goal is to find the three persons guilty of this crime -- one person each of the following groups: men of wealth (blue group), women (red group) and working class men (green group). It is challenging case, since there are four suspects in each group.

The players attempt to crack the case with the help of clue and alibi tiles. Each of the three guilty characters have three clue tiles (round tiles) on the game board. The innocent have only two, one or no clue tiles on the board. Alibi tiles (square tiles) instead are found only for the innocent characters. In other words, every clue tile a player finds makes that character more likely to be guilty. Three clue tiles of the same suspect confirms them guilty. The alibi tiles of the guilty characters are in the crime scene square, where they will be revealed at the end of the game. The players goal is to uncover they guilty and apprehend them before the other players!

Playing the Game

The starting player is chosen randomly, after which the turns go in clockwise direction. A player may during their turn either place a new detective token on the board or perform actions with one of the detective tokens they already have on board.

Placing a New Detective Token

Player reveals one of their city tiles and places their detective token into the starting square indicated by the number on the city tile. The city tile is removed from the game and the player ends his turn.

Performing Actions

During one turn, a player may only perform actions with a single detective piece they already have on the game board. The actions can be performed in the following order:

  1. Moving a detective token using an action tile
  2. Using a tram
  3. Information exchange

A player must perform at least one action. A player may perform any one or two actions, skipping other actions, or perform all three actions. However, all actions must be performed using the same detective token and in aforementioned order.

Note: When, during the endgame, a detective piece has been moved to a character square, it may no longer be used for information exchange.

Example: Player has already performed information exchange and thus cannot use a tram.

1) Moving a Detective Token Using an Action Tile

Player takes the action tile of his choice that has its number side up, and flips it over. The player then moves one of his detective pieces in the direction of his choice by at most the number of steps indicated by the number on the tile. The routes of travel are marked by blue lines. The player may stop at any square, but when using an action tile, they must move at least one square. The player may not end up in the same square they occupied before moving. When a player uses the last of his four action tiles, he may turn all of his action tiles number side up.

The players' goal is to collect the clue and alibi tiles found on the game board. When a player moves his detective piece to a square containing a clue or alibi tile, he take the tile and place it on his character card, behind the game screen. If a player collects both alibi and clue tiles for the same character, it is useful to place the clue tile on top of the alibi tile. A player may not continue his turn after collecting a clue or an alibi tile.

Note: the tiles in the crime scene cannot be collected, since they reveal the guilty characters at the end of the game.

2) Using Tram

Using tram requires that the player's detective token is in a tram stop square (marked with a yellow-green tram symbol). The detective token may have already been in the tram square, or the player may have moved it to the square using an action tile. A player may travel with the tram for one stop to the direction of his choice. The tram routes are marked with yellow lines. When using a tram the detective token must always end up in a tram stop square. The player may not collect the clue or alibi tiles that possibly are along the route.

3) Information Exchange

Information exchange requires that a player has his detective token in a square together with a detective token of that player with which the player wishes to exchange information. The player's detective token may have already been in the square, or the player may have moved it into this square during the same turn by using an action tile or tram. Other players may not decline exchanging information.

Note: A player may only exchange information with a player that is in the same square with that detective piece that the player moved before information exchange. If the player has not moved their detective piece during their turn, they may freely choose which detective piece they use in the exchange.

In information exchange the players proceed as follows:

The player whose turn it is pays to the player taking part in the information exchange one of any clue tiles the player possesses. The payment is made so that the colour of the tile (the back) is shown to all players, but only the player and the receiver know the tile's character (face side). After the payment the player may ask the player that received the payment for information on any character he chooses.

Example: "Alice, do you have the professor?"

If the other player has a clue tile of the character in question, he must give it to the player that asked about it. If he has more than one clue tile of the same character, he is not required to reveal how many he has but also in this case he gives only one of them to the player asking. If the other player has no clue tile of the character, he must give another clue tile of the same colour as the tile asked. The other player does not, however, reveal to other players whether he had the tile requested or not. The other players will know only that the player gave a clue tile of the same colour as that which was asked.

Note: If the requested clue tile is of the same colour as the clue tile given as a payment and the player does not have the requested clue tile, they may give back the same tile they received as payment. There fore it is seldom fruitful for a player to request a tile of the same colour they have given as payment.

If the other player of the exchange has no clue tiles of the requested character and no clue tiles of the same colour, he announces all players, that he has no clue tiles of the colour in question. In this case he does not need to give the requesting player anything. After the information exchange a player's turn is over. If he wishes, the player may use the same detective token for information exchange on his next turn.

Note: The requests for information exchange do not involve the alibi tiles the players have collected. Therefore the players never give their alibi tiles to other players during information exchange.

Apprehending the Suspects

Each of the suspected characters are located on the game board according to their workplaces. The mission of the players is to go to apprehend the guilty characters using their three detective tokens so that one detective token is moved to each character the players think is guilty, in their respective character squares (one detective token each in red, blue and green character square). Players may start moving their detective tokens to the character squares when there are at most five clue and alibi tiles altogether left uncollected on the game board. Moving a detective token to a character square is done as normal moving by using an action tile. After a player has moved their detective token to a character square, it may no longer be removed from the square. That player's choice is therefore final for the colour in question. Players may move their detective tokens to the character squares in free order.

The players may suspect the same character and move their detective tokens in the same character square. Thus a single character square may have the detective pieces of all the players in it. However, the players may not move all three of their detective tokens in the exactly same character squares as another player has moved his. This does not prevent there being a detective token of another player in all three character squares, as long as the group of the three chosen characters is not identical with any of the other players. When moving his third detective token to a character square, the player must take care that no other player has already moved all three of their detective tokens to the same character squares.

When one player has moved all three of their detective tokens to the character squares, his turn will be skipped from now on. After that no player may collect more clue or alibi tiles nor exchange information with other players. The game will be over when every player have moved all three of their detective tokens to the character squares. After that the guilty characters will be revealed by turning over the three tiles in the crime scene square. The player who was correct about the identity of all three guilty characters is the winner! If none of the players has gotten all three characters correct, the winner is that player who has most of the characters correct. In case of a draw, the winner is determined by who moved their third detective token into a character square first.

Note: A draw may not occur when one of the players has correctly suspected all three of the guilty characters.

Notable Places Appearing in the Game

  1. Hotel Torni - Hotel Torni, opened in 1931 and designed by architect office Jung & Jung, is one of the tallest buildings in Helsinki. During the war Torni was called "Spy Central" and in the years 1944-47 the Allied Control Commission was housed there.

  2. Skoha's House - Drawn by Theodor Höijer, who designed several buildings in Helsinki, the Neo-Renaissance Skoha's house was one of his early works from the 1870s. It was demolished in 1965 to make room for the "sausage house" designed by Viljo Revell and Heikki [text ends here in the printed booklet].

  3. Swedish Theatre - Designed by Nicholas Benois in 1866, the Swedish theatre retained its highly decorated look until mid-1930s, when it received its current Functionalist look in renovations designed by Jarl Eklund and Eero Saarinen.

  4. Rikhardinkatu Library - Ready in 1881, this building designed by Theodor Höijer was the first building in the Nordic countries that was designed as a public library. In the 1920s it received an additional floor, designed by Runar Eklund.

  5. Heimola House - This Art Nouveau building designed by Onni Tarjanne was completed in 1910. The Finnish Parliament assembled here between 1911-30 and was the place where the declaration of independence of Finland was made on December 6, 1917. It was demolished [text ends here in the printed booklet].

  6. Hotel Kämp - Hotel Kämp opened in 1887 in a building designed by Theodor Höijer. It was demolished in 1965, but the facade on the Esplanadinkatu side was rebuilt according to the original. On the Kluuvikatu side was built an office building designed by Antero Pernaja.

  7. University Practice Hall - Carl Ludvig Engel, who designed the Helsinki University main building, also drew a practice hall on the other side of the plot. It was dismantled in 1935-37 to make room for the extension of the main building, designed by J.S. Sirén.

the 18 clue tiles and 9 alibi tiles next to the game board
  • Holy Trinity Church - Designed by C.L. Engel, ready in 1827, the Holy Trinity Church is the oldest Orthodox Catholic Church building in Helsinki. Its style is Neoclassical, and as such very different from the Uspenski Cathedral, which was completed in 1868.

  • House of the Estates - Designed by Gustaf Nyström and completed in 1891, the House of the Estates was built to house the assemblies of the commoner estates. It served its original purpose until 1906, when the first unicameral parliament of Finland was elected.

  • Market Square - The monument erected to commemorate the visit of empress Alexandra of Russia. Designed by C.L. Engel, it is the oldest public monument in Helsinki. The double-headed eagle on top of the monument was toppled in 1917 and restored as late as 1971.

  • House of the Nobility - G.T. Chiewitz designed this Neogothic palace, completed in 1862, to house the assemblies of the nobility. It also served the commoner estates until the House of the Estates was ready.

  • Norrmén Castle - This luxurious residential building, completed in 1897, was designed by Theodor Höijer for the chairman of the Helsinki city council, Alfred Norrmén. It was dismantled in 1960 and was replaced by the Enso headquarters, designed by Alvar Aalto.