Исторический детектив: Ставки сделаны (Historical Mystery: Bets are Made)
Исторический детектив: Ставки сделаны (Historical Mystery: Bets are Made) Rulebook
Table of Contents
Table of Contents
Preparing the Game
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Each card in the game shows two numbers in its top left corner: the deck number and the card number. There are 16 numbered decks in the game, with different numbers of cards. Each deck starts with card 1.
Illustration labels: "This is the deck number" and "This is the card number."
Without shuffling or turning the cards over, separate the decks from one another and place them in front of you face down. You should have 16 decks, each with card 1 on top:
The top card of the first deck (the title card) reads: "This is the top of the deck. Do not shuffle or look at the cards. Read the rules, and when you are ready to play, turn this card over."
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Prepare a phone that can read QR codes, or install any photo app that can. You will need it at the end of the game. You may download in advance, without reading them, the files from both sides of card 16-1, so you will not need internet access.
All set. Finish reading the rules before you start playing.
Starting the Game
Take card 1-1, turn it over and read the introduction aloud. Then follow the instructions on the cards.
Card texts contain icons with deck numbers, for example: Robert [4]. This means you can lay out the deck with that number: turn the top card of the deck face up, and lay the remaining cards of that deck in a row without turning them over.
Illustration caption: "This is how laid-out deck 4 looks: the top card is turned face up, the others lie in a row face down."
After you lay out a deck, study the pictures on the cards and read the text on them (but do not turn the cards over yet).
Tip: pay attention to the illustrations; they may contain clues.
Then discuss together which cards are worth turning over to get information for the investigation. Many cards cost 1 action to study, and you have only 24 actions for the whole game.
Starting with the youngest player, each player in turn chooses which card to turn over. Discussing the course of the investigation and putting forward theories may be done out of turn.
Read the "Actions" section and start the investigation! If you come across unfamiliar symbols on the cards, check the "Card Symbols" section.
Actions
Face-down cards in laid-out decks carry information on their reverse side: it may be useful or useless for the investigation. To study it, you must turn the card over. However, many cards are "paid": you spend 1 action if you turn them over.
You have only 24 actions for the entire game. As soon as they run out, stop the game and go to "End of the Game."
Icon key (illustrations): an arrow without a clock means that you can turn the card over and get information for the investigation without spending an action. A clock next to the arrow means that you spend an action if you turn the card over.
If you turned a card over for an action, the spent action is marked by a clock icon in the card's top right corner. After each card you turn over, count how many actions have been spent. As soon as the count reaches 24, stop the game and go to "End of the Game."
Illustration caption: "For example, if 3 cards with clocks are turned over, you have spent 3 actions."
Tip: for convenience you may take 24 tokens or coins, divide them among all players, and place one on each card turned over for an action. When the coins run out, stop the game. You may also make marks on paper. This is optional but may make counting spent actions easier.
Each player decides on their turn which card is worth studying now. You are not obliged to turn over every card. If you have turned a card over, you may look at the information on its other side at any time, but count that card when you count actions.
Tip: when you question characters, pay attention to their emotions. They hint at how the character reacts to your question.
End of the Game
Take card 16-1 and scan the QR code with the questions. Read the questions aloud. Then each player offers their own answers to each question. You may have different versions of the answers.
At this stage you can no longer open decks or turn over new cards. You must answer based only on the cards that have already been turned over.
When you are ready, scan the QR code with the answers on the reverse side of the same card and read them aloud. Score points for your correct answers and check your result:
- 7–8 points. Against the background of a brilliantly solved case, the crime rate in Chicago has dropped. Crime bosses are afraid to do business under the nose of skilled police officers.
- 5–6 points. You solved the case and drew a lot of public attention.
- 4 points. You were close to the truth, but you did not manage to establish all the circumstances of the case.
- 3 points. You did not gather enough evidence to solve the case. Society trusts the police less and less.
- 0–2 points. Unfortunately, you found out nothing worthwhile, and the criminals, feeling unpunished, seize the city.
Card Symbols
Notation used in this transcription: a deck-number flag is shown as [4] (deck 4). A reference to a specific card is shown as [8-3] (deck 8, card 3). The printed symbols are numbered icons; the words here are the transcriber's rendering of them.
Deck flag [4] (e.g. "Robert [4]"). A numbered flag means you may lay out the indicated deck: turn over the top card of the deck, and lay the remaining cards of the deck in a row without turning them over. In the example you can lay out deck 4, which belongs to Robert. It is best to lay out decks right away, as soon as you receive the instruction.
Additional list at the bottom of a card. At the bottom of a card there is an additional list of all the decks you can lay out, and of the cards you can now refer to.
Illustration text: "Now you can talk to Chris [9-4]. Lay out decks 14 and 15."
Arrow without a clock. An arrow next to an action means you may turn the card over and get information for the investigation without spending an action. For example, you may ask Neil a question without spending an action.
Illustration caption: "Ask Neil where he was at the moment of the murder."
Arrow with a clock. A clock next to an arrow means you spend an action if you turn the card over. For example, you may spend an action to interrogate Pascal. Discuss together whether the action is worth spending on this card.
Illustration caption: "Interrogate Pascal."
Warning sign. If an action has a warning sign next to it, you may turn this card over only under certain circumstances, which the game will tell you about. You may first need to get additional information from other decks. Pay attention to the clock icon: in such cases the card may or may not spend an action as well.
Illustration caption: "You cannot turn this card over until you receive an instruction."
Card reference [8-3]. The first number is the deck number and the second is the card number. That is, you may refer to card 3 of deck 8, if that deck has been laid out.
Clock in the top right corner. A clock in the top right corner of a turned-over card means you have spent 1 action. As soon as you spend 24 actions, the game ends.