Sherlock Holmes Detective Story Game
Sherlock Holmes Detective Story Game Rulebook
Table of Contents
Table of Contents
- The Game is Afoot
- R001. How to Play
- R002. Characters
- R003. Your Character
- R004. Trait and Quality Rolls
- R005a. Villains
- R005b. Encountering Villains (new for Second Edition)
- R006. Adventures
- R007. Turns, Actions and Encounters
- R008. Encounter Matrix
- R009a. Combat
- R009b. Wounds and Death
- R010. Using Solve Modifier points and gaining Luck points after Adventures
- Starting a Case (A000)
The Game is Afoot
'Sherlock Holmes' is a paragraph based story game, designed to be played solo, where the player determines the actions of Holmes and his companion Watson to help them solve various crimes in Victorian England. Paragraphs are read in sequence as determined by the rules and tables, describing new situations, locations and characters, providing clues and throwing red herrings in your path in your pursuit of the truth. Each game will provide a new playing experience, since no two games will play out the same way.
The Sherlock Holmes Detective Story Game, Second Edition is comprised of three booklets: The Adventures of Sherlock Holmes (comprised of Rules and Adventures), The Casebook of Sherlock Holmes and The Memoirs of Sherlock Holmes. You will need all three Second Edition booklets to play the game.
The Adventures Book provides the rules you are currently reading, paragraphs that begin with 'r'. They are numbered from 001. The second part of this booklet details the interesting and sometimes salubrious areas visited by Holmes and Watson on their travels to bring criminals to justice. These paragraphs begin with 'a'. They are numbered from 100.
The Casebook describes the rogue's gallery of villains that oppose Holmes. This booklet contains paragraphs that begin with 'c'. They are numbered from 200.
The Memoirs of Sherlock Holmes has sections telling of encounters with friends and foes, extra clues and useful artifacts. This booklet contains paragraphs that begin with 'm'. They are numbered from 401.
R001. How to Play
You will read various numbered sections one after another but the sequence of paragraphs is determined by rules and tables. Each describes a new situation, or provides rules about the choices and actions you can make. There are plenty of events and situations, so each game will be a new, fresh experience.
Sherlock Holmes is an adventure game played in turns. A standard turn starts with you selecting an Action, such as Exploring, Planning or Investigating. Depending on the Action selected, you are referred to a chart, where you roll two dice. The dice roll may then indicate an event section, which you then resolve.
After each Action you roll on the Encounter Matrix (r008) to see if an encounter has occurred and the type of encounter. If you do have an encounter then a table in the Adventures section of this booklet will ask you to roll another die and this will lead you to a new event that you normally find in the Casebook or Memoirs booklets.
Some events may lead to fighting, described in the combat rules. You may also have additional characters join you as Allies. These additional characters may be especially useful in fights, although some may have knowledge or abilities useful in certain events. These additional characters join you only for the current case you are investigating. Only Watson stays with you after a case has finished and into a new case. For this purpose, Watson is not referred to as an Ally in the rules. He is a special character type we will refer to as 'Watson'.
Generally in an Adventure, you will try to defeat a Villain (see r007a). This is done by gaining Clue events to find out what has been happening and then reveal the Villain. Once you know the identity of the Villain you must try to discover their Motive. You must then try to Arrest them by gaining enough Solve Modifiers (SM) until you are ready to Attempt Arrest. Note that your SM can never fall below 0 in an Adventure and can never be higher than 1 at the start of any new case.
To start a game now, go to the Adventure prologue a400.
R002. Characters
Each character in the game has a Brains, Brawn and Bravery value. These are called Qualities and are rated numerically, with higher numbers being better. Characters also have Traits – skills and abilities that might be useful (or not) throughout the game.
When a character joins you as an Ally, after a successful Charisma 7 roll (see R004), note his or her Qualities and Traits as needed. Other Characters encountered during events need not always be permanently recorded. Unless they join you, these other Characters may simply go on their way and 'disappear' from the game.
If you encounter a Character and it is not clear whether they are male or female (some abilities and events need this information and it is fun in story terms), simply roll 1d6: 1-3: Male; 4-6: Female.
R003. Your Character
You begin play as Sherlock Holmes – the world's most famous detective. You start as a young Sherlock, still with much to learn. You are Brains 9, Brawn 5 and Bravery 7. You also choose 3 Traits from the following list. Other Traits do exist, but you may only choose from the list. You may not choose a Trait twice, although you can increase your Traits (and purchase new ones) later in the game by spending your SM points.
Traits available to choose at the beginning are: Aware; Charisma, British Law; Disguise; Running; Thief; Tracking; Science; Sensational Literature; Weaponry; History.
Other Traits that you can choose later are: Medicine; Victim; Addiction; Aristocracy; Madness. You will, however, become aware of their role and importance in the game. Holmes may NEVER choose the Medicine Trait for himself.
You also start the game with 4 Luck points. Points are used when you want to re-roll a dice at any time. Simply cross off a point every time a roll does not go your way, and roll it again. You may NOT spend another point if you still do not like the result. Beware using your points recklessly as Victorian England is a dangerous place. If you are required to roll multiple dice, such as 2d6, then spending 1 Luck point will roll all the dice again. Luck points (or simply 'points') are gained through events, gaining Allies and Arresting Villains.
Dr Watson (Brains 6, Brawn 6, Bravery 7, Charisma, Weaponry, Medicine 2) accompanies you from the beginning. He is not referred to as an Ally, but simply as Watson. Ally events and consequences do not apply to Watson.
R004. Trait and Quality Rolls
You often have to make a roll based on a Trait or Quality – such as a Charisma roll, a Tracking roll, or a Brains roll.
If the roll is Quality based – Brains, Brawn or Bravery – then to succeed you must usually roll 2d6 and roll equal or less than the Quality. Some events give penalties or bonuses to the Quality before the roll is made.
If the roll is Trait based, such as Charisma, or History, the event or reference will give a number. Roll 2d6 and add +1 for all the matching Traits that your group has. If the total of the roll plus the total level of those Traits you have equals or exceeds the number given then you have succeeded. Sometimes an event will only allow you to add your personal Traits as Sherlock Holmes.
R005a. Villains
Although you will encounter many Characters during your investigations, you will also have to encounter Villains. These all have paragraphs that begin with C in the Casebook. All Villains also have a positive or negative Solve Modifier (SM) that indicates how hard they are to Arrest (Moriarty is much tougher to Arrest than your common or garden thief). This SM modifier is applied when you first reveal the Villain. Note that 'revealing' a Villain means that you roll to see which Villain is here – you do NOT have a Villain encounter.
Once you roll for a Villain event and they have been revealed, any further Villain events in the Adventure will be with that Villain. You must now deduce a little about their plans and Motive before attempting to Arrest them. Each Villain will have a number of Motives listed. The Motive can be uncovered through events but will always be revealed the second time you encounter the revealed Villain.
You must find Clue events to help trap the Villain, meaning that you roll on the Clue line in the Adventure. When certain Clues refer to Traits or Qualities being present for the Clue to be activated then the requirement indicates the total Quality your group needs or the Traits present within the whole group (Holmes, Watson and your Allies).
When a player achieves a SM equal to the Motive value (shown in brackets within the Memoirs paragraph) you may then Arrest the Villain. The effects of this are detailed in Villain events and normally a Villain cannot be Arrested unless your SM is equal to the Motive value. Not all of Sherlock's Villains are thugs and thieves, murderers and malevolent miscreants – some are misunderstood or desperate but ultimately principled at heart. If there are additional ways to defeat them these will be detailed in the Villain event. Being able to Arrest also affects the type of Encounters you may get on the Encounter Matrix.
If you ever have excess SM (above that required to Arrest) keep the figure recorded as these points can be spent after the case is solved (see R010).
R005b. Encountering Villains (new for Second Edition)
When you meet a Villain during the game you will be directed to one of three options in the Casebook.
- Option 1 – you will be directed here by an Action or event where the Villain's motive will be revealed. Only go to this option when the Motive is being revealed.
- Option 2 – you will be directed here by a Villain event on an Action or Encounter Matrix when you cannot Attempt Arrest because your SM is below the Motive value. Match the required Qualities and Traits to gain or lose bonuses.
- Option 3 – you will be directed here by a Villain event on an Action or Encounter Matrix when you can Attempt Arrest because your SM is equal to or above the Motive value. You are given three options at this point, designed to represent the three choices Holmes has when face to face with a Villain.
- Deduction (the least risky option but with the smallest reward). It is wisest to start with this choice, certainly in your first few cases. You must roll 2d6 and add the Villain's Brains. This represents how fiendish their plot is and how clever you must be in deducing the solution. Holmes' Brains is added to your current Solve Modifier value. This total must be higher than the Villain's total. If it is you have outwitted the Villain and solved the case. If not you are still baffled and must choose option 2.
- Hide/Follow (a riskier option but with a better reward). You may choose to start with this but it is often harder to succeed at. You may choose to Hide and Disguise yourself to catch the Villain or Follow them. By making appropriate rolls you may track them down and solve the case. If not you will be forced to accept the outcome of the third option.
- Fight (the riskiest option but with the best reward). You may choose to start with this but you are advised against it. Not every opponent can be fought but this option represents a desperate last-ditch attempt to solve the case.
R006. Adventures
All Adventures, the second part of this booklet, begin with A. This section will tell you where Holmes' case has taken him, such as Brixton, Hampshire and the West Country. Adventures will have categories of encounters such as Villain, Character, Holmes, Watson, Clue and Location. Each category has a d6 roll to give you a specific encounter.
This story game has been designed to offer the player opportunities to create their own cases. Characters, Clues and Locations visited throughout this game will not necessarily follow the plot of one of Conan Doyle's stories. This improves replayability and aids roleplaying. Do not expect to encounter Sir Henry Baskerville, the Hound of the Baskervilles, Selden, the Barrymores and visit Baskerville Hall all in the same adventure. The random elements require your own expert and inventive storytelling to weave them together into a new, exciting case.
It is also worth noting at this point that this game involves huge and unavoidable spoilers for almost all of Conan Doyle's 60 novels and short stories. If you have not read all of his books and do not wish to spoil the outcomes then this game is best avoided… for now. The Casebook in particular reveals 54 of Holmes' finest Villains and suspects, giving away key plot points and essentially solving most of the mysteries.
IF YOU DO NOT WANT THESE WONDERFUL STORIES TO BE SPOILT … WALK AWAY
R007. Turns, Actions and Encounters
Each case is split into 12 turns. You must have correctly identified the Villain, collected Clues and have sufficient SM to match the Motive and Arrest them before the end of turn 12.
Each turn is divided into two parts: Action and Encounter. Once you have chosen which Action to take (see below) then you must roll on the Encounter matrix (see R008). After the Action has been completed then roll 2d6 to see if you have an Event this turn. Note that as time (turn number) within the Adventure progresses, the frequency and types of event changes.
Once you have successfully Arrested a Villain, the case is closed and the Adventure is completed. You must keep track of the turns in an Adventure as certain events are modified and other events will happen at certain times.
If you do not Arrest the Villain before the time limit is reached, then the Villain has reached their goal, evaded the police and Holmes, and defeated you. You automatically lose all gained SM points and half your remaining Luck (rounding up). If you lose an Adventure in which you do not have any SM or Luck points remaining then roll 1d6:
- 1-2: You are killed – the game is over.
- 3-4: Watson is killed – he is no longer part of the game, although you may continue as Holmes.
- 5: Inspector Lestrade is killed – he is no longer part of the game. All his duties are assigned to a new Inspector (Brains 4, Brawn 5, Bravery 5, British Law, Running). This new Inspector will join you as an Ally on a Charisma 7. If he is ever killed, lose 3 points and no other Inspector will be an Ally for this or the next two cases. (You may name this new Inspector, and any subsequent ones).
- 6: No further effects.
Taking Actions
In an Adventure, at the start of each turn, you select an Action. Adventures may detail which Actions are available to you – not all Actions can be chosen in all cases. Also, certain Actions can only be selected at defined points during the case. Actions are the heart of the game and it is through choosing Actions that you explore the environment, discover what the Villain is planning, find help or research and ultimately Arrest the Villain. Each Action has separate rules. The seven possible Actions are:
- Attempt Arrest
- Explore
- Seek Information
- Research
- Rest (see below)
- Wait (see below)
- Investigate
(As of the Second Edition, Plan is no longer an Action)
Rest - If you want to Rest to heal any Wounds or fight an Addiction you might have then see r007f, otherwise you have to choose an Action and roll 2d6 adding any bonuses or modifiers.
Wait - You can of course choose to Wait – waiting for the Villain to make their next move – in which case you just roll on the Encounter matrix, adding +1 to the 2d6 roll to see if an Encounter occurs.
R007a. Attempt Arrest
This action is only allowed if you know the identity of the Villain in the Adventure and their Motive. You roll 2d6 and add any Solve Modifiers (SM) you have, with -1 if Turn 1-2, and +1 if Turn 9+.
- 2-3: Holmes is killed in the attempt. The game is over.
- 4: One random Ally is killed. This cannot be Watson unless you are accompanied by no other Allies this case. Lose 2 Luck points.
- 5: You have fallen into an enemy trap. You must spend next turn escaping and therefore cannot choose an Action next turn. However, you must roll on the Encounter matrix for both this turn and next.
- 6-7: Your attempt to arrest the Villain has been a disaster. Lose 1 Luck point.
- 8: You have been outwitted in your attempt to arrest the Villain. Lose -1SM and consult section 2 on the Villain page (even if you have a high enough SM to Arrest).
- 9-11: You have a confrontation with the Villain. Gain a +1SM and consult section 2 on the Villain page (even if you have a high enough SM to Arrest).
- 12: The opportunity has arisen to attempt an arrest. Add +1 to roll if you choose Attempt Arrest next turn.
- 13+: The Villain is in the right place, just as expected. Consult section 3 on the Villain page. You may Arrest the Villain if successful in the event.
R007b. Explore
You decide to explore the area and see what you can discover. This Action may only be chosen if no Villain has been revealed yet. Roll 2d6 and add +1 for each Tracking Trait (max 3).
- 2: You encounter the Villain – roll for a Villain event.
- 3-4: You find yourself lost and must return to 221B Baker Street (go to m403).
- 5: One random Ally decides to leave the investigation.
- 6-7: You discover nothing unusual.
- 8: You meet someone whilst exploring – roll for a Character event.
- 9-10: You discover clues that you need to Investigate. You may choose this Action next turn even if no Villain has yet been revealed.
- 11: You discover something important – roll for a Clue event.
- 12+: In exploring, your discussions with Watson draw important conclusions – roll 1d6. 1-3: Holmes event; 4-6: Watson event.
R007c. Investigate
You do some investigating to try and find out more about the case. This Action may only be chosen if indicated by an event or if the Villain has been revealed but not their Motive. Roll 2d6 and add +1 for each Aware (max 3). You may also add +1 per History (max 3) if in an Adventure outside of London.
- 2-3: You have fallen into an enemy trap. You must spend next turn escaping and therefore cannot choose an Action next turn. However, you must roll on the Encounter matrix for both this turn and next.
- 4-5: You encounter the Villain – roll for a Villain event. If you were allowed to Investigate as the result of an Explore and no Villain has been revealed then roll on the Villain line in the Adventure paragraph to expose one now.
- 6: Your investigations shed no further light on the case.
- 7: You discover something interesting, footprints or blood or some-such marks. They mean nothing right now but maybe further investigation could lead to a useful clue. Add +1 to roll if you choose to Investigate again next turn. (This +1 is cumulative if you get the same result next turn).
- 8: You discover a Location that could be important – roll for a Location event. If you are at a Location other than 221B Baker Street then roll for a Clue event instead.
- 9-10: You discover some important information - roll for a Clue event.
- 11: You discover some vital information – gain a +1 Solve Modifier.
- 12+: Whilst investigating, your discussions with Watson draw important conclusions – roll 1d6. 1-3: Holmes event; 4-6: Watson event.
R007d. Seek Information
You decide to try and find out more information. You must have had a Clue event or a Villain revealed (but no Motive). Roll 2d6, adding +1 to the roll for one of the following: Charisma, Disguise, Thief or History. The maximum modifier to this one is therefore +1.
- 2: You have fallen into an enemy trap. You must spend next turn escaping and therefore cannot choose an Action next turn. However, you must roll on the Encounter matrix for both this turn and next.
- 3: You encounter the Villain – roll for a Villain event.
- 4: You are discovered whilst seeking information using these channels. You may not Seek Information using the chosen Trait again during this case.
- 5-6: You discover nothing this turn.
- 7: While you discover nothing this turn you think you may have a possible lead. Add +1 to roll if you choose to Seek Information next turn. (This +1 is cumulative if you get the same result next turn).
- 8-10: A witness from whom you were seeking information proves useful. Roll 1d6: 1-2: they point you to a Location – roll for a Location event; 3-4: they introduce you to someone helpful – roll for a Character event; 5-6: they draw your attention to something – roll for a Clue event.
- 11: The information you discover seems to suggest a reason for the Villain's actions. Reveal the Motive and gain 1 Luck point. If you have been directed to this section and a Villain has not been revealed then this roll has no effect.
- 12+: While seeking information, your discussions with Watson draw important conclusions – roll 1d6. 1-3: Holmes event; 4-6: Watson event.
(In this Second Edition the original R007e, Plan, has been removed from the game).
R007e. Research
You decide to research the situation, maybe by looking into family or local archives or by scouring the dailies for clues. You must have had a Motive revealed to choose this Action. Roll 2d6 and add the current Solve Modifier for this case. -1 if in Turn 1-4 and +1 if Turn 9-12.
- 2: You get a lucky breakthrough with your research. Gain 1 Luck point and +1SM.
- 3: The results of your research may have far reaching consequences for one of your Allies. Roll 1d6 for each Ally with a randomly chosen Trait (put a numeric value on each Trait your Characters have and roll 1d6). On a roll of 1-2 they decide to follow their own investigation and leave the case.
- 4: You suffer a setback in your research. Lose 1 Luck point.
- 5-7: Your research reaches an impasse. No effect.
- 8-9: Your research is slow going but you are making ground. Add +1 to roll if you choose to Research again next turn. (This +1 is cumulative if you get the same result next turn).
- 10-11: You are finally getting somewhere. Gain a +1SM.
- 12: You feel that your research has lead you closer to the truth of the matter. Gain a +2SM.
- 13+: While undertaking research, your discussions with Watson draw important conclusions – roll 1d6. 1-3: Holmes event; 4-6: Watson event.
R007f. Rest and heal
This Action may only be chosen if you have Watson or another Character with Medicine present at the same Location as you. +1 to each roll for each level of Medicine the healing character possesses. You may Wait if no one with Medicine is present, but there are no further effects resulting from waiting. You may only heal Holmes, Watson, Allies or friendly Characters.
- Make Medicine 8 rolls to heal each Wounded Character.
- Make Medicine 9 rolls to remove one level of Addiction from a Character.
- Make Medicine 11 rolls to remove one level of Madness from a Character.
When an attempt to heal does not work, that Character cannot continue to attempt to heal this turn. Every character present with Medicine has the chance to heal each time this Action is chosen. If Watson fails on his first Medicine roll then another character with the Trait may attempt it until they also fail to make a roll. Holmes may never choose the Medicine Trait for himself.
R008. Encounter Matrix
The table below details the chance (on 2d6) of an event occurring in the different turns of an Adventure. If an event occurs, then roll 1d6 to see the type and refer to the Adventure to roll for a specific event.
You can meet the same Character, visit the same Location and discover the same Clue more than once in a case. In fact, meeting one Character several times is not uncommon and revisiting vital Clues helps to clarify your suspicions and solve the case. Treat each encounter like a new event at a later time in the investigation, unless otherwise stated in the event paragraph. Some events and characters state specifically that they can only be encountered once.
If a Character you have just encountered has already left this Adventure, or has been Seriously Wounded in a previous turn, then roleplay why the Character might have returned to help you. In this eventuality the Character will never return as an Ally, only as a passing event. If a Character you have just encountered has already been killed in a previous turn then roleplay this event as a sibling or other character disguised as the deceased. An encounter with such a person could be just as useful as meeting the named Character themselves.
If you encounter a Clue that was previously missing and you found it during a previous turn then you are simply returning to the item to examine it further. In this case, roll 1d6: 1-3: No further clues can be deduced from the item; 4-6: Gain a +1SM for spotting something you missed previously.
Roll 2d6. If you have an Encounter, roll 1d6. If you have revealed the Motive for this case then -1 from the vertical die roll. Once you can Attempt Arrest then -2 from the vertical die roll.
| Event on | 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|---|
| During Turn 1-4 | roll 7+ | Villain | Holmes | Watson | Character | Character | Location |
| During Turn 5-8 | roll 6+ | Villain | Villain | Holmes | Watson | Character | Character |
| During Turn 9-12 | roll 5+ | Villain | Villain | Villain | Holmes | Watson |
R009a. Combat
When you and your Allies must 'fight' characters encountered, these combat rules are used. Sadly combat in Victorian England can be quite common when all other options are exhausted. Be warned however that combat can be quite deadly.
Combat is fought in rounds and continues until one side escapes, surrenders or is wounded or killed. At the start of each round, you decide which of your Characters will face each opposing Character encountered. Each Character in your group is matched against one encountered opponent or Villain. If one side has extra Characters, you decide which ones fight and which are left to watch. Neither side will ever 'outnumber' the other during a round of combat however, remaining observers will become new combatants when other Characters on their side are dispensed with. Therefore the maximum number of combatants a single Character can face each round is one.
Resolving combat
To resolve a strike, take the Brawn and add 1d6 and any modifiers below:
- -1 for each level of Madness or Addiction
- +1 for each level of Weaponry
- -1 if Character is Stunned
- +1 if Character Brawn = 4-8
- -2 if Character is Wounded
- +2 if Character Brawn = 9+
Find the difference between the two combatants and then apply the result below to the Character with the lowest total.
| Difference | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8+ |
|---|---|---|---|---|---|---|---|---|
| Holmes or Watson | Unhurt | Stunned | Stunned | Stunned | Wounded | Wounded | Wounded | Seriously wounded |
| All other targets | Stunned | Stunned | Wounded | Wounded | Wounded | Seriously Wounded | Seriously Wounded | Death |
Escape
After a combat round you may attempt to escape the battle. Make a Bravery roll, subtracting 1 for each level of Running. If you escape consult paragraph m629. If you fail the battle continues. You can attempt to escape after each round. If one Character escapes, leaving others behind, they may also make Bravery rolls, subtracting 1 for each level of Running and 1 for each Character on your side who has already escaped this turn.
R009b. Wounds and Death
When wounds are caused by combat and other events, consult the explanations below.
Stunned: If a Character is Stunned, it reduces the Brawn of that Character by 1 for the remainder of the combat. The Character's Brawn returns to normal after the combat ends. You may only be Stunned once during a combat. Further Stuns have no effect.
Wounded: If a Character is Wounded, it reduces the Brawn of that Character by 2 for the remainder of the case. An Ally can be healed after the combat if in the presence of an Ally with Medicine. A Character that is Wounded and then takes another Wounded is considered Seriously Wounded instead.
Seriously Wounded: When a Character is Seriously Wounded the Character can no longer fight. Consult the following:
- Holmes: When Holmes is Seriously Wounded he immediately returns to 221B Baker Street and the case is lost – the Villain and their accomplices escaping justice and disappearing into the night.
- Watson: When Watson is Seriously Wounded he immediately returns to 221B Baker Street and takes no further part in the case. Lose 2 Luck points.
- Ally or friendly Character: Any other friendly character leaves the case immediately. Lose 1 Luck point.
- Villain: Any Villain who is Seriously Wounded is Arrested and the case ends successfully, immediately.
- Unfriendly Character: Any other unfriendly character is left incapacitated and takes no further part in the combat or the case.
Death: The Character is killed. If a friendly Character is killed you lose 1d3 Luck points. If a Villain or unfriendly character is killed you lose 1 Luck point and the case ends successfully, immediately (although technically without an Arrest).
R010. Using Solve Modifier points and gaining Luck points after Adventures
At the end of an Adventure you may spend Solve Modifier points to increase Qualities, gain or increase Traits or gain various artifacts, to help you in further adventures. Both you and Watson can improve Qualities and Traits.
- Increasing Qualities: To increase a Quality by 1 point costs SM points equal to half the current value of the Quality (rounded up). (Example: 4 SM points will increase a Brains of 8 to a 9). This is up to maximum of +4 to any Quality across your adventures.
- Increasing Traits: To gain a Trait costs 3 SM points. To increase a Trait from level 1 to 2 costs 4SM points, and from level 2 to 3 costs 6SM points. You may never have more than 3 in any Trait.
- Gaining Equipment: You may spend 5SM to roll once for the following. Roll 1d6: 1-2: m413; 3-4: m415; 5: m416; 6: m418.
- Making Friends: You may turn a surviving Ally into a permanent companion (akin to Watson) by spending 6SM points. The Ally gains +4 to their Qualities – which you can split between any of the three Qualities. They also gain Aware if they don't have it. You may only have three Friends, although new characters may replace existing ones you do not wish to keep with you. Watson may never be replaced unless killed. Friends count as Allies for the purposes of all in-game effects.
- Luck points: At the end of the case you gain Luck points for the next adventure equal to the Solve Modifier at the end of the last case (before any were spent).
Starting a Case (A000)
Before you begin, roll for your starting equipment. Roll 1d6: 1-2: m413; 3-4: m415; 5: m416; 6: m418.
For your first case only roll 1d6 and consult the following chart: 1-3: a001; 4-6: a002.
If you wish to return to 221b Baker Street during the case, go to m403. At the end of the case, go to m401.
Each Adventure paragraph (a001 onward) describes a location and lists, for each encounter category — Villain, Character, Holmes Event, Watson Event, Clue and Location — a d6 table pointing to the Casebook (c) or Memoirs (m) paragraph to read. Many Adventures also carry a Special rule (for example: "If this is your first case, when the Villain is revealed, gain an additional +1SM").