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Suspects: Ewiger Fluch

Suspects: Ewiger Fluch Rulebook

Table of Contents

Table of Contents

  • Players
  • What Is It About?
  • Game Material
  • Setup
  • Goal of the Game
  • Course of Play
  • Answering the Questionnaire
  • Three Discussion Phases
  • End of the Game & Solution
  • Scoring Example at the End of the Game
  • Claire Harper's Tips

Players

For 1–5 detectives, ages 12 and up.

What Is It About?

In Suspects you slip together into the role of Claire Harper. This young detective faces tricky criminal cases in the 1930s. Question suspects, examine locations and find the decisive clues to solve a murder.

Game Material

  • 56 cards
  • 1 introduction sheet (with the investigation questionnaire)
  • 1 Document A: Plan of the Luxor Temple
  • 1 Document B: Floor plan of the Grand Hotel
  • 1 solution sheet

In addition you need pen and paper to record your investigative findings and suspicions.

Setup

Take the card deck, the introduction sheet, Documents A and B and the solution sheet out of the box.

  1. Place the card deck ready. Look at the cards in the deck, but not yet!
  2. Documents A and B go next to it. Look at them more closely only when you are asked to.
  3. Set the folded solution sheet aside. Important: do not look at it. Read the solution only at the end of the game.
  4. Place the introduction sheet ready.
  5. Place pen and paper ready.

Goal of the Game

You want to solve a criminal case together. To do so you must answer the questionnaire found on the introduction sheet. There is no time pressure and you do not need to run a stopwatch. Instead, the number of cards drawn records your investigative progress.

The "earlier" you arrive at correct results in your investigation, the more points you receive.

Course of Play

After you have read this entire rulebook, you can begin the game.

You begin the game by reading the introduction sheet together with the questionnaire. During the game you have the option of reading the documents and of taking cards from the deck, from a given selection, and looking at them. In doing so you may encounter various symbols that point to possible actions, for example:

  • Question someone (a card number is shown). Example: Draw card 7 and read it to question the corresponding person.
  • Go to a location (a card number is shown). Example: Draw card 4 and read it to go to the indicated location.
  • Examine an object (a card number is shown). Example: Draw card 12 and read it to examine the corresponding object.
  • Examine the police report (a card number is shown). Example: Draw card 9 and read it to learn more about the police report.

Each time you see one of these symbols, you may carry out the corresponding action. You may carry out these actions in any order. For example, you can first question someone, then go to a location, then go somewhere else, then come back to question someone again, and so on.

Some cards contain simple instructions, such as: "Remove card 14 from the deck." You must follow these before you continue the investigation.

Once the game begins, you are allowed to take every card whose number appears on Documents A and B. Choose carefully, card by card, which card you want to look at next. If you can answer the questions on the introduction sheet correctly after as few drawn cards as possible, you receive more points.

Clock symbol: You receive 1 clock symbol. Draw card 15 when you have collected 3 such clock symbols.

Connections between two cards: Sometimes it is necessary to combine the information of two cards so that you can develop a theory. To check whether there is a connection between two cards, place them next to each other in the same orientation (do not rotate the cards). If the stripes of the same colour on both cards match up, this means that you can draw a logical conclusion.

Example: If card 10 is placed next to card 22, the dashed lines between the fingerprint and Claire Harper fit together perfectly. From this you can conclude that the fingerprints on the teapot come from Claire Harper.

Unlocking cards: Some cards only become available after other cards have been drawn. The conditions for unlocking are stated on the respective card.

Example: You find a teapot symbol. Draw card 10 when you have collected 3 teapot symbols.

Answering the Questionnaire

The questionnaire can be found on the introduction sheet. We recommend transferring the table to a sheet of paper so that the game material remains undamaged.

You can answer the questions at three points during the game. If your most recently noted answer is correct, you receive points for it at the end of the game.

The number of points depends on the number of cards drawn at the time you give your answer. All cards you have read count, except the STOP card. The earlier you arrive at the correct answers, the more points you receive:

  • 5 points if your answer is correct after 30 cards have been drawn.
  • 4 points if your answer is correct after 45 cards have been drawn.
  • 3 points if your answer is correct after you have drawn all cards.
  • 0 points if your answer is wrong.

Three Discussion Phases

After the 30th card drawn, after the 45th card drawn, and after you have drawn all cards, insert a discussion phase each time. Use it to talk about the state of the investigation and to record your answers to the questionnaire.

After each discussion phase, note your answers. Then tick the box in the table under the number of cards drawn. If further information comes up during the game, you may change your answers in the next discussion phase. If you want to do so, tick the appropriate box in the respective row again.

On page 7 of this rulebook you will find a detailed scoring example.

Tip: At the start of the game, one person among you should keep track of the number of cards drawn (for example with a tally list). Once you have drawn the 46th card, the number of cards no longer needs to be counted. The last discussion phase takes place when you have read all cards.

Note: If you are asked to draw another card directly before a discussion phase (that is, after the 30th or 45th card drawn), you may do so only after you have discussed and noted your answers for the questionnaire.

Variant: If you cannot agree on your answers, you can also answer individually and compare your point totals at the end of the investigation.

End of the Game & Solution

The investigation is over when you have read all cards. Once you have agreed on the answers to the questionnaire, you are ready for the solution:

Take the solution sheet that you set aside at the beginning of the game, unfold it, read it and add up your points.

For each question the following applies:

  • Is your most recently given answer correct? Then you receive the number of points that corresponds to the ticked box furthest to the right.
  • Is your most recently given answer wrong? Then you receive no points for it.

Note: Your answers do not have to be worded exactly as on the solution sheet. What matters is that the keywords printed in bold on the solution sheet (or equivalent wording) are included in your answer.

Scoring Example at the End of the Game

Suppose that for your case you had to answer the following questions:

  1. Who committed the murder?
  2. Where did the crime take place?
  3. Which murder weapon was used?

The correct solution would be: "Miss Miller committed the murder in the garage with a 12 mm spanner."

The questionnaire columns are: 30 cards drawn (5 points), 45 cards drawn (4 points), all cards drawn (3 points), and a wrong answer (0 points).

  1. Who committed the murder? Your answer "Miss Miller is the murderer." is correct. You noted this answer after you had drawn 30 cards. For it you receive 5 points.
  2. Where did the crime take place? Your answer "The crime took place in the garage." is correct. After you had drawn 30 cards, your noted answer was "In the kitchen", but you changed your mind after you had drawn all cards and then noted the correct answer. For it you receive 3 points.
  3. Which murder weapon was used? Your answer "The murder weapon is a combine harvester." is wrong. You answered after you had drawn 45 cards. Had your answer been correct, you would get 4 points. But since the answer is wrong, you receive no points for it.

Your final result: 5 + 3 + 0 = 8 points

Claire Harper's Tips

  • In SUSPECTS, deduction and critical thinking are called for. Your goal is to solve a murder and convict the guilty person – vague assumptions or your gut feeling alone will not be enough.
  • If your theories are not backed up by facts or tangible evidence, they are probably wrong. Do not let your imagination run away with you, but rely on facts and logic. Yet a single clue alone does not mean that a particular person is guilty.
  • Stay open-minded! Even if you suspect a person because their fingerprints were found on the murder weapon, that person is not necessarily the guilty one. And if you discover a screwdriver, it is quite likely that it was used to unscrew the safe – but it does not necessarily have to have been so. Collect all clues to find out the truth.

Let's go! Now read the introduction sheet together with the questionnaire and begin the game.