
2016 · Baserad på en roman
Sherlock Holmes Consulting Detective: Jack the Ripper & West End Adventures
Investigate crimes in Victorian London using a map, London Directory and period newspaper archives to guide inquiries. Players read case files, visit locations on the map, consult the directory and newspapers, and follow leads to gather evidence and testimonies. They compare deductions to a solution and score based on how closely their investigations match the official account. The set includes four cases tied to the notorious Whitechapel murders and six independent West End mysteries ranging from thefts and impersonation to murder, each presented as an individual investigation to be solved through deduction and careful research.
- Spelare
- 1–8 bäst 2
- Speltid
- 90 min
- Ålder
- 12+
- Komplexitet
- 2,2 / 5
Om spelet
- Illustrationer
- Utgivare
Spelas med
Se dem i LudoyaVar du kan köpa det
Butikspriser och begagnade exemplar, kontrollerade varje dag.
På Ludoyas bord
All statistik i Ludoya- 159
- Registrerade spelomgångar
- 65
- Spelare
- 1h 51m
- Genomsnittlig speltid
- 131
- I samlingar
- 10
- På önskelistor
8,0/10
från 32 recensioner på Ludoya
A5
Första intryck · 1 spelomgång
Regelfrågor
Besvarat ur regelboken av Ludoyas regelassistent.
How do I use the London Directory to find an address and follow a lead?
Look up the name in the London Directory to get the map-style address (e.g. 42 NW), then read the corresponding chapter/lead number in the current case book for that address; leads are organized by neighbourhood and number. (pp. 5–6)
When are the newspapers available — can we read them whenever we want?
Place the newspaper dated for the case and all earlier newspapers next to the map, and players have free, unlimited access to the case's newspapers on their turns. (pp. 9, 7)
How does the travel-time scale work — do we count player travel time?
Use the travel-time scale on the map to check suspect movements and alibis, but the players’ own travel time is never counted. (p. 4)
Can we follow as many leads as we want, and how many leads can one player read on their turn?
The group may follow as many leads as they wish during the investigation, but on a player’s turn they may read only a single lead; if a chosen location has no corresponding paragraph, pick another lead. (p. 9)
When can we stop investigating and move to the solution?
The players may stop following leads whenever they choose, at which point they proceed to the Questions section, then read Holmes’ Solution and score the case. (p. 10)
How is the final score calculated and what is Holmes’ score?
Add points from the questions, then compare the number of leads you followed to Holmes’; subtract 5 points for each lead you followed beyond Holmes or add 5 points for each lead fewer, and note Holmes’ score is always 100. (p. 10)
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