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Manual — Sherlock Holmes Consulting Detective

Sleuth Publications, Space Cowboys, Angry Lion Games · Jogo de tabuleiro · 1981
1–8 · melhor 2 Solo 60–120 min Peso 2.7/5 PDF oficial 9 páginas
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7.6 nota BGG

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Rules
"How often have I said to you that when you have
eliminated the impossible, whatever remains, however
improbable, must be the truth?"
Sherlock Holmes
Consulting Detective Game™

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THERE'S OUR MAN, WATSON! COME ALONG.
Copyright©1981 by Sleuth Publications
2

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ABSOLUTE DETECTIVE GAME
GAME COMPONENTS
1.1 Reference Map
The Reference Map is a simplified street map of
Victorian London. It is used to give the player a
pictorial view of the area in which all the cases occur.
There are approximately 500 numbered locations, which we
shall refer to as clue points. They represent specific
places (orange), such as Scotland Yard or the Bank of
England, or general purpose locations (yellow) whose use
may vary from case to case. For example, 39 Aldersgate
Street, EC, may be Lord Hampstead's residence in one case
and Black's Shoe Emporium in another.

NW
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SEsw
Figure 1

In addition, there are five police stations (red) on
the map. Only Scotland Yard is used as a Police Station in
Volume 1 of Consulting Detective. The other stations, 53
SE, 89NW, 70WC and 36EC will be used in Volume 2 and
explained at that time. 36EC is used as the Criminal
Court in all Volumes. 100SW (dark red) is the location of
the Mansion, and will not be used until Volume 2.

When you look at the Reference Map notice that each
clue point is designated by a number. The Reference Map
has been divided into five sections corresponding to
London's postal districts (see Figure 1), each represented
by two letters: NW (North West), WC (West Central), EC
(East Central), SE (South-East) and SW (South West). Thus,
3

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1.6 Quiz Book
There are ten quizzes, one for each case. These should
not be looked at until you think you have reached a
solution. The Answer Section contains the answers to the
quiz questions as well as a listing of the clue points
that Holmes used to solve each case.

1.7 Game Equipment Use
Before beginning the game, layout the Reference Maps so
that all players will be able to see and use it at will.
Place the newspapers which constitute the Newspaper
Archives so all players will have access to them. Remember,
the Newspaper Archive can be referred to at any time
during the game and as many times as the player wishes.
If any player has not read Holmes's Lecture which is
found at the beginning of Clue Book: Volume 1, we
recommend that it be read aloud to all the players before
the start of the game. The resources which Holmes
describes in his lecture are summarized in a list at the
end of the Lecture.

Only one clue point
may be referred to during
each game turn. If a
player wants to go back
and look up a clue point
he has previously
visited, he will have to
do so during his game
turn. The Directory may
be looked at any time
during the game and as
often as the player
desires. Players should
provide paper and pen in
order to keep track of
game turns and to take
notes if they wish.

"HERE ARE THE NAMES OF TWENTY-THREE HOLMES."
5

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when you are given the address 39 Aldersgate Ee, you will
know that it is located in the upper right section (EC),
on Aldersgate Street, in the space labeled 39. A specific
location, such as Scotland Yard, will have its name as
well as its street number on the Reference Map location.
In the lower right-hand corner of the map you will see
the Game Travel Time Scale. All characters encountered in
the cases will travel at the rate of one inch in five
minutes, regardless of their mode of transportation.
The map is a reference tool for the player. The
player's movement is not determined by the map.
1.2 Case Book
The Case Book is divided into two parts. Cases: the
mysteries and crimes that the player will attempt to
solve. Solutions: Holmes's analyses and untangling of the
diabolical webs of crime.
1.3 Clue Book
The Clue Book contains a listing of clue points and the
applicable clues for each case.
1.4 Newspaper Archive
The Newspaper Archive is a collection of dated
newspapers which may provide clues and information
pertaining to the cases. The player may refer to them at
any time during the game. The Newspaper Archive for any
case consists of all papers dated the same as or prior to
the date of that case. For example, if you are working on
Case 4, you may look back to the newspapers for Cases 3,
2, and 1, as well as at the paper dated for Case 4. You
may not look at any of the papers dated after Case 4.
1.5 Directory
The Directory contains an alphabetical listing of most
characters and places mentioned or alluded to in the
cases. It also contains many listings that are not
mentioned in the cases. These additional listings are
provided so the player can find information in a logical
manner. For example, if a murder is committed with poison,
you may wish to visit the various chemists and
apothecaries listed in the Directory.
4

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THE PLAY OF THE GAME
As a Baker Street Irregular you will be presented with a case to solve. It will be your mission, either individually or as a group, to sift through the myriad clues and to come up with the correct solution.

2.1 Number of Players
Consulting Detective can be played solitaire (2.2), with two players competing (2.3), or as a group (2.4).

2.2 Solitaire Play
In the solitaire version the player will be competing against Sherlock Holmes in trying to solve the case. At the end of the game the player will compare his score with that of Holmes. Listed below is the sequence of play.

Step 1. Pick one of the cases from the Case Book and read it. The case will present the crime or mystery that you must try to solve. Keep in mind that the clues you gather may add to the mystery, leading you along new paths with new mysteries to unravel.

Step 2. You must now decide which clue point to go to first. Once you have made your decision, write down the game turn and the clue point of your choice, turn to that clue point listing in the Clue Book and read the clue given for the appropriate case.

Step 3. Game turn one is now over.

Step 4. Repeat steps 2 and 3 until a solution is reached.

Step 5. When a solution is reached, make note of the game turn just finished, and complete the quiz for that case.

Step 6. Turn to the Quiz Book for complete scoring instructions.

6

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2.3 Two Player Game
The two-player version of the game is basically the same as the solitaire version explained above with the exception that both players are competing with each other as well as with Holmes.
Step 1. Determine which player will go first. It will be that player's responsibility to keep track of the game turns.
Step 2. Pick one of the cases from the Case Book. One player should read it aloud to the other.
Step 3. The first player now looks up the clue point of his choice in the Clue Book. After he reads the clue, the Clue Book passes to the second player.
Step 4. The second player looks up the clue of his choice in the Clue Book.
Step 5. Game turn one is now over. Players should keep track of the clue point visited in each game turn.
Step 6. Repeat steps 3 to 5 until a solution is reached. Each player has the option of turning in a solution at the end of any game turn. This is done by completing the quiz. If one is still working on the case, the other, who has already turned in his solution, may continue to play, but he may not change his solution.
Step 7. After both players have turned in a solution, turn to the Quiz Book for complete scoring instructions.

2.4 Group Play
There are two versions of the game when two or more players play as a group, and the players must decide on which version to follow before the start of play.
a. The players will play as a group and reach a solution as a group.
b. The players will play as a group but reach solutions independently.
The following steps, with the exception of Step 5, apply to both versions of the game.
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Step 1. Determine the order of play. It will be the responsibility of the first player to keep track of the game turns and the clue points visited.
Step 2. Pick one of the cases from the Case Book. One of the players should read the case to the others.
Step 3. The first player now looks up the clue point of his choice in the Clue Book and reads it aloud to the other players. The Clue Book is now passed to the next player who chooses the next clue and reads it aloud. Players may consult with each other, but the final choice is up to the player whose turn it is.
Step 4. In Group Play each clue read represents a game turn.
Step 5. Repeat steps 3 and 4 until a solution is reached as follows:
a. When the group has reached agreement on a solution they should complete the quiz as a group.
b. An individual player may turn in a solution at the end of any game turn. He does so by completing the quiz and noting the game turn just finished. This player is now out of the game.
Step 6. After all players have turned in a solution, turn to the Quiz Book for complete scoring instructions.
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