Tag: Deduction

In Deduction games, players rely on their logic and reasoning skills to attempt to find the correct solution to a problem.

Obscurio

Obscurio

Obscurio

The Sorcerer is out to get you! Find your way among the illusions, but beware of the traitor in your ranks!

The Grimoire guides their team towards the exit using images, upon which they point at certain details. Working together, the other players have to find the exit as quickly as possible while avoiding picking the wrong cards. However, a member of the team is a traitor looking to lead the other players astray. A wide variety of traps are on your way to the exit of the library, making player communication harder!

Obscurio is a family game, an original mix between an image-based communication game and a secret role game in which the players have to be careful when sharing ideas with their team. Supported by rich contents, Obscurio proposes a fresh new experience in its genre by putting the emphasis on the details of the images and the constant doubt created by the presence of the traitor.

Communicate efficiently and avoid the illusions on your way to escape the Sorcerer’s library!

Game Mechanics:

  • Bluffing
  • Cooperative
  • Deduction
  • Limited Communication
  • Party Game

Game Specifications:

  • 2 – 8 Players
  • ~40 Minutes
  • Difficulty Weight 1.90

Nanty Narking

Nanty Narking

Nanty Narking

Immersed deeply in the world of Dickens’s and Doyle’s literature, Nanty Narking moves you into the realities of the myths and legends of the Victorian era. The events in the game are tied to real and fictional characters and places in Victorian London The same London which inspired so many stories…

The action takes place on the city map, with players placing their agents and buildings on the board through card play. Every card is unique. The cards bring the game to life as they include most of the famous characters who have appeared in the various books. The rules are relatively simple: Play a card and do what it says. Most cards have more than one action on them, and you can choose to do some or all of these actions. Some cards also allow you to play a second card, so you can chain actions.

At the beginning of the game, each player draws a secret personality with specific victory conditions, which means that you can never be sure what the other players need to do in order to win. You need to fulfill your goal while also trying to prevent others from winning!

Game Mechanics:

  • Area Control
  • Bluffing
  • City Building
  • Deduction
  • Dice Rolling
  • Hand Management
  • Hidden Roles
  • Take That

Game Specifications:

  • 2 – 4 Players
  • ~60 Minutes
  • Difficulty Weight 2.27

Mysterium

Mysterium

Mysterium

In the 1920s, Mr. MacDowell, a gifted astrologer, immediately detected a supernatural being upon entering his new house in Scotland. He gathered eminent mediums of his time for an extraordinary séance, and they have seven hours to make contact with the ghost and investigate any clues that it can provide to unlock an old mystery.

Unable to talk, the amnesiac ghost communicates with the mediums through visions, which are represented in the game by illustrated cards. The mediums must decipher the images to help the ghost remember how he was murdered: Who did the crime? Where did it take place? Which weapon caused the death? The more the mediums cooperate and guess well, the easier it is to catch the right culprit.

In Mysterium, a reworking of the game system present in Tajemnicze Domostwo, one player takes the role of ghost while everyone else represents a medium. To solve the crime, the ghost must first recall (with the aid of the mediums) all of the suspects present on the night of the murder. A number of suspect, location and murder weapon cards are placed on the table, and the ghost randomly assigns one of each of these in secret to a medium.

Each hour (i.e., game turn), the ghost hands one or more vision cards face up to each medium, refilling their hand to seven each time they share vision cards. These vision cards present dreamlike images to the mediums, with each medium first needing to deduce which suspect corresponds to the vision cards received. Once the ghost has handed cards to the final medium, they start a two-minute sandtimer. Once a medium has placed their token on a suspect, they may also place clairvoyancy tokens on the guesses made by other mediums to show whether they agree or disagree with those guesses.

After time runs out, the ghost reveals to each medium whether the guesses were correct or not. Mediums who guessed correctly move on to guess the location of the crime (and then the murder weapon), while those who didn’t keep their vision cards and receive new ones next hour corresponding to the same suspect. Once a medium has correctly guessed the suspect, location and weapon, they move their token to the epilogue board and receive one clairvoyancy point for each hour remaining on the clock. They can still use their remaining clairvoyancy tokens to score additional points.

If one or more mediums fail to identify their proper suspect, location and weapon before the end of the seventh hour, then the ghost has failed and dissipates, leaving the mystery unsolved. If, however, they have all succeeded, then the ghost has recovered enough of its memory to identify the culprit.

Mediums then group their suspect, location and weapon cards on the table and place a number by each group. The ghost then selects one group, places the matching culprit number face down on the epilogue board, picks three vision cards — one for the suspect, one for the location, and one for the weapon — then shuffles these cards. Players who have achieved few clairvoyancy points flip over one vision card at random, then secretly vote on which suspect they think is guilty; players with more points then flip over a second vision card and vote; then those with the most points see the final card and vote.

If a majority of the mediums have identified the proper suspect, with ties being broken by the vote of the most clairvoyant medium, then the killer has been identified and the ghost can now rest peacefully. If not, well, perhaps you can try again…

Game Mechanics:

  • Cooperative
  • Deduction
  • Hand Management
  • Limited Communications
  • Pattern Recognition
  • Storytelling

Game Specifications:

  • 2 – 7 Players
  • ~42 Minutes
  • Difficulty Weight 1.90

Mortum: Medieval Detective

Mortum: Medieval Detective

Mortum: Medieval Detective

Mortum: Medieval Detective is a game of deduction and adventures that takes place in a grim world shaped in the image of medieval Europe, with its legends, superstitions and fears coming to life. Take on the roles of secret organization agents and investigate mysterious and thrilling events. You will solve mysteries and encounter fascinating characters in the course of three exciting scenarios, all part of a single storyline. Each case requires up to three hours to play.

You are free to explore the world of Mortum in any way you like, depending on which agents you chose. Put objects under surveillance or send agents to secretly search or interact with them in many other ways. Gather information by interrogating suspects or talking to them. Choose your own way to advance through the game, either using the “kick in the door” approach or by being stealthy and discrete, trying to avoid unwanted attention.

During each turn, a player chooses one of the cards available this turn. These cards can represent a Clue, a Location, Witness Interrogation, etc. Using the cards and Special Action, which were received during investigation, a player discovers what actually happened.

Only you and the choices you make decide how the events will unfold in the end. Tread carefully, and welcome to Mortum!

Game Mechanics:

  • Cooperative
  • Deduction
  • Storytelling

Game Specifications:

  • 1 – 6 Players
  • 120 – 180 Minutes
  • Difficulty Weight 2.53

Methodologie

Methodologie

Methodologie

Take on the roles of suspect and sleuth from Agatha Christie’s acclaimed detective novel The Murder on the Links. Use your “little grey cells” to gather evidence, eliminate suspects, and ultimately level an accusation.

The game of Méthodologie is played in two distinct phases:
the INVESTIGATION PHASE and the ACCUSATION PHASE.

In the INVESTIGATION PHASE, the players will reveal cards from their hands, then interrogate each other in order to eliminate leads. This sequence continues until each player has only one character, one location, and one object left in hand.

In the ACCUSATION PHASE, the players will place target tokens to make accusations about the remaining cards in each other’s hands. Any cards not correctly identified by majority accusation will be scored when the game ends.

Game Mechanics:

  • Deduction
  • Hand Management
  • Puzzle

Game Specifications:

  • 3 – 6 Players
  • 30 – 60 Minutes
  • Difficulty Weight 2.00

Last Friday

Last Friday

Last Friday

Last Friday is a hidden movement, hunting and deduction board game, inspired by the popular “slasher” horror movie genre. In the role of young campers, the players are challenged to survive a long weekend of terror – while one of them takes the role of the undying psychopath hiding in the shadows of the forest. In general, the murderer’s goal is to remain hidden and to kill off each of the campers, while the campers are trying to fight back and kill the murderer before they are all killed.

The game is played over four chapters — Arrival at the Camp, The Chase, The Massacre, and The Final Chapter — and each chapter plays out differently as the hunter becomes the prey, then comes back from the dead looking for revenge.

Game Mechanics:

  • Campaign
  • Deduction
  • Hidden Movement
  • Memory
  • Team Based

Game Specifications:

  • 2 – 6 Players
  • 30 – 120 Minutes
  • Difficulty Weight 2.26

Goryo

Goryo

Goryo

Goryō is an asymmetrical game of investigation and deduction for two players, set in the mystical feudal Japan. One player will play the role of the Samurai guarding the Imperial Palace, charged with hunting down a dreadful spirit of vengeance, the Goryō, played by the other player.

The Goryō appears in the palace in the form of a cat, bound to a specific type of object. To get a revenge and win the game, the Goryō player must smash 5 objects in the palace’s rooms, without being defeated by the Samurai. To win, the Samurai must instead exorcise the spirit for good by finding out what type of object the Goryō is bound to, or by catching the spirit’s essence three times.

Each round, both players alternate in asymmetrical turns:
the Goryō plans the route to break a new object and mislead her opponent, placing movement cubes on a secret dry-erase board. Then the Samurai use their available actions to chase the Goryō along her path, moving the Samurai pawns on the map and using a special board to organize the catch.

However exorcising a spirit isn’t a simple task at all…

Game Mechanics:

  • Deduction
  • Grid Movement
  • Programmed Movement

Game Specifications:

  • 2 Players
  • 20 – 30 Minutes
  • Difficulty Weight 2.11

Four Humours

Four Humours

Four Humours

In Four Humours, you are a doctor in medieval times, and everyone knows that your personality is determined by an imbalance of your bodily fluids, a.k.a., the four humours:

  1. Choleric (Yellow bile) – Goal-oriented, decisive, ambitious.
  2. Sanguine (Red blood) – Talkative, enthusiastic, social.
  3. Melancholic (Black bile) – Analytical, detail-oriented, reserved.
  4. Phlegmatic (White phlegm) – Relaxed, peaceful, easy-going.

The kingdom — composed of six map tiles with various locations — is filled with all types of personalities, from choleric sorcerers to phlegmatic peasants. ​Prove you’re the best medieval doctor by visiting citizens throughout the kingdom so they can live out their life’s ambitions…or lack thereof.

Each turn, you play a personality potion from your hand onto a citizen on a scene card to determining that citizen’s personality. Each citizen can have one of two potion types played onto it, and you play each token face down so you know the personality of the citizen, but none of the other players do. Once all citizens on two of the scene cards are covered with potions, all potions are resolved in the following order:

  • A lone choleric wins, whereas two or more are discarded, after which…
  • Two or more sanguines win, whereas a single one is discarded, after which…
  • Exactly two melancholics win, whereas more than two are discarded and a single one sneaks away, after which…
  • Any number of phlegmatics win.

Place winning potions on the corresponding scene in the kingdom.. If a melancholic token sneaks away, place the potion on an adjacent scene connected by a path or bridge. After all potions have been placed, see whether you’ve completed any of the four randomized goals on display, such as having a potion on each of the six map tiles or occupying two pairs of locations that are connected by bridges. Then reveal four new scene cards and begin another round.

When a player completes an objective, the first party tile is resolved. Party tiles are similar to scenes with citizens, but they are available to play onto on your turn at any point in the game. Once the players at the table have completed six total objectives, the last party tile is resolved and the game ends. The player with the most objectives completed wins!

Alternatively, instead of using a shared kingdom board, you can play in “Fiefdom Mode”, with each player having their own fiefdom board. After resolving scene cards, players place their winning personality potion covering a matching character in your fiefdom. The objectives now encourage you to cover all characters of certain types or to create a specific pattern within your Fiefdom.

Game Mechanics:

  • Area Control
  • Bluffing
  • Deduction
  • Network Building
  • Pattern Building

Game Specifications:

  • 1 – 6 Players
  • 45 – 60 Minutes
  • Difficulty Weight 2.00

Fog of Love

Fog of Love

Fog of Love

Fog of Love is a game for two players. You will create and play two vivid characters who meet, fall in love and face the challenge of making an unusual relationship work.

Playing Fog of Love is like being in a romantic comedy: roller-coaster rides, awkward situations, lots of laughs and plenty of difficult compromises to make.

Much as in a real relationship, goals might be at odds. You can try to change, keep being relentless or even secretly decide to be a Heartbreaker. It’s your choice.

The happily ever after won’t be certain, but whatever way your zigzag romance unfolds, you’ll always end up with a story full of surprises – guaranteed to raise a smile!

Game Mechanics:

  • Bluffing
  • Cooperative
  • Deduction
  • Hand Management
  • Limited Communication
  • Role Playing
  • Storytelling

Game Specifications:

  • 2 Players
  • 60 – 120 Minutes
  • Difficulty Weight 2.25

Diabolik

Diabolik

Diabolik

In Diabolik: Heists and Investigations, players will experience in first person the “impossible thefts” that are told every month in the comic books, both from the side of Diabolik and Eva Kant, and from Inspector Ginko and the police.

The mechanics are that of hidden movement, but with the exception that when discovered, the criminals will be forced to flee on the main board, visible to all cops. Thanks to the cards, every turn offers different situations.

The Criminals will have to complete two heists out of the three available to win the game and to do so they will have to move hidden in the shadows, leaving traces of their path that the Police will have to find to ruin the plans of the Criminals.

The Police will have the hard job of investigating the traces of Diabolik and Eva, but they are not alone, in fact they will have the opportunity to call four total Police Officers to help, to keep every corner of the city under observation. To win the game, the cops will have to raise the Danger Level to the maximum on the Danger Track. Usually, solving a Clue increases the Danger Level by 1 point, but that’s not the only way to do it. On the other hand, if Eva or DIabolik complete a Heist, the Danger Luevel is lowered.

In their turn, each player can perform a maximum of 3 individual actions. The only exception is for drawing, discarding or playing cards, which is a repeatable action.

Game Mechanics:

  • Cooperative
  • Deduction
  • Hidden Movement
  • Programmed Movement
  • Targeted Clues
  • Team Based

Game Specifications:

  • 2 – 4 Players
  • ~90 Minutes
  • Difficulty Weight 2.00