Hey, i have a question. Does being on a london location mean only when the top card is a location care or everytime until we move to some other location (means are we going to consider ourselves to be on baker street even after performing an action or information card qfter that?). Want to know this for the rule for mycroft. Can we only play him over a green london location card or we check the last green card, even if we bave played more cards on top of it?
Hi, I have a question. If you play the hanson card and the players are at the country, should they only play the Country card only or can it be a different location?
Hello, I have some questions: 1. When I run out of cards, and make an arrest. If the player does not hold a Villain card, should I add all the accused player´s cards to my hand? or is it like playing Holmes? 2. What happens when the drawing pile runs out of cards? 3. On my turn, if I can play a card, can I choose to draw anyway?
Hey, I can answer these questions and hopefully you can answer a question I have. 1. You do not take the players cards in this case because the standard gameplay is over as soon as you run out of cards. The player who you wrongly tried to arrest now attempts an arrest of their own, and it follows that pattern until someone is successfully arrested. 2. The last card that is turned upward is kept there so the next player knows what cards can be played on it. The rest of the deck is shuffled and returned as a fresh draw pile. Just be sure everyone remembers what location you were in before shuffling because you obviously won't be able to backtrack through the cards to find out anymore. 3. You do not have to play a card just because you can. You are allowed to draw anyway... this is actually a big part of the strategy. Now here's my question: When tallying the scores after playing, we've always counted all the duplicate cards in our hands. For instance, if I have three "disguise" cards, each one is 10 points for a total of 30 points. However, in this video (timestamp 7:42), they are tallying the players points and they only count one "alibi" card for 15 points even though the player has two, which would make it 30 points. Are we supposed to only be counting one of each card, or did they make a mistake in the video?
@@busm795 I´m pretty sure it is a mistake, the instructions say: "Players total the value of the cards they hold and add to their scores". It looks like total implies each card counts. An official source confirmation would be nice though!
I have a doubt with the inspector card: 1. If played after a Scotland Yard card, the player may make an Arrest AND make any one opponent pick up two cards from the draw pile? Or the player must choose to arrest or make someone draw? If both effects are combined: 2. Does the arrest take into account the recently drawn cards? (meaning that if you draw a villain in the cards you may get busted anyway)
@@busm795 Just tried a first trial of the game: all novices. Quite confusing, but can see it becoming a fun game once learnt. I had a similar question to (1) while playing: what happens if an "arrest" is unsuccessful at the end of the game? The rules don't mention cards still being passed, so I at first thought they wouldn't be. But then what's the point in guessing? People just take turns at guessing until someone with a villain card is found, and then everyone totals the cards they were holding at the end anyway, before anyone guessed? It only seems to make sense if cards are still passed from the falsely accused to the accuser, unless I've misunderstood something? [Edit: OK, I had misunderstood the scoring for villain cards. I thought cards were just totalled. I'd missed the bit where villain cards only score if detected (arrested), and also count as negative scores for the successful accuser. That answers my question on why make guesses in turn at the end of the game until a villain is found. Sorry.]
@@federicoianmurphy Hey, I actually received a response from Gibsons Games and it is a mistake in the video, all the cards are supposed to be tallied (except villain cards if you were not the one arrested).
I have a couple of questions. 1. Don’t understand the reason why the other villains are inserted. Scores are not counted and it seems pointless. 2. There’s nothing stopping a player arresting early on. If there are only 3 players you have a 50% chance of getting it right and ending the round. Any ideas on modifying rules for 3-4 players?
Hi J Rowe, having more villains means that there are more arrests and more mystery added to the game. By adding them to the drawer pile, you never know which player will pick up a villain which adds to the drama of the game. The scores matter because we recommend playing a total of six rounds. The winner is the player with the lowest score at the end. If you make an arrest early on in the game, especially with more players, then there's a high chance that you will arrest the wrong player and be penalised with more cards...this means that you will have more points at the end and likely lose the game! The card game works really well with 3-4 players, so no modifications are required. I hope this helps :)
@@gibsonsgames2682 just to clarify, I’m enjoying the game. Just confused about the additional villains. Is the round over when any villain is arrested? My concern when playing with 3 people, if you have an arrest card and not the villain, you have a 50% chance of ending the round with a wild guess.
It seems so complex, I’m really confused. And as you said - if there’s 3 players and I have and arrest card (whilst not having the villain card) I would probably just take the risk of arresting someone because there’s a 50% chance of me getting it right. And Yh, what’s the point of having 2 villains? If one villain is caught, the other villain card has no affect.... in the case where there’s 2 villains and 3 players, there’s 100% chance of getting the villain......
@@jasonrowe6202 Glad you're enjoying it :) yes you are correct in that as soon as the first villain card is found, play ends. However, if there are 3 players and the person with the villain card manages to finish their hand by playing their villain card, then play stops with the villain "escaping." This means that there will be less points scored for everyone, making the game more difficult to accumulate points and for a player to win after the 6 rounds.
@@joker-_-53 Good points, but it may be that if there are 3 players, the person holding the villain card may also be holding an arrest card. This means that they do not necessarily know who else has a villain. One of the other cards allows for another player to pick someone else's cards, meaning that they could unsuspectingly select the villain card. That way the first player knows they can use their arrest card on them on their next turn, such as in the example in our video.
Great explanation of the rules well done
OMG- I have watched and read the instructions- total nightmare to remember! My fairly intelligent children gave up ages ago!
I totally agree. Five of us spent ages trying to make sense of the game and in the end gave up.
Hey, i have a question. Does being on a london location mean only when the top card is a location care or everytime until we move to some other location (means are we going to consider ourselves to be on baker street even after performing an action or information card qfter that?). Want to know this for the rule for mycroft. Can we only play him over a green london location card or we check the last green card, even if we bave played more cards on top of it?
Hi, I have a question. If you play the hanson card and the players are at the country, should they only play the Country card only or can it be a different location?
Hello, I have some questions:
1. When I run out of cards, and make an arrest. If the player does not hold a Villain card,
should I add all the accused player´s cards to my hand? or is it like playing Holmes?
2. What happens when the drawing pile runs out of cards?
3. On my turn, if I can play a card, can I choose to draw anyway?
Hey, I can answer these questions and hopefully you can answer a question I have.
1. You do not take the players cards in this case because the standard gameplay is over as soon as you run out of cards. The player who you wrongly tried to arrest now attempts an arrest of their own, and it follows that pattern until someone is successfully arrested.
2. The last card that is turned upward is kept there so the next player knows what cards can be played on it. The rest of the deck is shuffled and returned as a fresh draw pile. Just be sure everyone remembers what location you were in before shuffling because you obviously won't be able to backtrack through the cards to find out anymore.
3. You do not have to play a card just because you can. You are allowed to draw anyway... this is actually a big part of the strategy.
Now here's my question:
When tallying the scores after playing, we've always counted all the duplicate cards in our hands. For instance, if I have three "disguise" cards, each one is 10 points for a total of 30 points.
However, in this video (timestamp 7:42), they are tallying the players points and they only count one "alibi" card for 15 points even though the player has two, which would make it 30 points.
Are we supposed to only be counting one of each card, or did they make a mistake in the video?
@@busm795 I´m pretty sure it is a mistake, the instructions say: "Players total the value of the cards they hold and add to their scores". It looks like total implies each card counts. An official source confirmation would be nice though!
I have a doubt with the inspector card:
1. If played after a Scotland Yard card, the player may make an Arrest AND make any one opponent pick up two cards from the
draw pile? Or the player must choose to arrest or make someone draw?
If both effects are combined:
2. Does the arrest take into account the recently drawn cards? (meaning that if you draw a villain in the cards you may get busted anyway)
@@busm795 Just tried a first trial of the game: all novices. Quite confusing, but can see it becoming a fun game once learnt.
I had a similar question to (1) while playing: what happens if an "arrest" is unsuccessful at the end of the game? The rules don't mention cards still being passed, so I at first thought they wouldn't be. But then what's the point in guessing? People just take turns at guessing until someone with a villain card is found, and then everyone totals the cards they were holding at the end anyway, before anyone guessed? It only seems to make sense if cards are still passed from the falsely accused to the accuser, unless I've misunderstood something?
[Edit: OK, I had misunderstood the scoring for villain cards. I thought cards were just totalled. I'd missed the bit where villain cards only score if detected (arrested), and also count as negative scores for the successful accuser. That answers my question on why make guesses in turn at the end of the game until a villain is found. Sorry.]
@@federicoianmurphy Hey, I actually received a response from Gibsons Games and it is a mistake in the video, all the cards are supposed to be tallied (except villain cards if you were not the one arrested).
I have a couple of questions.
1. Don’t understand the reason why the other villains are inserted. Scores are not counted and it seems pointless.
2. There’s nothing stopping a player arresting early on. If there are only 3 players you have a 50% chance of getting it right and ending the round.
Any ideas on modifying rules for 3-4 players?
Hi J Rowe, having more villains means that there are more arrests and more mystery added to the game. By adding them to the drawer pile, you never know which player will pick up a villain which adds to the drama of the game.
The scores matter because we recommend playing a total of six rounds. The winner is the player with the lowest score at the end.
If you make an arrest early on in the game, especially with more players, then there's a high chance that you will arrest the wrong player and be penalised with more cards...this means that you will have more points at the end and likely lose the game! The card game works really well with 3-4 players, so no modifications are required. I hope this helps :)
@@gibsonsgames2682 just to clarify, I’m enjoying the game. Just confused about the additional villains. Is the round over when any villain is arrested? My concern when playing with 3 people, if you have an arrest card and not the villain, you have a 50% chance of ending the round with a wild guess.
It seems so complex, I’m really confused. And as you said - if there’s 3 players and I have and arrest card (whilst not having the villain card) I would probably just take the risk of arresting someone because there’s a 50% chance of me getting it right.
And Yh, what’s the point of having 2 villains? If one villain is caught, the other villain card has no affect.... in the case where there’s 2 villains and 3 players, there’s 100% chance of getting the villain......
@@jasonrowe6202 Glad you're enjoying it :) yes you are correct in that as soon as the first villain card is found, play ends. However, if there are 3 players and the person with the villain card manages to finish their hand by playing their villain card, then play stops with the villain "escaping." This means that there will be less points scored for everyone, making the game more difficult to accumulate points and for a player to win after the 6 rounds.
@@joker-_-53 Good points, but it may be that if there are 3 players, the person holding the villain card may also be holding an arrest card. This means that they do not necessarily know who else has a villain. One of the other cards allows for another player to pick someone else's cards, meaning that they could unsuspectingly select the villain card. That way the first player knows they can use their arrest card on them on their next turn, such as in the example in our video.