Iain has been blogging since before blogging was cool. I believe Iain even had a blog before his current one, but I am not personally familiar with that endeavor. Iain was much more than helpful to me when I was just starting to blog. He offered some helpful advice about posting pictures to my blog (which was giving me fits at the time) and generally seems like a nice guy. He even sent me a bunch of RSS links when I was getting my RSS thingy up and running.
Thank you Iain, and the rest of you enjoy. CF
First of all, thanks to Koldfoot for honouring me with an invitation here. Rather than talk about games in general, I thought I'd go into detail about a series of games The Sherlock Holmes Consulting Detective series. I rank the original game as one of my only perfect 10's, but the series is rarely discussed and this sort of game is not published any more, so I think they deserve a little more limelight.
Rather than being a deduction game like Sleuth or Zendo, Sherlock Holmes Consulting Detective is a detective game. You are put in the position of one of Sherlock Holmes' helpers, the Baker Street Irregulars, and given a case to solve, usually in parallel with Sherlock himself. You are given a set of clues:
- a long list of crime fighting contacts, like Inspector Lestrade of Scotland Yard or Porky Shinwell, an underworld informer.
- a map of Victorian London
- a newspaper archive
- a London directory, full of peoples' names and addresses.
After poring over them, you get a book of disconnected paragraphs, rather like the Fighting Fantasy choose-your-own-adventure books of the early eighties and you go forth and try to solve the crime, typically a murder, in the shortest possible number of steps. Once you think you all think you have solved the crime, you finish reading and someone reads out the solution. Sherlock then explains how he solved the murder, typically in a quarter of your time and you marvel at his brilliance and your own stupidity.
What marks these games out is the attention to thematic detail. The writing, clues and graphic design are all very evocative. The language is very close to Conan Doyle's. It is as close a hybrid between gaming and literature as you will ever find. These are the perfect games to play with people who love literature, but are less keen on games themselves. The strength of the theme and the free-form mechanics make it feel like a role-playing game with the work taken out. You still have to think hard and take notes to solve the problems, but at least you do not spend your whole time looking up rules or role-playing.
The original game had two modes of play, either competitive, reading the paragraphs in silence and racing to the solution, or collaborative, reading the paragraphs together and discussing the solution. I much prefer collaboration, as it moves more quickly and it is an excellent way for people to get together. In later expansions, the competitive mode was dropped. Because of this, the game suits less competitive gamers but also might alienate the opposite. It is definitely the best team game I have played as a real story comes out of it. I would much rather play this with a few friends than organise a Murder Mystery dinner.
This is also the best solitaire game I have ever played. If you ever enjoyed Fighting Fantasy gamebooks, you will love this.
Replayability is a problem. After playing a case, it is finished for you. On the other hand, several of these games were published and I am nowhere near exhausting the gameplay in them:
- Adventures by Gaslight - an expansion based in Paris. I have not yet tried
this.
- Queen's Park Affair - a stand-alone supplement. This is actually one huge case and my wife and brother ran out of stamina pretty quickly. I recommend you play this solo or only with a dedicated group. I really wanted to like this as I grew up about a mile off the map you see below, and you can almost see my workplace at the western end of the map. I will have to finish this solo sometime.
- West End Adventures - a stand-along supplement. It includes a set of cases like the
original game. I thought some of the details were less authentic, like a few stray Americanisms that jarred a little. Otherwise, it is just as good and it has my favourite box cover.
- Mansion Murders - a stand-along supplement. I have not played it. A review at the Geek claims:
At least one of the 5 cases in this game requires that you've not only played the original, but that you remember details from some of its cases clearly. This was very disappointing to my group, as it not only made it impossible for us to solve that case, but it also spoiled a case from the original game before we got to it. I recommend that you only play this game if you've already played and finished Consulting Detective.
- Gumshoe - The same system ported to the 1940's Los Angeles of Raymond Chandler. I have not played it, but the components are amazing, even more detailed than the previous games. There are mug shots, autopsy reports, fingerprints, a lavish map and the regular telephone directory etc.
Other companies made paragraph based boardgames, but these are the only ones I have.
I asked my wife for her comments. She said the number of false leads the players were given irritated her, but she says she will still play it with me. I agree there are false leads, but that is what makes the game challenging and makes it feel authentic. It is certainly the hardest game I have been able to persuade her to play with me more than once. She was put off by our Queen's Park Affair debacle. I hope I can persuade her to try a shorter case again, so she can remember what she enjoyed in it the first times.She also pointed out that the amount of data you are presented with is overwhelming. That is realistic as you are trying to solve the mystery in as lifelike a way as possible, but these games do not hold your hand. This is intimidating for the first game or two, but becomes easier with experience as the cast of characters, map and telephone directories stay the same.
A couple of years ago, Chessex had them in stock, and the original is very available on eBay and at the BoardGameGeek marketplace. I highly recommend you pick up a copy if you want an original, challenging gaming experience.As a final note, if you're really stuck about whodunnit, think of the most unlikely person it could be...
The images in this post were taken from the BoardGameGeek and are used under the terms of the Creative Commons Attribution-NoDerivs-NonCommercial 1.0 licence.





At heart I'd call Kramer a "tough designer". Most of his games have a diamond heart. They require deep strategy or very thoughtful tactics in order to succeed. He's done some light and fluffy stuff, but they're either less-common or less-well-known than Knizia's, and Sunken City is the only game I can think of that really disappointed people solely because it was too light.
For that reason, Teuber is inevitably the "Catan designer". Catan makes up at least half of Teuber's output, and definitely most of his better known games. Besides the core game, and the Seafarers and Cities & Knights supplements we also have historical scenarios, licensed versions, and more recently full variants like The Settlers of the Stone Age and The Starfarers of Catan. Most recently Teuber has stepped away from whole-blown Catan system, but he continues to use the same basic idea: randomly produce resources, manage them, and build new stuff with them. Anno 1503, Candamir, and Elasund all fall into this later design period. A more general way to describe most of Teuber's output is "resource management games" but that's really just code for Catan.







