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DETECTIVE - English Aid
DETECTIVE - English Aid
Introduction: Players take the role of Investigators working for Antares (part of the FBI). The Investigators must work co-
operatively to collect clues, follow leads and solve a case. The game is played in a series of cases (campaign) connected by
an overall narrative thread.
Game End and Goal: The investigation ends after time has run out on the final day of investigation. The players answer
questions to gain Victory Points, and the group win or lose depending on how many questions they answer correctly.
Setup:
Course of Play
Players have a limited number of Game Days in which to learn as much as possible about the case (and meet its goal). When
players run out of time they navigate to the Case’s Final Report on the Antares Website and attempt to answer the questions.
The team’s answers determine their final score and ultimately whether or not they Pass or Fail the case.
Each day is divided into 8 working hours (8am-4pm). This time can be spent doing actions. Players may also work overtime
to do additional actions, but this causes stress (which could end the case early).
During a day, there are no individual player turns or phases – the group act as one team and do the chosen actions together.
Therefore, the team must discuss and agree the best course of action throughout each day (also see Actions).
Each action will require time to perform it, (usually indicated in its top right corner of its card), (or will indicate it doesn’t
need time). When a player Follows a Lead, they must advance the Time Marker on the time track the indicated
amount of time.
At the end of the day, when the marker reaches 4pm, players agree whether to work overtime, or End the Day. Investigators
can end the day earlier than 4pm if they choose to, but its always better to investigate as much as possible.
The investigators may choose to use the overtime spaces on the time track to continue working after 4pm, and may continue
to work until 7am! Add 1 stress token to the to the pool for every hour worked in overtime. If the number of stress tokens
in the poll equals or exceeds the stress limit, the investigation ends immediately, and investigators proceed to the
Final Report. After the day has ended, play moves to the End of Day procedure.
• Move the Day Marker to the next Day on the Day tracker
• Reset the Time Tracker to 8 am
• Move the IT marker back to Headquarters
• Remove all used ability tokens from Investigator Cards
• Review their notes and discuss what they learned that day
• Make a note of leads to pursue for the next day
• If it is the last day of the investigation, proceed to the Final Report
Rule 2: Clues
The game has three types of Clues: Leads, the Antares Database, and General Knowledge.
Lead Cards
Each case consists of 35 Lead Cards. They represent Crime Scenes, Witnesses, Evidence and information obtained during
the investigation. Each lead is represented by 1 card (e.g. #103). When you gain a card, you may only look at the front
side. You may look at the back (B) side, when instructed to do so. Each Lead Card has an hour value (top right), and the
Location at which it can be obtained.
• Lead Card Locations: Before Following a Lead, the investigators will be informed of its Location, and its card
number, but they will not know its exact hour value before deciding to follow that lead. Here are some guideline
values:
o Headquarters – 1-2 Hours, but interrogations may take longer
o Richmond PD and Courthouse – 2-3 Hours
o The Lab – Up to 4 Hours
o Fieldwork – At least 2 hours
When a Clue has an ‘@’ symbol, it means there is information about it in the Antares Database. Go to the database and use
the dropdown to select Name, File, Questioning, Other, and then input the clue, i.e. @JoeBloggs
The investigators have access to anything on the internet to help the investigation, such as Google Maps, Wikipedia etc.
Investigators can always Browse the Internet for more information.
Rule 3: Locations
If you follow a lead and you are not in the same location as the lead you must spend 1 hour to get there (and move
your IT marker to represent that you moved to the new location).
If a Lead Card does not identify a location, it means it can be investigated from any location without moving the IT marker
or spending time.
Actions
Action 1: Follow a Lead
After reading the casebook at the beginning of the adventure, a list of Further Leads is presented. Leads can be followed in
any order and you can ignore the ones you don’t wish to follow. Once a Lead Card is drawn, it must be resolved. The hour
value or skills needed to Dig Deeper may not be checked before the Lead Card is drawn. When Following a Lead you:
• Search the current case’s deck for the Lead Card with the appropriate number
• Check the card’s Location, and move the IT marker, spending 1 hour if necessary using the Time Marker
• Check the card’s hour value, and advance the Time Marker the corresponding number of hours
• Read the card aloud to the other players. Do not look at or reveal the back unless prompted to do so.
• Follow all of the card’s direct instructions
• Where a signature (i.e. a DNA sample) is encountered, enter it into the Antares Database in the Signatures section.
• Decide whether or not to Dig Deeper (spending tokens and more time if required).
• Note any Further Leads – You may decide to follow them later in the game, but you must complete one lead before
following the next one.
• Place the card to one side to indicate it is now resolved, depending on the outcome of your actions:
o If the card doesn’t have the flip (->) symbol or you didn’t Dig Deeper, put it to the right of the game board
o If the card has the flip (->) symbol and you did Dig Deeper, put it to the left of the board
• Other card effects include:
o Read: Immediately read the specified card, or Antares Database entry. If there are multiple Read items, they
can be resolved in any order.
o Choose: Decide which action to take from those available (which may be following other leads or reading
clues). Once the choice is made it cannot be changed.
o Add Plot Card: Plot cards are special cards that represent leads in future cases.
• Some clues / instructions may require a certain number of Authority Tokens to be discarded.
Many Lead cards are double sided. The Dig Deeper Action allows a player to reveal additional information about the case by
reading the back of the Lead Card. To Dig Deeper, spend the required token, and then flip the card over, read it, and note
Further Leads. Players must decide immediately when given the option to Dig Deeper whether they will do so (there will not
be enough time or tokens to investigate every lead, so choose carefully).
During the game, you will be instructed to Read information from Antares. Log into the database, and input the name of a
person for personal files, or an indicated number for all other data. E.g Read NAME@JoeBloggs means go into the personal
files and input Joe in the first name bos, and Bloggs in the surname box. Antares will show you their entry, which can be read
to the group. If you are told to Talk with Joe Bloggs with the code: QUESTIONNING@032, a transcript of the conversation
will be shown if you input the number into the QUESTIONNING section of the database.
Never search Antares for information unless prompted to do so by an ‘@’ icon in the lead.
You can access the Database as many times as you want during the investigation (e.g. to refresh your memory).
When a witness or suspect is being questioned, they may have an associated stress level (low, medium, high). Antares will
add LSL, MSL, HSL to the transcript. The higher a stress level, the more likely the witness is lying.
Some phrases on game cards will be underline and have the wifi icons. Whilst the game can be completed without looking
this information up, it does provide context for the case. Such phrases can be searched in a search engine without time
penalty.
Each investigator has a special ability that can be used once per day. After using the ability place an X token on that
investigator to show their ability is used. Investigators can use their ability irrespective of their location.
Once per day, the investigators may spend one working hour at any location to Write a Report, and receive 1 Authority
Token (star) for doing so. The investigators cannot Write a Report in Overtime.
Other Rules
Skill Tokens
At the start of a case, the Skill Tokens of each Investigator and Consultant are added to the Token Pool. Skill Tokens do not
refresh at the end of the day, so the pool is what is available for the whole case. The number of skill tokens are limited to
those in the box – if a game effect awards a token that is not available, it is not received. There are 5 Skill Tokens:
• Research (file) – Represents reading archives, speaking with library staff, and thoroughness
• Technology (screen) – Represents using tech to gather information e.g. hacking, search algorithms
• Questioning (speech bubble) – Represents ability to talk to witnesses, interrogate suspects, read body language
• Perception (magnifier) – Represents spotting details at the crime scene, linking evidence, find missing details
• Wild (jester) – Can be substituted for any of the other four types
Represent how well the team is regarded at Antares. Investigators may spend authority to activate certain abilities, or follow
certain leads. The team may gain authority from writing reports or other in-game events. Usually being rewarded authority
indicates the team are on the right track. Authority tokens can be critical for some parts of the case, so spend them wisely!
Matching Evidence (Signatures)
There are three kinds of signature in the game (the S stands for signature):
When you encounter a signature, go to Antares to the Signature section, where you will input a 12-character into the form
e.g. SDNA: KPUHVS-UDVZCB. The system will recognise the signature type and add a short description (you can add your
own notes too). Antares can also cross reference evidence with people to help you solve the crime.
Very often, a signature may be incomplete, and any unknown character in the signature will be displayed as an ‘x’. Antares
will try to help you find the signature from an incomplete one.
When a case is completed, note which cards were gained during the investigation (including which were flipped and which
were not). There is a dedicated spot for in-use cards in the insert. These cards can be accessed during future cases, but only
as note (they are no longer interactable). Keep all written notes between cases, as there could be information pertaining to
the overarching crime.
Investigators
Each player takes the role of one investigator. That investigator’s Skill Tokens are added to the shared pool at the start of
the case (and are not refreshed). Each investigator has an ability, which can be used once per day (cover with an X when
used).
Consultants
Add the Consultant’s Skill tokens to the pool at the start of the Case.
Plot Cards
Plot cards relate to the overarching plot of the game, rather than the specific case you are playing. When you discover leads
relating to the main plot line, you add Plot Card XXX to Case Y. When the plot card is added to a future case, do not read it
before adding it to that deck – wait til the beginning of the appropriate case.
The case ends at 4 pm on the final day of the case (unless you work overtime, in which case it ends after overtime). At the
end of the final day, stop work, and perform the End of Day process. Then open Antares and choose “Final Report”. Antares
will ask a series of questions, the first relating to the specific case, and the second set relating to the overarching plot.
Investigators discuss between themselves answers and select or type in the correct solutions. Often answers are not
specifically given by the game and must be deduced. Each case has a predetermined score needed to win it.
• The main questions about the current case are worth the most points
• Additional questions fewer points.
• Points will also be awarded for each piece of matched Evidence in Antares.
• Each stress token is worth -1 points.
• ‘I don’t know’ is worth 0 points.
• A wrong answer is worth -1 points.
Once the report is completed, Antares will calculate your score and determine if you win or lose. If you lose, you can play the
case again, by resetting the Leads deck to its pre-case state, and returning any gained cards to their original positions. Then
perform setup as normal to make a second attempt.