Ok i'll attempt to translate the review i made for this game. You can found the original in Spanish here, sorry for my poor English.
Well, in the recent CLBSK I watches two plays of this great game and more recently i've played one myself so I'll dare to do a review.
Setting and characters
The Tuesday Club Murders is set in thats era that his author knows so well, the Victorian England. And the game takes this name from that of Agatha Cristie's book that shapes the central motto of the game. The idea is that the players are, as the prominent figures of the book, people of high class of mixed origin and condition, that meets every Tuesday to try to solve the case that one of them exposes. Yes they are the famous dilettantes of some horror settings or even better they're what we usually know as armchair detectives.
The characters are defined by a system of clichés, six of that are basic information like Place or date of birth, occupation, name and title, place of residence or anything similar. The system of clichés not only helps to define quick and in depth a character but it also is a part of one of the mechanics of the game, the clues. But let's detail the system a little more.
How do you play
Well, one of the players assumes the host's role. He's the one that exposes the case to solve this game and the one who will answer to the questions of the rest of players that try to get hte necesarry information from him. The game it's based on four concepts the guesses, deductions, interruptions and tracks and to support them there's the easy mechanics of the game.
The host bets 15 pounds on that his colleagues will be unable to manage to have the information to complete the keys of the crux: Who? How? When? Where? and Why? (It is supposed that What remains clear in the initial exhibition of the case) and in turn they have another 15, why? For that they will have to go increasing the pool of the winner to be able to do questions.
The ways of solving it are basically with two types of questions to the host: Yes/No questions or those that ask for more detailed clues. After the exposition of the case by the host the game begins, and the guests have 1 hour to solve the case.
The first phase is one of Yes/No questions, in which every character will be able to make one to the host at the cost of one pound. The character will have to explain show he's able of knowing this information, for example if he wanted to know if the couple of the case had some kind of problems might justify it because he lives in the same city and knows someone close to them. An important detail is that there is a marker of main investigator and that if the one who has it doesn't make a question in this round he passes it to the player on his left, we will see the importance of this later.
It's also during the Yes/No questions round where interruptions can be made, which means that if a player thinks that his character can make the question, that has just been done by another one, with more authority or knowledge, can interrupt by paying a pound. This one can also interrupted by someone for the same motive. For example, the journalist makes the question Did he take poison with some liquid?, but the doctor interrupts him saying that he would have more specific knowledge since he has read the autopsy, but he's interrupted by the one that has contacts with Scotland Yard since he is the one who could have had access to the detailed police report.
The interruption is, together with the refutation that will be explained later on, the unique ways of regaining pounds, since if you interrupt successfully you take the pounds of all whom you have interrupted. In the previous example the last one would take 3 pounds. Beside recovering pounds, he also gains the marker of main investigator.
After the Yes/No questions round, comes the round of asking for clues. Here every player can "spend(" one of his clichés in order that the host gives an information more or less detailed on an aspect of the case. For example, a player who has a medical cliché of profession will be able to ask the host him about richer information on the possible used poison. But, he won't be able to use the same cliché in the game, him crosses it out.
After this last round, the host recovers a pound of the pool (he will do this after every cycle) and it starts again. Round of yes/no questions , round of clues, and this way until they solve the case.
How is the case solved?
Well, in a round of Yes/No questions and after gettin a Yes as an aswer the player will be able to realize a deduction, with the cost of 3 pounds. In it, he'll have to reveal all the keys of the crux with high detail, if he's right he has solved the case and is the winner. If not, the rest of players can bet a pound to refute it. To refute a deduction is to say what number of the five keys has answered correctly. All who guess the correct number recover his pound and gain another one.
And here it is where it has importance to be the main investigator, since he's the first one that makes the Yes/No question after round of clues, which is where you can get more information so he has some advantage at the moment of solving the case.
That's all.. summing up is a good game that is great with some acting by the players. Besides is a great way to start a gaming session. The only problem is... it's only in spanish... yet.
- Last edited Fri Oct 19, 2007 8:35 am (Total Number of Edits: 1)
- Posted Fri Oct 19, 2007 1:20 am
José Carlos de Diego
Re: El Club de los martes / The Tuesday Club Murders. A rev
Thank you for the English review, small grasshoppers.