With The Sherlock Files: Elementary Entries, Mystery Is in the Cards
Photos courtesy of Indie Boards and Cards
Sherlock Holmes is a ridiculously overused theme for deduction games. I’ve reviewed at least three such games for Paste, and didn’t love any of them, while there are at least a dozen games on Boardgamegeek that use “Sherlock” or “Holmes” or “Baker Street” in the title, to say nothing of other games that might try to sneak Arthur Conan Doyle’s character into game play. A murder mystery seems like a perfect theme for a game, but it still needs a decent mechanic, and some decent writing too.
The Sherlock Files: Elementary Entries is a new, case-based game that mostly works, because the mechanic is novel but easy to grasp. For each case, you get a deck of cards with clues on them, some relevant and some irrelevant. You shuffle the deck, give each player a small hand of cards, and on each turn you either play a card face-up so all players can see it, or you discard a card face-down because you think it’s irrelevant to the solution. Play continues until the deck is exhausted, at which point the players can discuss all the cards they’ve played—and, if they remember, the content of the cards they’ve discarded—to try to figure out the details of the murder. The case guide has 10 multiple choice questions the players must answer, about the identity of the killer, the motive, the method, and more, after which the players score two points per correct answer, and then deduct one point for each card on the guide’s list of irrelevant ones that the players didn’t discard during the game.
You can’t change your mind on a card after you’ve played it—once a card is on the table, for example, you can’t later decide it’s irrelevant because you’ve learned more—so you’re forced to make some wild guesses early in the game on cards because there’s no way you’ve learned enough to decide if they’re relevant. That probably makes getting a score all that much higher than 10 very unlikely; you’d need a very favorable shuffle, or just some great guesses, to get to double digits, although I also think we played it too conservatively rather than actively trying to hunt for irrelevant cards, since there’s no point penalty for discarding a card that turned out to be relevant. You could, in theory, discard all the cards you play, then just discuss them at the end—assuming your memory is good enough to do so—and avoid losing any points for keeping irrelevant cards. That would follow the letter of the rules, but not the spirit, and I think the game could use a tweak where you have to play some minimum number of cards to the table for each case.