Basic Rules
Number of Players
A table showing the number of players on each side and the number of pawns each player can control.
Number of Players | AI Configuration | Number of Controllable Pawns | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Shelock | Watson | Moriarty | Irene | Shelock | Moriarty | Irene | Watson | ||||
2 | 1 | vs | 1 | 3 | 2 | ||||||
3 | 2 | vs | 1 | 2 | 2 | ||||||
4 | 3 | vs | 1 | 1 | 2 | ||||||
4 | 1 | + | 1 | vs | 1 | + | 1 | 3 | 2 | 1 | 1 |
Win Conditions
These are the win conditions for Sherlock and Moriarty.
Win Conditions | |
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Moriarty and Irene![]() ![]() |
The villain must kill the target by meeting the following conditions by the morning of the 4th day. 1: The villain possesses a weapon. 2. The villain is in same area as the target. 3. No witnesses are in the murder room within line of sight. |
Sherlock and Watson![]() ![]() |
1: Identify the true villain by the morning of the 4th day and prevent the target from being murdered. 2: The target survives until the morning of the 4th day, and the villain is identified during the final deduction. |
Basics for When Commands Conflict
These rules apply when multiple players try to take command of the same pawn.
Controlling Player | |||
---|---|---|---|
PlayerA | PlayerB | Situation | Result |
Sherlock or Watson![]() |
Sherlock or Watson![]() |
Two players on Sherlock's team attempt to command the same pawn. | Which player's command is followed is decided at random. |
Sherlock or Watson![]() |
Moriarty![]() |
Sherlock (or Watson) and Moriarty players attempt to command the same pawn. | Moriarty takes control of the pawn, but because Sherlock (or Watson) will notice that the pawn acts out a different command, they will be able to deduce that the pawn in question is not the target. Note: If Moriarty's command is the same as Sherlock's (or Watson's) intended command, they will not notice anything, and therefore not deduce anything about the pawn's status. |
Sherlock or Watson![]() |
Irene![]() |
Sherlock (or Watson) and Irene players attempt to command the same pawn. | Which player's command is followed is decided at random. If Irene's command is followed, this information will not be revealed to Sherlock. |
Advanced Rules for When Commands Conflict
Controlling Player | ||||
---|---|---|---|---|
PlayerA | PlayerB | PlayerC | Situation | Result |
Moriarty![]() |
Irene![]() |
Moriarty and Irene attempt to command the same pawn. | Moriarty takes control of the pawn, but even though Irene's command is ignored, Sherlock will be unaware of Irene's attempt and he will learn nothing of the target's identity. | |
Sherlock or Watson![]() | Moriarty![]() |
Irene![]() |
Sherlock (or Watson), Irene, and Moriarty attempt to command the same pawn. | Moriarty takes control of the pawn, but because Sherlock (or Watson) will notice that the pawn acts out a different command, they will be able to deduce that the pawn in question is not the target. Note: If Moriarty's command is the same as Sherlock's (or Watson's) intended command, they will not notice anything, and therefore not deduce anything about the pawn's status. |
Actions of Pawns not Commanded by Any Player
Any pawn not given a command by the end of the Command Phase will perform a random action.
If Moriarty elects to not command a pawn, a random pawn will be chosen to receive a command from Moriarty.
As usual, if the command given to the pawn chosen by the Moriarty AI conflicts with a Sherlock command, Moriarty's command will be exposed and Sherlock will learn that the pawn is not the target.
Particularly when playing as Moriarty, we recommend giving a command whenever given the opportunity to.
Action Order of Pawns
Pawns take their actions in alphabetical order.
Agatha → Berkeley → Catherine → Dorothy → Ellery → Freeman
However, a pawn's place in the order will drop lower depending on how many status ailments they have.
No status ailment → 1 status ailment → 2 status ailments
Status Ailments
Hungry | Pawns that do not possess any food at the end of the day will gain the "hungry" status. A hungry pawn will suffer from restricted movement, meaning they can only move 1 area at a time. Hungry pawns will also drop in the action order. Therefore, if the pawn is the target, they will be at greater risk of being caught by the villain. |
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Injury | Pawns will sustain an injury in the following circumstances: - When standing in a room with a gas leak; - When standing in a area filled with gas from a tear gas spray; - When attacked by a wild dog that has entered the manor. |
Critical | When pawns sustain two or more status ailments at the same time, e.g. both "hunger" and "injury", they will gain the "critical" status ailment. Not only is their movement further restricted, but they also lose their "vision". Pawns with restricted vision will not be able to prevent the villain from murdering the target and cannot act as a witness when in the same room as the villain. Pawns cannot acquire multiple instances of the same stauts ailment. If a pawn enters a critical state, for example, they will not suffer another injury or become more hungry. |