Disclaimer: I apologize for any mistake, convoluted sentence
structure and other assorted "bugs" in the following text. English is not my
first language, and this is the best I can do...
While we are at it, I understand that this game has been out of print for
years. It is universally recognized as a very good game, though, and has some
really unique ideas, so I think it deserves a review in this forum.
Introduction
Sherlock Holmes Consulting Detective is a boardgame in which the
players compete against Sherlock Holmes himself, and with each other, to solve
Victorian-era misteries.
In the most general sense, the main game mechanic resembles the one used in the
solo adventure gamebooks: you choose what your next action will be, and consult
the appropriate paragraph to discover what happens. As you may already imagine,
the replay value of this game is practically nil, but it has a lot of twists
which make it a real gem in its genre; this game is truly unique, with a lot
of role playing elements and a far cry from "mistery-related" games like
Cluedo.
In this game the players take the role of grown-up members of the Baker Street
Irregulars (i.e. Sherlock Holmes helpers) and try to solve various crimes
without any help from the Master Detective.
Components
The basic game (see the "Game Line" section to better understand what I mean
with this) is composed by the following elements:
- An 8 pages rule book
- The game rules per se are quite simple. I'll detail them in the "How it
Works" section.
- A 24" by 28" map of Victorian London
- The map covers the central part of the city (at the four corners, starting
from the upper left and moving clockwise you will find Regent's Park, Liverpool
Sation, Elephant & Castle Theatre and The Royal Military Asylum).
The map is divided in zones, and most of the buildings are identified by a code
number.
- A 20 pages London Directory
- A listing of private apartments, shops and places of interest. An entry may
read:
Cadbury Bros ........... 76SE
It is under the "Cocoa Manufacturers" sublisting. This means that in the SE zone of the
map, this firm is placed in the building identified by number 76.
- A 46 pages Case Book
- This is divided in two sections: one for the case descriptions (the game
offers 10 cases) and the other for the answers detailing the solution. Both the
case descriptions and their solutions are written up in the style of the
original Holmes stories.
- An 8 pages Quiz Book
- In order to solve a case you must be able to answer a series of questions
regarding the case itself. Score is based on how much of these you got right.
An example of a quiz could be "Who was the killer's accomplice"? Some extra
points gan be gained by bonus questions regardins either Holmes canon or minor
facts in a given case, but the main gain comes by actually solving the main
crime.
- 124 pages Clue Book
- Here are the actual "numbered paragraphs" which offers the clues (and
red-herrings, obviously) for the ten cases. The book is divided in ten sections.
Each one offers a paragraph keyed to a given place on the map. If the 4th case,
for example, requires the players to visit the aforementioned Cocoa
manufacturers, in the 4th section of this book you will find an entry labelled
"76SE" detailing what happens there. So in most cases you should find the actual
address using the directory, then check the paragraph using the "address" of the
place you have found.
- 32 pages Newspaper Archive
- This is the most original element of the game. It consists of a collection
of fictional issues of "The Times" (three pages for each day). The various items
(letters, articles, adverts and so on) offers hints and informations which may
be useful for the cases (each case starts on a given date, and the issue for the
specified day and the ones before it are considered as potentially relevant for
the case). The various elements are interwined, so the places and people cited
in the newspaper must be located on the map and/or in the directory if you want
to investigate them.
The physical quality of the components depends on the edition you get (see
below). Anyway, considering that there is no "board" in the conventional sense,
no pawns or specific pieces and that most of the stuff will be used only once,
the various parts are more than adequate even in the older editions.
How it works
As already said, the aim of the game is to solve a given case. The game may be
played in three different ways: solo, as a team or in competition with other
players (a maximum of six, according to the box). Any given game goes more or
less as follows: players read a brief description of the case. From then on they
can consult the newspapers and the directory as many times as they want, but
they must note each location they visit. When someone believes to have cracked
the problem, s/he reads the quiz book, scoring a certain number of points for
each correct answer. Each different location you have visited is deduced by
your final score, so the objective is to solve the crime with the minimum
possible number of distinct steps.
As already explained, most of things the you may discover are keyed to a given
location (for example, the crime site, or the home of a witness, but also a set
of pre-fixed places, like the coroner's office or the British Museum, where
various experts will give you their opinion on the problem).
In most cases reading a location means that you (or your team) has decided to
pay a visit to a given site, so there is no railroad effect like in most solo
gamebooks. Even if this may seem a limit the author(s) have been able to create
a good number of twists on it and in most cases the result seems quite natural
and appropriate.
The good
I've completed the ten cases, and almost always got a more or less correct idea
of what happened (I played it in cooperative mode with another player). The game
solutions include how many steps were required by the real Sherlock Holmes to
solve the same mistery, and obviously our score was much lower than his...
The game plays really well, and the author(s) played the format to the hilt.
Every single game component plays a part in at least one case. The map may
prove invaluable to recreate a criminal path after the deed, or to check if the
distance between the suspect's home and the crime site could be covered in a
given period of time. The magazines offer plenty of hints (and red herrings) for
each case, as do the various paragraph. Everything is extremely faithful to the
historical period, and the various characters show a lot of flavour and
personality. I'm not an Holmes fanatic, but I spotted lots of interesting
details and pointers to classical Holmes stuff.
The best thing is probably that the various cases are pretty logical and
consistent, so even if you don't crack them the actual solution will not sound
forced. And remember that they are actual misteries, not "puzzles". Even in the
limited format provided by what is practically a solo adventure the author
crams a lot of ideas, and there are plenty of different ways to arrive to the
right conclusion.
The bad
Barring amnesia, the game has absolutely zero replay value. This is the largest
problem. The publishers were aware of this, and tried to mitigate the problem by
issuing more cases (see the Game Line section for more details on this).
Even if you have played all the cases you can salvage a lot of stuff by
converting some of the misteries to Victorian era RPG adventures, so for a
roleplayer the game could offer some extra value for the money.
Game Line
As already explained, the unique format of this game is both is major asset and
its worst flaw. The cases are really fascinating, but their quality needs a lot
of resources, both in terms of components and in creative input by the
author. The net result is that with the basic box, for example, you will be able
to play exactly ten times.
The game is now out of print (I obtained my copy trough eBay), but before going
out of business the publishers produced at least two supplements, adding more
cases and extra stuff. On top of this, the game was later produced by Chessex,
using better materials for the various components. Some of this stuff is still
available from eBay or directly from specialized stores, but beware the
hodgepodge of different editions. I have (what I believe to be) a complete
collection, but some of the stuff is from the original publisher (or printed in
Canada under license) and requires the basic game to be playable, while the
Chessex boxes are usually stand-alone (you get a copy of the map and directory
in every box).
Anyway, here is the list:
- Volume 2: The Mansion Murders
-
Ten extra misteries, uses the main map from the basic game, plus a detailed
map of a Victorian estate (with two floors). Some of the cases took place in a
posh house, and the included maps had sligtly different floorplans according to
the case.
- Volume 3: The Queen's Park Affair
-
A single, extra-long mistery. Includes a new map detailing the area around
Queen's Park, more newspapers and some "player's handouts" like a fake letter to
Sherlock Holmes and a ticket for a cricket match.
The first edition of
this supplement did not include a solution for the mistery: you were supposed to
write down your solution and send it to the publishers (Sleuth Publications) for
a chance to win a cash prize if you got it right (and in case of a tie, the one
with the better Holmesian style would get the money).
The contest was held in
1985, by the way.
- West End Adventures
- My copy is from Chessex, and so is playable as-is. Six new cases.
- Adventures By Gaslight
- I own an original Sleuth edition. Here the action moves to Paris, so a map
of the city is included, along with the directory and fake Figaro newspapers.
Again, an extra-long case which must be solved within the five-days of
game-time limit (as for volume 3).
On top of this, Sleuth Publications adapted the format to an hard-boiled
detective game titled Gumshoe, which takes place in San Francisco and offers a
lot of nifty components (fingerprints files, coroner's reports, directory,
newspape, map and a lot more).
Some cases of the Sherlock Holmes boardgame
were used for a computer based game: produced by Icom Simulations Inc, the game
play is similar, but you move through a VGA London and occasionally get some
Soundblaster rendition of "The game is Afoot" or other Holmes quotes.
In the end...
The game is probably the best attempt to have players solve real misteries.
If you would like to be an "armchair detective" and/or are interested in
Sherlockiana or Victorian era gaming you should track down a copy.
Unfortunately this gem can be played just once.