The Dublin Case

The Dublin Case

It is the year 1896, and crime has risen drastically in Dublin, Ireland. Just last night a crime most foul was committed, and the culprit is still on the run. It is up to you to find and capture this wrongdoer, and find the evidence needed to convict!

The Dublin Case is a 2-5 player game of competitive crime-solving. Players will aim to identify the culprit, what weapon was used, and where the culprit had fled to. Instead of a passive who-what-where-riddle, the culprit is constantly on the move, and will try to flee Dublin before any detective catches up.

Each Dublin location is its own tile, allowing for various setups.

The game holds ten notable and historical locations in Dublin, including St. Patrick’s Cathedral, Nelson’s Pillar, Dublin Castle, and more. The set up of these locations may be done randomly – this includes the clues that are placed underneath each location. Players move orthogonality between these locations, and must look at the clue underneath the building they move to. The culprit also moves between these locations, though his movement is hidden.

The aim of the game is catching the culprit!

Each clue token informs the player about either a suspect, weapon, or crime scene. At the start of the game, one of each of the type is removed – these three clues are the solution the players look for. When going to a location, the player looks at the clue and makes note of his discovery. By finding multiple clues, players will be able to deduce which are missing, and thus, who the culprit is and how the crime was committed

Each hint links to one of the three types of clues.

When looking at a clue, the player must leave behind a hint – as a rumour that spreads to other detectives. Each hint links to one of the two qualities to the clue. With a combination of clues found and hints gathered, players should be able to figure out what is going on.

All the clues in the game can be marked on this sheet.

All information the player gathers can be logged on a simply and small notepad, with room for each of the three types of clues and each of those clue’s two attributes.

After all players have moved and read clues, the culprit moves. With the roll of a die, the culprit moves to any direction or stands still. This movement is hidden, and the culprit’s starting point is equal to the crime scene (which is unknown at the start of the game). When a player thinks he knows the answers, he must go to the culprit’s current position to try and win the game.

Full game