Place the 4 Interrogation Rooms in a row in the middle of the
playing area.
Place the 8 Witness Markers face down so the
numbered backs are showing. Mix the markers,
then choose one of each number (one number 1,
one number 2, etc.) so you have a total of 4. Set
the others aside – do not look at them.
Without looking at the Witness Markers Without looking at the Witness Markers
you selectedyou selected, place one on top of each Interrogation Room, positioning the
marker’s notch beneath the Interrogation
Room’s highest number. It does not
matter which marker you place on which
Interrogation Room.
Witness Marker
Shuffle the 64 Investigation Cards, deal 7 to each player and
place the remaining cards face down as a Draw Pile. Turn the
top card face up next to the Draw Pile as a Discard Pile.
The youngest player goes first.
OVERVIEW
A crime has been committed! You must uncover the clues that
will lead you to the guilty suspect!
Each of the four Interrogation Rooms holds one Witness who
knows a crucial piece of information about the criminal you’re
looking for: Hair
These Witnesses have a “breaking point
by the Interrogation Room number they are positioned beneath –
the higher the number, the more difficult it is to make them talk.
By playing Investigation Cards with a value equal to or exceeding
the breaking point of a Witness, you uncover clues that will help
you to identify the lawbreaker and bring him or her to justice.
On your turn, take the following 5 actions in this order:
1. You must
must draw a card(s).
2. You may
may play 1 Command Card if you want to.
3. You may
may play 1 Meld of Investigation Cards if you want to.
4. You may
may roll the die if you want to.
5. You must
must discard 1 card.
Each step is explained in detail below.
STEP 1. YOU MUST DRAW A CARD(S).
STEP 1. YOU MUST DRAW A CARD(S).
You may eithereither take 2 cards from the top of the Draw Pile or
take 1 card from the top of the Discard Pile.
STEP 2. YOU MAY PLAY 1 COMMAND CARD
STEP 2. YOU MAY PLAY 1 COMMAND CARD
IF YOU WANT TOIF YOU WANT TO.
Command Cards alter the course of an investigation. Play them
face up on the Discard Pile and perform the appropriate action.
You may play one Command Card per turn. Each Command
Card is described at the end of these rules.
STEP 3. YOU MAY PLAY 1 MELD OF INVESTIGATION
STEP 3. YOU MAY PLAY 1 MELD OF INVESTIGATION
CARDS IF YOU WANT TO.CARDS IF YOU WANT TO.
A Meld is a set of 3 numbered cards of the same color (the
numbers don’t have to match). If you have a Meld in your hand,
place it face up in front of you. You can play 1 Meld per turn.
If you cannot or do not want to play a Meld, skip this step.
Note: Black cards are Wild
Wild and may be played as any color to
create Melds.
Using Melds
Using Melds
You play a Meld each turn in an attempt to reach the breaking
point of a Witness in an Interrogation Room. Because the
breaking point on an Interrogation Room can range from 10-20
(depending on the position of the Witness Marker) and the
highest Meld you can play is 9 (three 3’s), you will not be able
to reach a room’s breaking point by playing a single Meld. You
will have to play additional Melds on later turns that you can add
to your first Meld, or you will need to roll the die (Step 4).
To determine whether you have reached an Interrogation Room’s
breaking point, add up the value of all Melds you have played
that are the sam e
same color color as the Interrogation Room you are
trying to break (i.e. for the blue Interrogation Room, add up all
of your blue Melds). Be sure to include any all-black Melds you
have played when adding up your total – black cards are Wild
so they can become any color Meld you need. Do not mix the
cards when adding them – you need to keep your individual
Melds separate.
If the total of your Melds is LESS THAN the breaking point
If the total of your Melds is LESS THAN the breaking point
of the Witness in the matching-colored Interrogation Room,
go to Step 4.
If the total of your Melds EQUALS OR EXCEEDS the
If the total of your Melds EQUALS OR EXCEEDS the
breaking pointbreaking point of a Witness in the matching Interrogation
Room, you can look at the clue on the back of that Witness
Marker (i.e. if the total value of all your red Melds is at least
as great as the breaking point of the Witness in the red
Interrogation Room, you can look at that clue). Be careful
not to let your opponent see the clue. Return the Witness
Marker to its Interrogation Room after looking at it, but
but
place it on the next lowest numberplace it on the next lowest number. Finally, remove one of
the Melds you just used against the Witness and place it on
the Discard Pile. If you haven’t reached an Interrogation
Room’s breaking point, you do not remove a Meld.
The Black Interrogation Room
The Blac k Interrogation Room
The breaking point numbers in the black Interrogation Room
are higher than the numbers in the other Interrogation Rooms
because you can combine Melds of ALL COLORS against
you can combine Melds of ALL COLORS against
this roomthis room (i.e. you could combine a Meld of red cards, a Meld
of blue cards and a Meld of black cards to reach the breaking
point of a Witness in the black Interrogation Room).
Remember, a Meld of black cards is very powerful – because
it is Wild, you can use it against all 4 Interrogation Rooms.
STEP
STEP 4. YOU MAY ROLL THE DIE IF YOU WANT TO.4. YOU MAY ROLL THE DIE IF YOU WANT TO.
If you haven’t reached the breaking point of a Witness but are no
more than 6 points away from it, you can choose to push your
luck by rolling the six-sided die and adding the roll to your Melds.
Be careful – whether you succeed or fail to break the Witness,
you will still have to discard one of the Melds you used against
that Witness.
If you don’t want to roll the die, skip this step.
Page 3
If the die roll + your Melds EQUALS OR EXCEEDS the If the die roll + your Melds EQUALS OR EXCEEDS the
14
13
12 11 10
breaking point, breaking point, you can look at that Witness’s clue, replace the
marker on the next lowest number,
on the next lowest number, then discard one of the
Melds you used against that Witness.
If the die roll + your Melds is LESS THAN the breaking point,
If the die roll + your Melds is LESS THAN the breaking point,
move the Witness Marker two numbers down two numbers down and discard one
of the Melds you were using against that Witness. If the Witness
Marker is already at the lowest number, it stays where it is.
For example
For example: The Witness
Marker in this Interrogation
Room has a breaking point
breaking
point
of 14. Two Melds matching
the room’s color have been
played so far, but the total
of all the cards in these Melds
(11) does not equal or exceed
the breaking point of the
Witness (14). After playing the
second Meld, the player decides
to take a risk and rolls the die.
He gets a 5, giving him a total
of 16, which exceeds the breaking
point. He looks at the clue on
the back of the Witness Marker,
then replaces the marker in the
Interrogation Room on the
next lowest number – 13.
Finally, he discards one of the
1
1
2
1
1
1 + 1 + 2
2
2
2
3
3
l
l
Ro
-
2 + 3 + 2
2
= 4
Re-Ro
ll
2
Re
= 7
= 5
two Melds he just used.
16
You can only look at 1 clue per turn.
STEP 5. YOU MUST DISCARD 1 CARD.
STEP 5. YOU MUST DISCARD 1 CARD.
You must end your turn by discarding a card from your hand, so
save one for this purpose. Play then passes to your opponent. If
you choose to discard a Command Card during this step, you do
not use its power.
USING THE WANTED POSTER
Whenever you get a clue, refer to the Wanted Poster to help
narrow down your list of suspects. Every clue you get will cut
the number of suspects in half.
For example: The first
For example
clue you uncover tells you
that the suspect you are
looking for has blonde
hair, so you can
immediately eliminate
half of the chart with
dark-haired suspects.
The next clue you get tells
you that the suspect does
not wear glasses, so again,
you can eliminate half of
the remaining suspects.
Continue collecting clues
until you whittle the
suspects down to just one –
and that’s your criminal.
BLONDE
HAIR
GLASSES
NO
Command Cards and Special Wild Cards
Command CardsCommand Cards
Command Cards are played during Step 2 of your turn
(except Good Cop/Bad Cop), and you may only play 1 per turn.
DUMPSTE R DIVE
Dumpster Dive
the discard pile.
Take 1 card from disca rd pile.
EVIDENCE TAMPERING
Evidence Tampering
from one of your opponent’s Melds and
add it to your hand. Your opponent
must return their incomplete Meld to
their hand.
Take 1 card fro m opponent’s me ld.
Dumpster Dive – Take any 1 card from
Evidence Tampering – Take any card
32
Page 4
1
4 13
1
2
11
10
14 1
3
12 1110
FRIEND LY PERSUASION
14
13
12 11 10
Friendly PersuasionFriendly Persuasion – Move the breaking point of a Witness in any Interrogation
Room. You can move the Witness no
more than 2 spaces in either direction,
higher or lower.
Move a witnes s’ Breakin g Point
two spaces.
GOOD COP / BAD COP
Good Cop/Bad Cop
Good Cop/Bad Cop – This is the only This is the only
Command Card that can be played during Command Card that can be played during your opponent’s turn. your opponent’s turn. When your opponent rolls the die (Step 4), you can play this card
and force them to re-roll.
Force opponent to re- roll die.
Special Wild Cards
Special Wild Cards
In addition to having a number value, some of the black Wild
Cards allow you to perform special actions. Instead of using
them in a Meld, you play Special Wild Cards from your hand,
place them face up on the Discard Pile and take the appropriate
action. You may play as many Special Wild Cards as you want
as long as you save one card to discard in Step 5.
Discard to re-ro ll
2
Discard to Re-Roll
Discard to Re-Roll – If you roll the die
and fail to get the number you want,
play this card to re-roll the die. This card
cannot be played against your opponent.
2
Discard to re-ro ll
Discard to
Discard to Keep 1 Meld
keep 1 meld
3
Discard to Keep 1 Meld – Whenever
you attempt to break a Witness, whether
you succeed or not, you must always
discard 1 Meld (Step 3 - 4); however, if you
play this card from your hand, you may
keep all of your Melds in play.
3
keep 1 meld
Discard to
WINNING THE GAME!
When a player thinks he or she has identified the criminal, the
player makes an accusation. Accusations can only be made after
the accusing player has just broken a Witness and looked at its
clue. The player points out the suspect on the Wanted Poster
that they want to accuse, then they flip over all the clues to
check. If the accusation is correct, the player wins; however, if
the player is incorrect the opposing player automatically wins
the game.
DETECTIVE’S NOTEBOOK
Detectives who have trouble remembering clues are allowed to
write them on a piece of paper for future reference.