The rulebook for Detective is the first rulebook we published that besides the rules of the game also covers advice on how to approach the game to enjoy it the most.
Why would we do that? What differs Detective from any other game? Why care to tell you that you should have good conditions to play the game, no rush, no other things on players mind, no hilarity and stupid jokes…
Well, when you approach Robinson Crusoe with a wrong attitude, you’ll end dead in the 6th round, and you’ll say something like: “OK, that’s pretty serious game. We should focus next time we play it.”
On the other hand, when you approach Detective with a wrong attitude, you’ll spoil yourself 20% of the whole story, and then you’ll say something like: “OK, we just ruined 20% of the experience the box offers. That really sucks.”
Detective includes 5 Cases, and each Case takes about 3 hours to solve. Altogether players get more than 15 hours of great fun. You definitely want to squeeze the max out of it. And I feel responsible for doing all I can to help you with that. Hence, the whole section in the rulebook and many smaller advice.
We discuss in the rulebook player roles. It has nothing, absolutely nothing with the rules of the game. It has all to do with our experience from play-testing. After all these games we played, we know that some players are good at making excellent notes, other do a great role play and read cards the way to build immersive theme. Some players love to sit with their laptop, browse Antares website, double check personal files and put fingerprints records into the database to match them.
We give you all the experience we gathered in the rulebook, on the plate. We say – before the game let each player take a meta-game role. Debate about who will be responsible for notes, who will deal with the computer. Make sure everybody has something to do and what he does is cool and fun for him.
We also discuss in the rulebook alpha player problem. The problem each co-op face. Here we say it aloud, and we ask players to address it. We didn’t discuss it in the Robinson Crusoe, we didn’t discuss it in First Martians. Why Detective? Once again, play-testing experience.
One alpha player with a wrong theory, one player who will out-talk everybody at the table and convince or even force others, may ruin the Case. That’s why we say in the rulebook ‘Let everybody have a voice”, that’s why we want everybody at the table to have a chance to form their theory and present their thoughts to the team. All together players should decide which scenario of events is the most probable and who is the murderer.
We talk in the rulebook about making good notes, we talk about taking short breaks to stretch legs and reset mind, we talk about all crazy things that all sum up to this simple idea – to help you have the best experience possible.
I and the whole team behind the game want you to open Detective, sit with your friends, solve the first Case and have the best time possible. For a few hours, you’ll be a detective solving Case. It’s a phenomenal experience.