For 3-5 players Ages 12 and above minutes

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1 Mystery Express Rues EN 2015_Mise en page 1 19/05/15 14:37 Page2 For 3-5 payers Ages 12 and above minutes S eeking a we-deserved break from your atest misadventures, you decide to treat yoursef to the extravagant uxury of the egendary Orient-Express. But your hoiday turns out to be short-ived... the train has barey eft Paris when tragedy strikes - a passenger is found murdered! The apty renamed "Mystery Express" hurtes toward its fina destination. Locked onboard, anxious passengers spin a web of intrigue and deception. Your mind races as you consider a possibe suspects and their motives. Wi you uncover the cuprit before reaching the end of your journey? COmpOnents 72 Crime cards, divided into 5 distinct Crime categories, each with its own distinct back: Aboard the Mystery Express, you wi discover: 1 Board map of the Mystery Express and its itinerary from Paris to Istanbu. 1 Teegram notepad for payers to wire 5 Payer character figures and 5 arge round character tokens of matching coors (1 each per payer). their suspicions in from Budapest. 1 Mystery Express miniature train to keep track of the Mystery Express's journey on the map. 1 (gray) Conductor figure and 6 sma Conductor tokens, to hep determine the Conductor's position aboard the Mystery Express. 2 Sma Passenger tokens, representing the passengers that cimb aboard during the trip. 1 Miniature trave bag, used to determine whether a payer is abe to successfuy rummage through another's effects. 1 Miniature whiste, to identify the 1st payer at the start of each turn. 5 Ticket waets (1 per Character) each containing the background story of the Payer's character, a description of his or her Specia Power, and a summary of the game turn. 100 Deduction sheets that payers wi use to keep track of their deductions. 1 Rues booket with 1 Days of Wonder Registration Code. 1

2 e Setting up the game f u Pace the Mystery Express board map in the center of the tabe. u Each payer chooses a character and takes its corresponding figure, Ticket waet ❶ and character token of matching coor. Each payer then takes a deduction sheet from the notepad and paces it inside his Ticket waet, enabing him to keep his deductions hidden from the other payers. The payers pace their character figure in the train car of their choice ❷ and the character token in front of them ❸. This token wi be used to identify the payers and their discard pie during the game. Each payer aso receives 1 bank Teegram from the Teegram notepad, which he wi use to wire his suspicions from Budapest ater in the game ❹. 3 and 4 payer adjustments u When paying with 4 payers, remove the 2 "Stabbed" Modus Operandi cards, the 2 "Dr. Rajiv" Suspect cards, the 2 "Unknown" Motive cards and the 2 "Smoking Car" Location cards from the game. u With 3 payers, remove the same cards as for 4 payers, pus the 2 "Shot" Modus Operandi cards, the 2 "Sra. Pérez" Suspect cards, the 2 "Rivary" Motive cards and the 2 "Seeping Car" Location cards from the game. cd º u Now, separatey shuffe each set of Crime cards to form a deck of Modus Operandi cards, a deck of Suspect cards, a deck of Motive cards, a deck of Location cards and a deck of Time cards. u Without ooking at them, take 1 card from each deck and pace it face down under the Mystery Express board map ❺. These 5 cards (1 of each category) define the Who, What, When, Where, and Why of the murder just committed. u Pace the deck of Time cards face down next to the board map ❻. u Thoroughy shuffe a four remaining decks (Modus Operandi, Suspect, Motive and Location) together into a singe deck. Dea 7 of these cards face down, one at a time to each of the payers, without paying attention to the cards' back coors (which type of cards each payers receive wi thus ikey differ) º. u The payers may now take a peek at their cards, without reveaing them to others. Payers ucky enough to receive 2 identica Crime cards can aready safey (but discreety!) rue out the corresponding Crime eement from their deduction sheet. u The remaining Crime cards are paced face down on their three designated spots (1 st passengers, 2 nd passengers and Conductor) on the Mystery Express board map Ω. ❶ The number of cards paced on each spot wi vary according to the number of payers in the game and is indicated on each spot on the board. The Conductor aways receives 3 cards (one card per spot), the two passengers 2 or 3 each depending on the number of payers. u The Mystery Express begins in Paris. Pace the miniature train there æ. Shuffe a 6 Conductor tokens, and pace them with their destinations face down, one on each of the 6 Stations that the Mystery Express wi stop in during its journey. Revea the 1 st token (in Paris) and pace the Conductor in the train Car indicated by this token ø. Pace the 2 Passenger tokens in their respective cities of Strasbourg and Wien. u The payer who has most recenty boarded a rea train starts the game and takes the miniature whiste to identify himsef as the first payer for this turn. The game wi now proceed in successive turns, going cockwise around the tabe. At the end of each turn, the payer who payed ast this turn wi receive the 1 st Payer miniature whiste and begin the new turn. The Mystery Express is now ready to begin its i-fated journey. A aboard! ❻ æ ø ❺ ❷ Ω Ω ❸ ❹ 2

3 Object Of the game The payers' characters attempt to win the game by correcty deducing a 5 eements of the crime just committed. There is aways a risk that no one manages to accompish this by the time the Mystery Express ros into Istanbu, however. In this case, the payer with the highest number of Crime eements correcty identified on his deduction sheet is decared the winner of the game. Shoud severa payers be tied for the highest number of Crime eements correcty identified, the teegrams each payer sent from Budapest wi be used to break the tie (see An Important Teegram and End Game on p. 5). The Mystery Express is about to eave Budapest... some payers have aready wired in their first suspicions. By visiting different cars during the train's trave from Paris to Istanbu, the payers have a chance to accompish a number of actions each turn that may hep them deduce the various eements of the Crime: the Modus Operandi, Suspect, Motive and Location. The Time of the Crime is deduced differenty from the other Crime eements. There are exacty 2 identica copies of each Crime card (except the Time cards) present in the game. Therefore, the moment a payer sees the same Crime eement twice (in the hand of 2 different payers or the same one) during the same turn, he or she can safey rue out that Crime eement from his deduction sheet. Beware though - if you see a Crime eement twice but in 2 different turns, there is a risk you might have seen the exact same card as it may have changed hands between 2 turns. Be carefu not to draw too hasty a concusion in this case. The Payers discard pies Since there are identica copies of each Crime card in the game, it is critica that the payers be abe to keep track of the cards whereabouts during any given game turn. As such, a payers must remember this basic rue: Any card that you show or receive during the course of a turn must immediatey be paced face down in front of you, atop your discard pie. Make sure to then pace your Character token back on top, so that it aways sits on the top card of your discard pie. This wi hep you identify your discard pie to the other payers and wi ensure that you don t mix it up with the cards in your hand (which some payers sometimes set aside, when taking notes). The different categories of Crime cards each have their own distinctive back coor. Throughout the course of the game, you may ask any of your feow payers to show you the back of the cards in their hand and discard pie, to see how many cards of a given Crime category they have in each. Starting the game As is visibe on the itinerary aid out on the board map, the Mystery Express wi pass through 4 stations (Strasbourg, München, Wien, Budapest) as it makes its journey to Istanbu. At the start of the game, the train - represented by its miniature on the board map - is in Paris. At the end of its journey, it wi have reached Istanbu. Each eg of this journey represents one game turn, during which a the payers wi, in cockwise order, starting with the payer who hods the miniature whiste, get a chance to take some actions and pursue their investigation. As the duration of each eg varies, so wi the actions each payer may attempt to undertake: A short eg might prohibit some engthy investigations, whie a onger one might offer a trove of possibe actions to pursue, each tempting and tantaizing... As a resut, different characters are ikey to use their time onboard differenty, to pursue their own deductions. During each eg of the journey, the payers' characters wi attempt to gather as The Paris - Strasbourg eg takes 4 hours. Coone MacDougas may choose to try to cear the smoke in the Smoking Car (3 hours), and then retire to the Passenger Car (1 hour). Going in the Smoking Car (3 hours) prevents him from visiting the Lounge Car (2 hours) this same turn however, as this eg of the journey ony asts 4 hours. many cues as they possiby can - taking various actions to peek at their feow payer's cards in the hope of discovering pairs of identica cards that wi et them rue out certain Crime eements. To ensure a smooth game, each time a Crime card is shown to, or exchanged with, a payer, this card is then immediatey paced face down in a stack in front of its current owner: The payer s discard pie. Doing so wi aso greaty faciitate the payers' deductions. The owner's Character token is paced atop the discard pie, to identify this stack as beonging to that payer's character. This heps ensure that whenever you see the same Crime eement for the second time during a singe game turn, it is indeed the second copy of that Crime card you are seeing, not the first one - thus aowing you to safey rue out that eement of the Crime. Once a payers have taken their actions at the end of each eg of the trip, but before the train miniature is moved onto its next destination, a payers simutaneousy take back in hand any cards in their discard pie. 3

4 Game Turn 1. The Mystery Express traves: Characters & their actions > Enter one of the Mystery Express Cars Move your character figure to the train Car of your choice. You do not have to move your Character, and may stay in the same Car you finished your previous turn in, as we as move to the same Car mutipe times during a turn. However, you may ony perform each action associated with a train Car a maximum of once per turn, no matter how many hours you may have eft at your disposa. Moving from one Car to the next, and moving through Cars, does not cost any time. You may move back and forth as much as you wish, regardess of the positions of the other payers' characters or the Conductor aboard the train. Ony the Actions (see Take an Action) you choose to undertake when you stop in a Car are deducted from the tota amount of hours you are aotted for any given eg of the journey (i.e. for any game turn). > Take an Action Once stopped in a Car of your choice, you may attempt the corresponding Action to try and gather some cues. Doing so takes time however, which must immediatey be deducted from the time you have at your disposa for this eg of the trip (the amount of time varies from one eg to the next, as indicated on the Mystery Express itinerary). If there is sti time eft after taking this action, you may move to another train Car during this same turn (or stay in that same Car, in the case of the Cub Car - see p. 6) to take another different action. If you do not use a of the time avaiabe to you during this eg of the journey, it is permanenty ost - You may not carry it over onto another eg of the trip. > And Chat with the Conductor If you choose to stop in - not just pass through - the Car where the Conductor currenty is to take the corresponding Action, you MUST discuss with the Conductor and do the corresponding bonus Conductor action AFTER competing your reguar Action in this Car (see Chatting with the Conductor p. 7). For a compete ist of the action(s) avaiabe in each Car, pease refer to The Cars of the Mystery Express on p The Mystery Express arrives in town: Loca Events Once a payers have competed their action(s) for this eg of the journey, the Mystery Express arrives at its oca destination. The payers a take the cards from their discard pie back in hand and the miniature train moves to the next City station on the board map's itinerary. If the City is one in which the Hour of the Crime is investigated (as indicated by the Time card symbos that appear on that section of the board), this event must be handed first (see The Hour of the Crime next). A other event(s) associated with this city, if any, are then performed in the order they appear on the board, going from eft to right. Aso remember to revea the Conductor s token paced in that city and move the Conductor accordingy to the new Car indicated on its token, in preparation for the next eg of the trip. Upon arriving in Budapest, a payers characters rush out of the station to wire a teegram before sharing some of their knowedge with their feow passengers The Conductor moves to the Lounge car for a we-deserved drink. The Hour of the Crime: Strasbourg, Wien, Budapest There are 3 events that may hep you figure out the Hour of the crime. You may have noticed that the Time cards, unike a other Crime cards, were not distributed to the payers at the start of the game. This is because these cards wi be shown briefy to a of you, each time in a sighty different manner, in the 3 cities the Mystery Express traves through that are marked with a Time cards symbo on the itinerary. There are 3 identica copies of each Time card, for a tota of 24 Time cards featuring 8 different possibe Hours of the Crime. You wi have to observe the cock carefuy and appy your deductive powers as the Time cards are ony reveaed briefy. You must figure out which Hour of the Crime card has gone missing and is thus 1 card short (i.e. which precise position of the hour and minute hands on the cock appear ony twice, and not thrice as it normay woud if the third card wasn't hidden beow the board). In each City marked with a Time cards symbo, the payer who currenty hods the Whiste (i.e. the first payer in the turn) is the one charged with the passing of time. Remember that the Hour of the Crime event must aways be done first, before a other Loca event(s) in the City, if any. The method he uses to briefy, at his own judgment dispay the Time cards in the deck varies depending on the City the train is in: > In Strasbourg Take the deck of Time cards in hand, and fip them, one at a time, face up, visibe to a payers, into a singe stack in front of you so that each card reveaed is covered by the next one 4

5 as you go through the deck. Once done, pace that deck back, face down next to the board map. > In Wien Dea the deck of Time cards face down, cockwise to a of the payers, you incuded. Upon your signa, each payer must pick the Time cards in front of her, take a ook at them, and upon your next signa (say the word "Pass") pass them to the payer on his eft. Repeat your signa as many times as there are payers in the game, so that each payer gets a chance to ook at each deck of Time cards thus formed. Then gather a the cards back into a singe deck and pace it back, face down next to the board map. > In Budapest Take the deck of Time cards in hand and fip them face up, one at a time, into three separate stacks, so that the 4 th card reveaed covers the 1 st one, the 5 th one covers the card on the 2 nd deck, etc... Once a cards have been fipped into 3 face-up decks, gather a the cards back into a singe deck and pace it back, face down next to the board map. Out of fairness to the payer who reveas the Time cards, none of the payers shoud take notes as the cards are reveaed. You may of course sti write down your concusion(s) on your deduction sheet once the payer is done reveaing a cards. New Passengers cimb aboard Strasbourg, Wien In those two cities, after the Hour of the Crime has passed, some new passengers cimb aboard, each time enabing one of the foowing corresponding actions. In Strasbourg, and any Station thereafter, any payers' character that chooses to visit the Cub Car (see Madam, pease et me hep you! p. 6) may draw 1 card of his choice from the 1 st passengers deck (i.e. the payer can ook at the cards' back coor before deciding which one to pick). In Wien, the same becomes true for the cards in the 2 nd passengers deck. A Long Tunne München The payers' characters take advantage of the proonged darkness of the tunne to take a peek into their feow passengers' affairs. Each payer ays a his cards face down, next to each other, then takes a peek at 1 card in each of his neighboring payers' decks without reveaing their content to the other payers. Each payer thus sees 2 cards in München, 1 from the payer on his eft, and another from the payer to his right. The payers then take a their cards back in hand (the train hasn t eft the station yet!). An Important Wire Budapest When they arrive in Budapest, the Payers' characters a rush out to wire their suspicions via teegram. Using a sheet from the Teegram notepad, each payer is invited to secrety write down the Crime eements he has aready identified for certain, as we as those for which he may have a strong suspicion. These suspicions wi be used as a tiebreaker at game's end. Each Crime eement wired in from Budapest that turns out to be correct wi be worth 1 point, and each wrong one wi subtract 1 point. This is the ony instance in which you may ose some points. Some (or a) fieds of the teegram can be vountariy eft bank. In this case they do not add or subtract any points to the tiebreak (and may actuay hep win the tiebreak, see End game next). Once a payers have competed their teegrams, they are coected and paced face down under the board, next to the hidden Crime cards. Make sure to write in your name on your teegram and be carefu not to ook at your feow payers' teegrams when gathering them to pace them under the board. A Sudden Reveation Budapest After the payers have wired their teegram, each payer chooses one card from his hand. A the payers then revea this card to a. Those cards are set aside, face up, next to the board for the rest of the game. Don't forget to take these newy reveaed cues into account to advance your investigation! End Game When the Mystery Express pus into Istanbu, this concudes the characters' journey. The payers must now write down the concusions of their investigation in their deduction sheet. Once a payers are finished, the 5 Crime cards hidden beow the board at the start of the game are reveaed! To make the end game fun and exciting, we suggest reveaing the cards that were under the board one at a time, with each payer announcing his or her own suspicion for that card type just before the card is reveaed. The tension around the tabe wi be papabe and reach a cimax as each new card type is reveaed! The payer with the most Crime eements correcty identified on his deduction sheet is decared the winner. Eements of the crime incorrecty guessed on your deduction sheet (but not your teegram!) cost you no points, so do not hesitate to take a guess or two, if you're not sure of certain crime eements. If two or more payers are tied for first, ook at the teegrams sent from Budapest to break the tie using the methodoogy described above. If the points earned from the teegrams are equa, break the tie in favor of the payer with the east number of incorrect suspicions (i.e. 1 correct suspicion and no fase one trumps 2 correct suspicions and 1 fase one, despite both scores being equa to 1). If payers are sti tied, then both are decared co-winners. 5

6 The Cars Of the mystery Express Each Car aboard this fabuous train has its own distinctive atmosphere and ends itsef to a unique, specific action that the characters that stop in this Car between two cities can perform. The ony exception is the Cub Car, which offers 2 different Actions once the Passengers waiting in Strasbourg and Wien have cimbed aboard (see beow). Each action takes a certain number of hours to compete, so the characters have to choose wisey which Car(s) to visit during each eg of their journey to Istanbu. They cannot stop in a Car uness they have enough time eft on their turn to accompish the corresponding action. And they may never accompish the same action twice during one turn. A payer who chooses to have his character stop in a given Car must aso aways ensure that he has enough Crime cards eft in hand to egitimatey initiate and compete the corresponding Action. Here is the composition of the train: CLUB CAR There are 2 different possibe actions in the Cub car. If you have enough time (at east 4 hours) you may choose to pursue both courses of action, once each, either during the same stop or by stopping twice in this car during this turn. > Get a grip, young man! Duration: 1 hour This action aows you to force one other payer (or yoursef, if you prefer) to immediatey take back in hand, from his (or your) discard pie, a the cards of 1 Crime category of your choice. > Madam, pease et me hep you! After heping this new passenger cimb aboard, you strike up an interesting conversation... Duration: 3 hours This action may ony be seected once new passengers have cimbed aboard in Strasbourg or Wien. Pick a Crime card with the back coor of your choice, from among those in the corresponding Passengers stack on the board map. If both sets of passengers are aboard, you may pick 1 card from either of the 2 stacks, but not both. The card you picked and ooked at must then be paced face down on top of your own discard pie. DINING CAR For many, nothing beats trading gossip over a good mea Duration: Variabe (see next) This action takes a number of hours equa to the number of payers characters you decide to share your mea with. If you invite 2 payers to your unch, this action wi thus take 2 hours. Ask the payers of your choice (up to 4 in a 5 payer game) to each show you one Crime card from their hand. For each payer, specify the Crime category you want him to show you a card from. This category must be different for each payer you designate, and you cannot designate the same payer twice in a row to try and see 2 different cards from his hand. Once you have ooked at these cards, they go atop their respective owners discard pie. LOUNGE CAR A snifter of brandy or a gass of fine caret may oosen a few tongues Duration: 2 hours Every payer (except you) must simutaneousy revea 1 card of the Crime category of your choice to a payers. This category is the same for a the payers. If a payer has no card of that category, he reveas nothing (but sti gets the benefit of seeing the other reveations). The reveaed cards go atop their respective owners discard pie. PASSENGER CAR You begin chatting with feow passengers in the hope of getting to know them a bit more Duration: 1 hour Name a Crime category (Modus Operandi, Suspect, Motive or Location) and designate the payer seated to your immediate eft or right. That payer chooses a card of the named Crime category from his hand, and passes it on to you. Once you have ooked at that card, pace it face down on top of your discard pie. Then choose another card of the same Crime category from your hand and pass it onto the payer seated on the other side of you. That payer now repeats the same process (i.e. ooks at your card, paces it face down atop her discard, and passes another card of the same category from her hand to the payer seated on her other side, etc ) unti a payers have passed one card. Note: If a payer (incuding yoursef) has no cards of the chosen Crime category in hand to pass on, he MUST pass the card he just received (after having ooked at it), instead of pacing it atop his own discard pie. SLEEPING CAR You enter into one of your feow passengers seeping compartment, ooking for important cues Duration: 1 or 2 hours (see next) This dangerous action carries a risk, in that it may fai to yied any new cue. Designate a payer of your choice. This payer takes the Miniature trave bag in hand and hides it in one of his two cosed fists. You must now try to find which hand the bag is in. 6

7 If you guess correcty, you spend 2 hours rummaging through his affairs and gain one card of the Crime category of your choice, picked at random from among those avaiabe in his hand. Once you have ooked at this card, pace it face down on top of your discard pie. If you fai to pick the hand that contains the bag however, you have ost 1 hour and must return empty-handed to your seat (or another Car of your choice, if you sti have enough time eft for another action)! SMOKING CAR When the smoke cears a the pieces start to fa into pace Duration: 3 hours Ask any 2 other payers to give you a Crime eement card of your choice (the category must be the same for both payers) from their hand. Look at these cards, then pace them face down atop your own discard pie. In return, give 1 card of your choice from your hand, back to each of these 2 payers. After ooking at it, they pace the card they received atop their own discard pie. Note: You must have at east 2 cards in hand to seect this action. Otherwise you must choose a different action. Chatting with the Conductor Duration: Free action In addition to the above actions, the payers must chat with the Conductor any time they visit the Car he happens to be checking on. The Conductor moves throughout the train during the course of the game, as determined by the Conductor tokens reveaed each time the Mystery Express reaches a new city. There is one Conductor token associated with each Car and ony 5 tokens that wi be reveaed during each game (from Paris to Budapest; once the Mystery Express enters into Istanbu, the Conductor gets off the train, regardess of the token present in Istanbu). This means that the Conductor wi visit 5 different Cars throughout the course of the game. Chatting with the Conductor is a free bonus action that takes no time. However, the chat must occur after you take the action in this Car. If you don't have enough time eft to perform the Car s action, you won't get to chat with the Conductor. Seect one of the 3 cards visibe on the Conductor s spots. Look at it, and then pace it atop your discard pie. Next, take a card from your hand and pace it face down on the empty Conductor s spot. This card must come directy from your hand, not from your discards. Note that even though you may stop in the Cub car twice during a turn (once to perform each of the Cub car s two possibe actions, once the Mystery Express has passed Strasbourg), you wi ony be abe to chat with the Conductor after your first Cub car action, not after both. Usefu tips for first-time traveers Undertaking the trip of a ifetime aboard such a uxurious carriage might be intimidating at first. Hopefuy the tips that foow wi hep you navigate through the often arrogant and occasionay disdainfu atmosphere of the Mystery Express and its extraordinary cast of characters! The Payer Characters Specia Power Unti payers fee they truy beong to the sma cique of od-timers aboard the Mystery Express, it is recommended that they take advantage of the Specia Power associated with each of the five characters offered with the game. Each has a distinctive personaity and corresponding unique Specia Power, giving him/her an edge over feow passengers. Before beginning your journey, make sure you famiiarize yoursef with the ayout of the train by ooking at the summary of each of the Cars action(s) provided on the inside cover of your Ticket waet. Now ook at your Character token, and make sure you pace its power face up in front of you. Once per turn you wi have a chance to use the unique Specia Power avaiabe to your character, as indicated on the cover of your deduction notebook. To make sure you do not use your Specia Power more than once during the same turn, turn your Character token over as soon as you have used its Specia Power. When the train arrives in a new city simpy fip the token back to enabe your Character s Specia Power again. Four of the five Characters (Coone MacDougas, Contessa De Mirabea, Doctor Strauss and Archibad Mansard) have a Specia Power that is directy associated with the Crime cards whose back matches the coor of the Character s miniature. Once per turn the Character may peek at a Crime card of that category that another payer just paced atop his discard pie. The action takes pace immediatey when the payer paces the card atop his discard pie, so your Specia Power is put in use during that payer s turn, not during your own. Once you have taken a peek at the card, pace it back onto its owner s discard pie. This Specia Power usuay aows you, even if you happen to be a reativey inexperienced beginner, to quicky identify the missing Crime card for the category associated with your own Specia Power - even if you haven t seen that many cards of this type during the course of the game. 7

8 The fifth Character, Miss Pransky, has a Specia Power of a different sort: Every turn, she has 1 more hour than indicated on the itinerary (and thus, 1 more hour than any of the other characters) to take actions with. This aows Miss Pransky to take some of the most time-consuming actions, such as conversing with one of the new passengers in the Cub Car, and usuay goes a ong way toward heping her narrow down her suspicions. Usefu Investigative Practices Keeping track of what you see How you wi encode the information you see and gather on your deduction sheet has a major impact in moving your investigation forward. As such it is critica that you pick a way to ceary differentiate a Crime eement you have seen twice during the same turn (such as the 2 Hanged cards) versus seeing it ony once. A checkmark for when you see the first card, transformed into a cross check when you see the second identica card this same turn, is a possibe soution. Of course, you must be carefu to correcty make note of the eg of your journey during which you saw each card; otherwise you risk coming to the wrong concusions It may aso prove usefu to keep track of who owns a card in a given turn. Uness that payer has both identica cards in hand (unikey), there is a great chance that if he shows you the same Crime eement again during the next eg of your trip it may be the exact same card he showed you the previous time. The investigation is underway Increasing the odds Since the simpest way to rue out a Crime eement with certainty is to see both copies of that Crime card during the same game turn, try to focus on a certain category of Crime card/coor during a turn. This way you wi maximize your chances of seeing a the pairs of identica cards in this category in one turn. The Hour of the Crime There are a ot (24!) of Time cards, so you wi need a strategy to try and memorize them. Uness you are fortunate enough to be bessed with a photographic memory, it is usuay hopeess to try and memorize them a in a singe pass. Instead, we recommend you focus on a different aspect of each card (such as the position of the hour hand) during each different showing of the Time cards. Remember that there are 3 identica copies of each Time card. You are trying to find the one that is present ony twice in the deck. Days of Wonder Onine Register your boardgame Here is your train ticket to Days of Wonder Onine - The onine board game community where ALL your friends pay! Register your game at to receive onine discounts and discover a web site fu of game variants, discussions of effective investigation strategies and more. Simpy cick on the New Payer button and foow the instructions. e Credits f Game Design Antoine Bauza & Serge Laget Iustrations Juien Deva Graphic Design Cyrie Daujean Pay testing: The Authors wish to thank Mikaë Bach, Oivia Bernou, Oivier Bernou, Michaë Bertrand, Bruno Cathaa, Boris Courtot, Séverine Dééas, Jean-Sébastien Dunand, Bruno Faidutti, Thierry Gisette, Jenny Godard, Bruno Goube, Forian Grenier, Mathias Guiaud, Maïa Houssais, Matthieu Houssais, Ludovic Maubanc, Thibaut Mazard, Vincent Mengin, Pierô, Françoise Sengissen, Hervé Servignat, Juia Sorin, a the members of Labojeux, and those of the «Jeux en Société» game cub of Grenobe! Specia thanks to Françoise Sengissen for her invauabe hep in putting together the graphics of countess versions of the game's prototype. Days of Wonder, the Days of Wonder ogo and Mystery Express the boardgame are a trademarks or registered trademarks of Days of Wonder, Inc. and copyrights Days of Wonder, Inc. A Rights Reserved. 8

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