THE TRIAL THE TRIAL- Game Modeled after Edgar Allen Poe s Murders in the Rue Morgue. Story: A tribunal has been summoned to try Adolphe LeBon for the murder of Madame L Espanaye and Mademoiselle Camille. You are Detective C. Auguste Dupin, a man who feels like the trial is a sham because the evidence does not match up to the suspect s background and possible motives. You are to investigate the crime scene, but be weary, cops in the crime scene are also investigating and are not very happy with your presence. Characters: - Detective C. Auguste Dupin- The main character of the story, Detective Dupin thought something was wrong with the arrest of Adolphe LeBon and immediately began investigating the situation afterwards - Adolphe LeBon- A bank accountant accused of the murder of Madame L Espanave and Mademoiselle Camile, he was accused of the murder because he had ties to L Espanave s account, who was indeed very wealthy. - Police Force- The police for assigned for the investigation of the murder. They do not like Auguste Dupin and his role in the investigation so they will try to sabotage his point of views and clues. Gameplay: Gameplay involves a 1v1 matchup, with 3 men in the Police Force digging up clues on one team and Dupin, digging up clues. On the game map, is the scene of the crime, there are designated areas for clues. Players must decipher a clue by rolling higher than the designated number on the clue box. Clues unravel the story as well as help the player achieving documents to appeal to the court case in their favor. Objective: - Dupin must gain 20 clue points, cops must confiscate the clues before Dupin can reach 20 pts. Dupin wins if he gains 20 clue points, Cops win if they prevent it from happening.
Mechanics: - Dupin moves first, then Cops move. - Dupin o Dupin has a movement speed of 6, which means he can choose to move 6 spaces. o Dupin has access to more potent powerups - Cops o The cops have a combined movement of 6 spaces, which means, divided among the 3 cops, they may only move up to 6 spaces. - Opening Clues o Clue Points- Clue points are the convincingness of each clue on the designated space, to win the game, Dupin must gain 20 appeal points in order to prove LeBon s innocence. o Clues may only be opened by the designated number on the clue space, In order to open the clue, a player must achieve the following requirements: Be on the clue space Player must roll a dice that s either equivalent or higher than the number on the clue. o After the player achieves the clue, the clue is picked up, and a number is added to the tally. o If cops pick up the clue, they pick up the designated number clue from the cop clue pile, if Dupin picks up the clue; they pick up the corresponding clue in the clue pile. o Each clue has a portion of the story s mystery unravel, don t forget to read them! o At the end of the game, you pick up the clues and their corresponding clue analysis cards in order to reveal more insight on the story. - Dupin and Cops can knock each other off a space. If it is your current move, moving into a space with a cop on it, you can knock them off the space by sacrificing the rest of your movement spaces. The person knocked off the space will move an infinite amount of space away from the direction of the knocker until they have hit a wall or edge of a board. (See Bumping Mechanics for more Details)
Bumping Mechanics - Bumping occurs when a player s piece is in your movement range as shown below - You may bump them and send them flying towards the edge of the board or to a game border by landing on their space in a given direction (when a player is bumped, they are bumped an infinite number of spaces back until they hit a wall or border). The picture below shows a player ready to bump an opponent. - The resulting bump shows that the player has been knocked back towards the edge corresponding to the direction moved by the bumping player. The player cannot move additional spaces after the bump and must remain where the opponent was. - Below shows a variety of bumps
- The Bump below displays a close range bump in a given direction. - The bump below shows a bump barreling towards a wall - The bump below shows a change in direction bump - Strategy tip for cops: If you can, you are able to chain more than one bump on your single turn.
Power-Ups: - Power-ups in the game have a high risk reward. Often Power-ups are in areas where clues are scarcer. Sometimes these power-ups are worth the risk, but sometimes they may end up being a dummy. - You must land on a Power-Up space labeled P, in order to get it. - Power-Ups can be used at any time but you may only have 2 power-ups at a time in your possession. If you land on a powerup with 2 power-ups in hand, you may not grab another. - Power-Ups only last one turn. - Power-Up Types o Dupin Power-ups Investigative Prowess- After having an intense epiphany on the subject matter, Dupin may move +3 extra spaces on the next turn. Superior Mind- Possessing a superior intellect in comparison to the cops and a more innovative way of thinking, Dupin doubles his next roll on a clue space. o Cop Power-ups Police Investigation Tape- As a standard procedure to an investigation, you may wall off any area. Allows 3 adjacent spaces to be blocked off and inaccessible to Dupin. Dupin is not allowed to move on these spaces (cops are still able to move over them). Working Overtime- The police need to speed up this investigation, the police are allowed to move +3 extra spaces total on the next turn.
Sample Gameplay: - Dupin Moves o If have power-up, Use power-up? If Yes, Power-up is in effect o Move up to 6 spaces Bump? If yes, bump and stop on the space. o Land on clue space? (Yes or No) If yes, roll dice to gain clue (Gain or no Gain?) If gained, pick up clue at respective pile and add points to tally If not gained, end turn If no, end turn - Cops o If have power-up, Use power-up? If Yes, Power-up is in effect o Move total of 6 spaces for 3 cops Bump? If yes, bump and stop on space. o Land on clue space? (Yes or No) If yes, roll dice to gain clue (Gain or no Gain?) If gained, pick up clue at respective pile and add points to tally If not gained, end turn If no, end turn