Board game Sherlock Holmes: deduction, induction and osmosis. Board game "Sherlock Holmes" Board game Sherlock Holmes Berestnev

Would you say that Sherlock Holmes is your hero? Perhaps you love Conan Doyle’s books, or even Agatha Christie’s, intricate investigations, the atmosphere of chasing an insidious criminal?

A game was created especially for fans of the legendary detective

A game was created especially for fans of the legendary detective, in which participants will solve cases with the help of familiar and beloved characters - Mr. Holmes, Dr. Watson and Inspector Lestrade.

Act as an assistant to the British genius and help him catch the troublemakers using attention, observation, good memory and, of course, the deductive method!

Find a fun plaid cap on your shelf and try on the role of a junior investigator.

Description and plot of the game

Find a fun plaid cap on your shelf and try on the role of a junior investigator. Several major scandals have erupted in London, and players will have to find the culprits.

Everyone gets their own thing. Turn the whole city upside down in search of suitable clues, connect them together to find the criminal's hideout, and then go there and try to arrest him. Be careful, don’t let the criminal escape and don’t make a mistake in analyzing the evidence: victory points are awarded only for correct decisions and actions, because the reputation of the most famous detective of all times is at stake.

The game box contains a confusing map of London. In each of its locations there are investigation tokens: these can be evidence, witnesses, examinations, crime weapons, or fingerprint results. Before the start of each game of the game, these chips are laid out in a random order - you will have to look for solutions in a new way each time.

Choose a detective figurine to your liking, receive a map of the case you are solving, and go in search of elements that match the color. The investigation takes place in secret from other players, and the only assistant is a worn notebook, which marks the position of the elements of the crime on the field.
Playing field and cards

What's in the set?

  • Rules of the game,
  • Large map of London with 30 locations,
  • 5 notebooks with tear-off leaves,
  • 5 player tokens,
  • 60 cards,
  • 5 character figures,
  • 1 Holmes figurine,
  • 6 to-do cards,
  • 30 task tokens.

The special features of the maps also help. For example, the cabman allows you to move anywhere, and Dr. Watson makes the reset rules easier. The Holmes card provides two benefits: checking any suitable token on the field or additional cards when picking up. Inspector Lestrade allows you to spy on the moves of competitors and is vital for making an arrest.

To discover the criminal's lair, participants need to calculate the arithmetic average of the number series of five locations where the clues to their case were located. Send an inspector there and hope you didn't make a mistake.

Who did win?

The game can end in two ways: either when the last player makes an arrest, or when someone's victory points reach "-10". After the end of the game, scoring begins.

First, determine whether everyone has correctly calculated the location of their criminals. Reveal the remaining tokens on the board, put those that are not related to the cases under investigation in the box, and carefully check the calculations. Correctly identifying the criminal's lair earns as many as 10 victory points out of a possible 26. Other ways to get victory points are by collecting investigation tokens for the case. The number of victory points is indicated directly on the tokens. Also – for connected pairs with “+1” marks.

Be careful: there are penalties in the game. After the first arrest is made, all other players begin to lose one victory point for each of their turns. And the one whose chip falls on the “-10” mark does not participate in the scoring at all.

Who will like it?

The adventure will certainly appeal to fans of the detective genre, puzzles and story games. A colorful, labyrinthine board corresponding to the map of London immerses players in the atmosphere of books and films.

Carefully watch the movements of other players, carefully study the evidence of the case, make notes in your notebook that will lead you to victory. The adventure challenges your logic and memory, just like a real police investigation.

What awaits you is a game about collecting sets, behind which, with a good imagination, you can see a real detective story: a criminal act, a caught suspect and a whole scattering of traces that need to be carefully selected and collected. You only have a week to get to the bottom of the truth.

Of course, it is customary to build all evidence on the basis of a material basis. Therefore, in the game you are dealing with a full deck of clues that vary in their potential significance. It is quite logical that explosives were found at the crime scene; this is not some kind of special revelation, but a footprint left on a dirty street can clarify much more. At the end of the game, you will receive points according to a cunning scheme: the penalty for having the same items in your opponent is subtracted from the value of the card and a bonus is added for the entire set.

Mycroft doesn't really like to get up from his comfortable chair at the Diogenes Club, and Sherlock quickly obtains information with the help of his network of homeless people. Taking on the role of one of the detectives, you will only manage your team of assistants, sending them to interrogate witnesses. There are only two rules - do not stay in one place for a long time, so as not to attract attention, and do not put too much pressure on the residents of the city, otherwise they will withdraw into themselves and will not make contact for some time.

Gambling duel of the brilliant Holmes brothers

On the local streets you will meet many familiar faces - from Dr. Watson and Mrs. Hudson to the charming Irene Adler, and the insidious Moriarty may be hiding in a dark alley. Every one of them except the king underworld, of course, will assist you to the best of his ability. Orphan Wiggins will happily throw in fresh rumors about the investigation, and Inspector Lestrade will help materialize them into the necessary evidence. Irene prefers to simply rob her opponent, giving you the opportunity to get what you really wanted, albeit not in the most legal way.

The game has an amazing atmosphere: you will believe that you are participating in a real investigation, and not just collecting soulless sets of cards. You'll enjoy new clues like a child, and the competition for dominance in a particular set will turn into a battle of wits.

Everything is designed in full accordance with the canonical works. Graceful illustrations with a slight hint of cartoon perfectly convey both the era and the characters with whom you will deal. The playing field is made in the form of a diary - the creators took a very careful approach to maintaining the mood of the game.

Today I bring to your attention a review of a not quite board game and not quite a game, in which ten mysterious crimes will immerse you in the era of Victorian London and provide the opportunity to compete in the investigation of intricate murders and disappearances with Sherlock Holmes himself.

As a child, I really loved detective stories, read books and watched films about Miss Marple, Hercule Poirot and simply adored the adventures of the unique Sherlock Holmes. Having become hooked on board games, I began to notice more and more that my childhood hobby found an echo in my current hobby - I am attracted to various secrets, mystical events and intricate crimes taking place in real places, for example, in England or America in the 19th-20th centuries . This is probably why I like Mansions of Madness so much, where during each scenario a picture of another murder or kidnapping emerges in your head, and in order to solve it, you need to look for evidence and do some kind of investigation.

Having studied the situation with detective games, I came to the disappointing conclusion that in the tabletop world this genre is represented rather poorly and boringly. The first group is the followers of the classic guessing game Clue (or Cluedo), based on the elimination method. The main motto of such games is “Who? Where? How?". By asking questions of other players and comparing the answers with existing information, participants try to narrow down the circle of suspects until someone gets to the truth and makes a hypothesis. “The killer is the butler!” - heard from the table, the location and weapon of the crime are called, after which the envelope is opened... right! Thanks to everybody, you're free. Why did he kill, why? – no one cares.

What can I say, the mechanics, of course, work, but they deprive the lion’s share of the pleasure from revealing motives, visiting crime scenes and interviewing “real” suspects, rather than abstract party comrades. But most importantly, it deprives players of history. Of the last similar games I had the chance to try P.I. A seemingly promising game with a beautiful field and a bunch of cards turned out to be just an improved version of Cluedo, and I was disappointed again.

The second group of games that I came across while searching for that one detective board game are the so-called Mister X's. To be honest, I don’t know which of them was the first, but since then there have been plenty of these “X’s”: Scotland Yard, Mr. Jack, Fury of Dracula, etc. And again running around the field, trying to drive him into a corner and pin him down. There is no smell of a mysterious adventure here; rather, it looks like hide and seek with cold-blooded calculation, bluffing, memory training and an element of luck, the share of which varies. It's boring and uninteresting - not a job for a great detective, so pass it on again.

I stopped there, and all the games that I was interested in, to a lesser or greater extent, belonged to the above-mentioned categories. I was tired of trying all sorts of nonsense, so I entrusted Vova with the search for a detective masterpiece that would meet my requirements.

Literally a couple of days later, Vova brought a heavy box from a friend with the inscription Sherlock Holmes Consulting Detective, saying that it's not really a game, but you should like it. “Why, Sherlock Holmes saves the day again!” – I thought, but I was in no hurry to rejoice, as I was wary of the words “not really a game.”

Old edition

To my shame, I had never heard of such a tabletop before. It turns out that for the first time the game Sherlock Holmes Consulting Detective was published back in 1981, and in 1985 it even received the title of Game of the Year in Germany. Last year, Asmodee and Ystari Games took care of its re-release, and it was this version that came into our hands.

Taking a look at the contents of the box, the mood somehow immediately disappears - no figures, no beautiful playing field, Nothing. The fact that this is a board game is indicated only by the presence of rules.

So, the young detective's kit consists of a map of London, a directory of addresses and old newspapers. The rest is 10 booklets with cases that need to be solved. Well, Watson, painstaking work with the text awaits us, it’s time to arm yourself with pen and paper!

After fiddling with the rules for half an hour, I was completely confused and didn’t know where to start. After boring Vova with questions “how to play this?” and having received in response only “how, how, you have rules!”, I decided to go to work - as they say, we’ll figure it out as it goes. And this decision was correct.

If we talk strictly about mechanics, then the essence of the investigation is to check names and addresses. Let's say you find a suspicious advertisement in the newspaper that you think may be relevant. The advertisement contains the last name. We are looking for a name in the city directory; opposite it will be the address, which is also a hint code in the case booklet. Next, we find a hint and read it. The information in the tips can be either valuable or completely useless, which in turn makes you think about the correctness of your actions.

In principle, this is how the investigation proceeds. After reading the case material, you begin to scroll through the suspects and motives in your head, and then, based on information received from witnesses, various services, from newspapers, from the crime scene, etc., you make various assumptions and decide in which direction to move forward until you are sure you know the answers to all the questions. Don’t forget that every visit, every meeting is another clue, and the fewer clues you use, the more respect you will earn from Holmes himself.

As for making decisions, there is complete freedom, and the correct choice depends only on your deductive abilities and intuition. Of course, to score the most points, you need to remember how Sherlock worked. Try to think outside the box, be attentive to detail, but also not to neglect conventional methods, such as communicating with the police, forensic experts or cab drivers who were working that day. All of these services are available in every case, and sometimes they can be very useful. Here you can even go to the land register and library.

My work on the first case did not go entirely smoothly. I spent a lot of clues, but never found the facts to confirm the motive for the crime. I didn’t want to waste clues and embarrass myself, so I decided to take a risk and name the killer. Of the eight questions, I answered only half, and in principle, compared to Sherlock, my result was not so bad. This is probably due to the fact that in the first case several clues are free, that is, they do not award penalty points. In a normal situation, from the amount of points received for answering questions, you will have to subtract 5 points for each extra clue (the extra is the difference between the number of clues used by you and Holmes). Before finding out the answers, it is recommended to read the solution from Holmes, which describes his train of thought in detail and, as always, very interestingly. After which, having counted points for correct answers, you should compare your own result with Sherlock’s result and draw a conclusion about your mental and deductive abilities.

The process itself is really fascinating, it’s like reading an exciting detective story in which you yourself are responsible for the development of the plot. The next case, which was in no way inferior in complexity to the first, we solved together with Vova. Working with a couple turned out to be not only easier, but also much more interesting. We discussed the information received for a long time, argued, and tried to convince each other that we were right. Before taking the next clue, we tried to somehow justify this decision, conducted mini-investigations and argued again. Three hours flew by and after a total of 10 clues, we found the killer. By the way, during the investigation we solved another crime, which brought us additional points.

As you understand, I’m simply delighted with the game, it’s a pity that I have to give it back, but I’m already looking for where to order it.

As for the shortcomings, there are only two. Firstly, the game is English language, and the language here is complex. The texts are permeated up and down with ancient words to create the atmosphere of that time, and the correct translation in this case is very important, because evidence can be hidden in any word. An online dictionary helped me a lot with this. The second point is replayability. Having solved the case (and it will definitely be solved, because the only question is the number of clues), you definitely won’t want to return to it, that is, in fact, the game will only last for 10 games.

Otherwise Sherlock Holmes Consulting Detective is a wonderful game-book that contains 10 fascinating detective puzzles in the spirit of the adventures of the famous detective master.

Greetings, dear visitors of the Boomstarter website. I would like to introduce you to my project for the board game “Sherlock Holmes”. Probably, although this may not sound modest, this is the only quest game in Russian. Yes, you can give me the example of Cluedo or Scotland Yard, but you will agree that these are typical guessing games “What? Where? What?”, or chasing a criminal across the map. The choice is not great, but you really want real surveillance, searching for evidence, solving puzzles. This board game can give you all that.

What awaits you in the box:

1 map of London.

1 reference book.

1 rules.

8 Times newspapers

10 notebooks of cases to be solved.

It will be difficult to describe the actual rules here, because most of them are indicated directly during the game, but the key meaning can be told. The case books describe the crime you have to solve. Next, with the help of newspapers and reference books, you need to look for witnesses, interview them, and draw logical conclusions. In parallel with this, you follow storyline and sooner or later you will solve the crime. The fewer clues you use, the better, because the main goal is not only to solve the crime, but also to use fewer clues than Sherlock Holmes.

All collected funds will go towards publishing the game. Since the game can be printed even in one copy, its circulation will directly depend on the final fees. The main ones in the set are the “Notes”. They are planned to be printed on glossy paper, A5 book format. In fact, the “Case Notebook” is the basis of the game and each of them is a separate case. Everything else is common and therefore attached to each reward, complete with case books. Inside each case you will find a large number of pictures drawn specifically for the game. This the game will do To all quest lovers, don’t miss the chance to try out the first tabletop quest in Russia.

Sometimes you sit and think where GaGa takes on all these cool games that I didn't know anything about before? She unexpectedly announces something, and then you try for a long time to remember whether you have heard anything about this game. " Yes! We are localizing the game Holmes: Sherlock and Mycroft! “,” Gaga shouts on social networks, and the gears of memory begin to work in my head. This is probably something deductive, with elements of bluff. Some kind of detective with a field and cards. We get the details of the bloody case, wander around the map, investigate a murder or theft. But I’m indifferent to detective stories, and it’s not so easy for me to be excited about the announcement of localization.

And then I go to BGG, and what I see is that it turns out that this is not at all the game I was thinking about. The mechanics include my favorites: worker placement and set collection. And here the game began to shine with new colors. Oh yes, I want this game right here and now!

As you know, I am very good friends with Gaga, so Holmes got to me in a matter of time, and I’m ready to tell you the whole truth about him.

Game Features

If you open the game box, you won't find anything special there. A deck of cards, investigation tokens in the form of magnifying glasses (pretty cool by the way), wooden meeples, a small playing field (very nicely designed). The quality is, as always, good. But the game has a few interesting characteristics that make it stand out.

The most interesting thing for me in this game is that it is absolutely dueling. Those. designed strictly for two players. I can't say I've seen many good duels lately. Generally, all current games range from 2 to 5 players. If you like to play strictly with two people, then you should already be interested in this game.

I also liked the premise of the game. On February 24, 1895, an explosion occurred in Parliament in London. Michael Chapman, who has been seen more than once in the company of anarchists, is suspected of organizing the terrorist attack. Mycroft Holmes was assigned to investigate the case. But Michael's parents hired their detective, Sherlock Holm (Mycroft's brother), who must prove their son's innocence. The game is based on the confrontation of the minds of brothers. It was a very good intrigue. It's a pity that it has nothing to do with the game =)

Rules

According to the rules Holmes Players must search for clues, and various game characters help them in this. The investigation lasts exactly 7 days, which are marked by cells on the playing field. On these same cells there will be characters that players can turn to for help. A clue deck is placed near the playing field, next to which a row of 4 clue cards are revealed, face up. Players will almost always have access to only open cards, which are replenished at the end of the player’s turn if he takes one or more cards from the series.

Holmes - a simple game with simple rules. All its complexity lies in the varied properties of the characters. In the very first round (of which there are 7 in the game), players have access to 3 basic characters and one new character drawn from the character deck, which occupies a free cell on the first day. Next, players take turns placing their meeple (each has 3 of them) flat on their character cards, immediately fulfilling their properties (remember that you cannot place a meeple on a card that already has another meeple of yours). Each character has its own interesting unique properties. For example, starting characters have the following abilities: discard an investigation token and take one evidence card from a row/get 3 investigation tokens/discard 3 investigation tokens and take 2 cards from a row.

When all the meeples have been placed on the cards, the end of the day comes, during which it is checked to see if there are two meeples on the cards at once. If there is, then such a card is turned face up for one turn (this card will be unavailable on the next day). This rule does not apply to the three starting characters I wrote about above.

Evidence cards are simply numbered cards with loops and clues drawn on them. Players are only interested in the numerical values ​​of the cards, which range from 3 to 9. There are also joker cards and plan cards, which work a little differently. Players place the resulting evidence cards in a column in front of them, moving the cards so that the opponent can see the number of cards in the column.

Jokers replace any card. But there can only be one joker in one column.

Plan Part Cards work like this - the more of these cards you collect, the more points you get at the end of the game. So, for one plan card you will be fined one point, for two cards you will get one point, for three you get 3 points, etc.

When the seventh day ends, players begin counting points. First, they compare all the evidence of each type with each other in order. The player with the largest number of clues of one type receives a number of points equal to the difference between the value of the evidence (its number) and the number of cards of this type of opponent. For example, Vasya has 4 nines, Petya has 2. As a result, Vasya gets 9-2 = 7 points.

If a player has collected all clue cards of the same type, he receives an additional 3 points.

At the very end, players receive -3 points for each joker card that is the only one in the set. This can happen if you decide not to add a joker to a set that you have, leaving a card for a new set, but were unable to draw cards for it.

The player with the most points wins the game.

Watson's opinion of the Holmeses

I really really wanted to try out the board game. Holmes (I’ll call it that way to make it faster) because I like the mechanics of collecting sets, and I don’t have many games with such mechanics in my collection. True, in the end it turned out that this is not really a collection of sets (although everywhere in the game description you will find an indication that there is a collection in the game). Still this more game on majority. You don't really need to have a lot of cards of the same type. It is enough to simply have one more than your opponent. In my understanding, a set collection is when 5 red cards give so many points, 3 blue cards give so many points, and a set of multi-colored cards gives 10 points. And every turn you try to grab exactly the card that will bring you the most points.

IN Holmes about the same thing, only in spirit the game is closer to some Koryo . In general, it seems that I have seen all this somewhere before, but not at all in this form. In this board game, elements are taken from different games, but together everything looks quite interesting. Yes, there is majority, but the properties are not inherent in the cards that you collect during the game, but in the characters on which you place your meeples. Quite an interesting solution, by the way. The author of the game tried to make characters for different tastes, but for the most part they are tied to obtaining investigation tokens and evidence cards.

Let me give you an example of the properties of several of my favorite characters:

  • Inspector Gregson asks you to discard 2 to 6 investigation tokens to take 1 to 3 clues;
  • street kid Wiggins brings 5 ​​investigation tokens;
  • journalist Langdale Pike for discarding investigation tokens, it gives you the opportunity to take a clue card directly from the deck face down and not show it to anyone until the very end of the game;
  • dog Toby brings investigation tokens in an amount equal to the number of different types of evidence the player has;
  • Violet Hunter allows you to exchange a player card for a card from a number of clues;
  • thief Irene Adler brazenly steals cards from another player, but asks for a lot of investigation tokens for this.

It’s a cool idea that all these characters appear in the game at different times. During the preparation of the game, all the characters are mixed in one deck, and after the start you can get anything. Some characters are strong at the beginning of the game and some at the end, so their usefulness varies depending on when they appear on the field.

Both players always find themselves on equal terms. They are free to use the services of any open characters. Your opponent will not be able to block your access to any specific character, so all players have the same roads to evidence. An interesting point is that if two players choose the same card, it disappears for one turn. This means that the strongest and most delicious cards will not always be available to players.

Unless I missed something, the order of players does not change after each round. Therefore, the one who started walking first will always be first. At first I thought this was unbalanced, because the first player always chooses cards from the row first, but then I finally decided that the turn order does not play a special role. After the first player draws cards from a row, the second player may come across more interesting clues. So there is definitely no imbalance here.

Evidence cards are simple and clear, like a multiplication table. The serial number of a card is both victory points and the number of such cards in the deck. Surely, you will immediately decide that from the very beginning of the game it is worth organizing a hunt for nines, eights and sevens, because... you can get a lot of points for them. But really, don't underestimate small cards. For example, you can collect a whole set of triplets and get 6 points for them (3 for the value of the card and 3 additional for the set). You are unlikely to be able to collect all 9 nines. I came to this conclusion only after several games.

Jokers are an interesting type of card. They allow you to finish off a set by getting ahead without rushing to find a card with the required serial number. If you urgently need a seven and it is not available on the market, then you can take a joker and use it as a seven. but remember that there cannot be more than one joker in a set. This is a good rule.

But I’ll be honest, after the first game I was faced with some... well, not exactly disappointment, but there was definitely slight bewilderment. I then lost to pieces with a score of 6-20. I expected something more from the game, some kind of fireworks of collecting sets and different ways to achieve victory. And then they just took and took cards, seemingly at the same speed, and for some reason I lost. Then I came to the conclusion that in this game you just need to make sure that the enemy is not one card richer than you. Those. you need to try to get ahead on some cards, and keep up with your opponent on others.

The game turned out to be a little easier than I thought. I guess I just had high expectations. The first game didn't seem very strategic. It seems that all the placement of meeples on the characters was logical and promising, but something didn’t work out for me. Some Persians seemed completely unplayable to me.

Believe me, after the first game you will have almost the same feelings, because the game is deeper than it seems, and you need to study it thoroughly. In the first game, almost all the characters will seem equally incomprehensible to you. To understand the charm of the Persian, you need to play several times. The simplest thing, like take investigation tokens or collect evidence cards, will always be clear to you and the most in demand. But the feeling of when to choose to discard cards from a row, when to steal a card from an opponent, when to discard a card and collect tokens, when to exchange your card for a card from a row, will only come with experience. Therefore, after the first game the game may seem a little simple, but over time it will begin to get smarter before our eyes. Whether you want to wait until you understand the game is another matter...

I don’t want to intimidate you in any way, but the game is so deep that its complexity is off the charts. No, it's still small, fast, simple game. But the more you play it, the more you understand how it should be played. It turns out that all the characters are cool in their own way. The main thing is to understand at what point it is better to use whom. In fact, at the beginning of the round you should already figure out how you will spend all three meeples. Those. I would even say that there is a certain element of programming in the game. Of course, your opponent will make adjustments to your program, so you need to be prepared for the fact that you will have to change something during the round. For example, a card will be stolen from you and you will no longer be the leader of its type, which means you need to strike back.

I am writing these lines, and all sorts of unexpected things that can happen in the game come to mind. For example, your card may be stolen and you will be left with one joker, for which you will receive 3 penalty points, although this was not in your plans. Those. in some way Holmes is a game of surprises, when after one action of the player the entire situation on the field can change.

The box also contains additional surprises that experienced players will find interesting. The first extra thing is a double-sided Mycroft/Holmes card. This card allows you to reserve a card from a row. If you are playing as Holmes and this tricky card is with the Holmes side facing up, then on your turn you can take a card from the row of clues for yourself, turning it 90 degrees. This is not your card yet, but it can be revealed and placed in your row. If you get the opportunity to take a card from the evidence row, you can use the reserved card instead. If you use the ability of the Mycroft/Holmes card, it turns over to the other side, and another player can take advantage of this opportunity. You can only have one reserved card in total. If it is not used before the end of the game, it will result in penalty points.

The idea for this card is cool. It allows you to pick up the desired card from under your opponent’s nose even when you are not able to pick it up according to the usual rules. Let's say you don't want your opponent to take the nine, you can't take it yourself, so you take and reserve the card. Profitable.

The next thing that can be added to the game is 2 negative characters. They are mixed into the general character deck. When they leave the deck during the first phase, their ability is resolved, the characters go to the discard pile, and instead they are drawn new character. Moriarty forces players to discard either a clue or 2 investigation tokens, and Moran forces players to lay down one of their meeple, leaving them with only two meeple for the round.

I thought the design of the game was very nice. Warm colors, well-chosen fonts, charismatic characters. It's nice to hold the game in your hands and look at the pictures. I especially liked the playing field, which is designed to look like Watson's tattered journal.

What can you say about the disadvantages of the game? I didn’t include this part of the review as a separate chapter because, to be honest, I didn’t find any obvious disadvantages in the game. In terms of gameplay, in general, in my opinion, everything is perfect, you can’t undermine anything. Yes, not all characters are equally useful at one point or another in the game, but this is not a bug, but a feature. I had a slight hitch in the first game, when I couldn’t figure out how to distinguish between players’ meeples. Some are purple, others are orange. Which one is which? By deduction, I figured out by looking at the box that the color of Sherlock's coat was closer to brown, which means it was orange. And then Mycroft will be purple. Also, probably not the most pleasant surprise was that the game has nothing to do with the detective genre at all, and the very spirit of England is not felt in the game. The tabletop could accommodate absolutely any topic. For example, preparing for the New Year, picking mushrooms, staffing a company - whatever. But all this does not make the game bad.

On the other hand, I didn’t get the wow effect, no matter how much I wanted to do it. Just recently I played , and this is a very cool filler that gave me puppy delight. A Holmes - it's just a good filler. Smart, compact, fast, dueling, deep, but I didn’t find anything extraordinary about him. There’s really nothing to criticize the game for, and I’ll be happy to keep it in the collection, because... sometimes I really need good dueling weapons at hand quick games. It feels like a seven game for me, which is quite good (but I would like a little more =)).

Bottom line

Holmes: Sherlock and Mycroft is not a detective game at all, as it may immediately seem, but it can touch you with its tactical depth and multivariate development of events. This is a game about collecting cards with a majority victory. It has some of the collection of sets, some of the placement of workers, and overall it turns out to be a good fast dueling game for a wide range of players. If you like dueling games that require you to think, pay attention to Holmes: Sherlock and Mycroft .



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