Zoch Mord in Arosa Manual

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Zoch Mord in Arosa Manual | Manualzz

A thriller in the MYSTERY TOWER for 2 to 6 good noses,

10 years and up, by Alessandro Zucchini ears

Night in the „Arosa“ hotel. Creaking fl oor boards, banging window shutters, strange noises. Behind the wafer-thin walls, no sound remains hidden from eavesdropping ears.

Suddenly: a bang! A scream! Hurried steps fade away …

Nobody saw anything! But everybody heard everybody else … There are clues from the hotel guests on all fl oors. But which of them will be discovered? And which of them will remain hidden? If you don’t want a murder rap pinned on you, you should lay the blame on the other players instead. Because one thing is for sure: the overwhelming evidence will convict the culprit.

Idea and Object of the Game

The players arouse suspicion: they throw their clues (in the form of little wooden cubes) into the shaft of the hotel tower. If you prick up your ears, you‘ll be able to guess on which fl oors the suspicious clues come to rest. With this knowledge, you can denounce other players and cover your own tracks.

The culprit is the one who has left particularly suspicious clues in the vicinity of the scene of the crime. Whoever attracts the fewest suspicious facts, wins.

Game Materials

120 clues in 6 colors

2 victims (red)

1 hotel (8 parts) 1 investigation sheet

Stick the 7 fl oors one on top of the other above the ground fl oor (fl oor 0) of the hotel so that a building is erected. Put the investigation sheet next to it. Each player puts the 20 clues of his color as a

„supply“ in front of him.

PROLOG: 2 Dead at the „Arosa“ Hotel—and Clues Everywhere …

The player who was the last to have a knife in his hand throws both victims into the shaft of the hotel. After that, players in turn throw two each of their own clues, one after the other, into the shaft.

Hotelschacht

Attention: All players should listen carefully in order to discern onto which fl oors victims and clues might have fallen.

MAIN PLAY: The Investigation

Course of the Game

The main play is divided into two acts: only when both victims have been found in

act I does act II begin. Now players suspect one another and try to cover their own tracks.

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Act I: Searching for Victims

Whoever was the last person inside a hotel begins. The other players follow clockwise.

On your turn, you act as an investigator. You inspect a fl oor by carefully lifting it, thus affording a view of the area inside the fl oor.

Now one of two things might occur:

Case 1: The investigator doesn’t fi nd a

victim on the exposed fl oor.

But if the investigator fi nds clues, he takes these out. Then he puts the lifted parts of the building on again and throws all clues he took out back into the shaft, one after another.

Sloppy investigation: since the investigator looked for a victim in the wrong place, now he himself leaves an additional clue: he throws (another) one of his own clues from his supply into the shaft.

Case 2: There is indeed one victim on the exposed fl oor. The investigator places this victim on the corresponding space of the investigation sheet, thus marking this fl oor as a crime scene. If both

victims are on the same fl oor, they are both placed on the same space of the investigation sheet. In this case, there is only one crime scene.

In this example, the two crime scenes are located on fl oors 3 and 5.

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Are there clues from other players at the crime scene? Very suspicious …!!!

Note that down on the investigation sheet immediately: for each of their own clues at the crime scene, the „caught“ players have to put one clue each from their supply on the corresponding fl oor of the investigation sheet. However, the investigator „overlooks“ his own clues: he doesn’t lay any of

his own clues on the investigation sheet.

After that, the investigator takes all clues out of the hotel fl oor that has been inspected, closes the hotel again, and throws all clues he took out back into the shaft, one after another.

Clues from the supply

When both victims have been found, the search for victims is over.

Investigation sheet

Exposed 5th fl oor

Victim

Yellow places the victim – but no clues – on the investigation sheet. Blue has to place two clues from his own supply on the investigation sheet.

Remember: Just clues fr om the

investigation shee t. All clues that have turn.

he

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Act II: Suspecting Other Players or Covering Your Tracks

Players continue playing in turn. On your turn, you, as the investigator, choose one of these two actions:

Suspecting other players

Covering your tracks

The investigator always calls out loud the action he chooses before carrying it out.

Suspecting Other Players:

The investigator names one or more players whom he suspects. Then he exposes one fl oor on which he expects clues from the suspects.

Now this fl oor is inspected:

Each suspected player – for each of his own clues that are lying on the exposed fl oor – has to put one clue from his own supply on the respective fl oor of the investigation sheet.

Now the investigator takes all clues from the exposed fl oor, closes the hotel, and throws all clues he took out back into the shaft, one after the other.

Sloppy investigation: for each suspected player who did not have any clues on the exposed fl oor, the investigator has to throw an additional one of his own clues

from his supply into the shaft.

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Example: Investigator Yellow suspects Gray and Blue on the

3rd fl oor. In fact, two of Gray’s clues are lying there; but none from Blue. Gray puts two clues from his supply on the 3rd fl oor space of the investigation sheet.

Yellow wrongly suspected Blue. For this false accusation, Yellow has to throw another one of his own clues from his supply into the shaft of the hotel that has been closed again.

Good for Brown: he was not suspected and doesn’t have to put a clue on the investigation sheet.

exposed

3rd fl oor

Gray supply

Yellow supply

Investigation sheet

SPECIAL CASE „Ground fl oor“: If you want to successfully investigate on the ground fl oor, at least one of your own clues must be present there. If this is the case, the ground fl oor is handled like all other fl oors. If the investigator has none of his own clues on the ground fl oor, the following occurs:

No clues from suspects are put on the investigation sheet.

The investigator throws clues from his own supply, one for each suspected

player, into the shaft.

As usual, he throws all clues he found on the exposed fl oor (ground fl oor) back into the shaft.

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Covering Your Tracks:

If there are any of your own clues on the investigation sheet, you can remove them as an investigator.

The investigator exposes a fl oor of his choice. He counts his own clues there. Then he may remove as many of his own clues (not more) from the corresponding fl oor on the investigation sheet as he has found on the exposed fl oor of the hotel tower, and put them back into his supply.

Now he takes out all clues from the exposed fl oor, closes the hotel, and throws the clues he took out back into the shaft, one after the other.

Sloppy job: if none of his own clues is on the exposed fl oor, the investigator throws an additional one of his own clues from his supply into the shaft.

FINALE: Culprit and Winner

The game ends

as soon as there are 10 clues of one player on the investigation sheet, or

as soon as one player has no clues left in his supply.

It may happen towards the end of the game that a player has to place more clues on the investigation sheet than he has left in his supply. In this case, he takes the clues required out of the exposed fl oor of the hotel.

Now the culprit and the winner of the game are determined. The clues on the investigation sheet result in the following number of suspicion points:

Each clue lying at a crime scene counts as

Each clue adjacent to a crime scene counts as

Every other clue counts as

3 suspicion points.

2 suspicion points.

1 suspicion points.

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The player with the most suspicion points is convicted as the culprit.

The player with the least suspicion points may congratulate himself as the winner.

There can be several culprits and several winners.

Example: Blue is the murderer! He ends the game with

21 suspicion points: two blue clues are at crime scenes (2 x 3 = 6 suspicion points). Six blue clues are lying adjacent to crime scenes (6 x 2 = 12 suspicion points). Three more blue clues are on other fl oors (3 x 1 = 3 suspicion points).

Brown, with only 9 suspicion points, is the most innocent player. He wins and is immediately promoted to chief superintendent.

Crime

Scene

Crime

Scene

© 2010 Zoch GmbH

Author: Alessandro Zucchini

Artist: Tobias Schweiger

Setting and layout: Oliver Richtberg

English translation: Sybille & Bruce Whitehill, „Word for Wort“ www.zoch-verlag.com

Article no.: 60 113 0500

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Distribution in Switzerland:

Carletto AG

Moosacherstraße 14, Postfach

CH-8820 Wädenswil www.carletto.ch

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