Rulebook - Passport Game Studios
Transcription
Rulebook - Passport Game Studios
!!!!! Black Mask Magazine Artwork provided by Keith Alan Deutsh copyright 2012. Used by Permission. The Plot Emerges From Dark Corners The footsteps come faster now, the pursuer no longer concerned about hiding his identity. Max picked up on his tail several blocks ago and suspected the large man in the dark coat and battered hat – pulled low to hide his face – had trailed him from the apartment. Picking up speed, Max nestles a package under his coat, lodging it between his arm and chest, as he advances from a fast walk to a sprint. Nothing good ever comes from being in this part of town, Max thinks. And really bad things can happen when you are chased by a man that looks like King Kong’s Biceps. Aware his pursuer is gaining, Max ducks into a dark alley. He stumbles and almost falls over a barrel, scattering trash along the thin walkway between the buildings. Catching his balance and breathing hard, Max advances into the darkness and runs into a rusty ladder hitting his head. The fire escape! “Time to take the high road,” he mumbles as he leaps onto the bottom rung and pulls himself up, hoping the big guy cannot climb as fast as he. Just as this thought crosses his mind, a meaty hand grabs his ankle and jerks him back. The strength of the hand rips his foot from the ladder, pulling him so hard that his chin slams into the first landing, sending him tumbling backward and, as luck would have it, onto his attacker. They tumble to the wet pavement, the package falling from Max’s coat to rest between him and the hulk of pure anger glaring at him. Already on his feet, the large man’s eyes dart from the fallen package to the .45 automatic that Max pulled from his shoulder holster. “Now, this has been fun but all good things must come to an end,” Max warns, rising to his feet, rubbing blood off his chin with his left hand while motioning for the hulk to back away from the package. The big man lunges while pulling his own pistol. But he is not fast enough to complete either move as a single shot from Max’s gun echoes in the alley, and the big lug falls to the side gripping his right shoulder as his gun hits the pavement with a clank. Max quickly kicks the gun away and retrieves the package, keeping his eyes on the big man. “Now, just stay where you are until I am gone...and then I suggest you leave town,” Max states matter of factly as he backs away. “After all, I know your boss, and he will not be as understanding as I am about what I know you know.” Max has figured out a few more things about this case, but he wasn’t expecting the mob to be involved. This case stank to high heaven and beyond ... Ace Detective 2 Game Components 16 Crime Cards 12 Suspect Cards 24 Clue Cards Contents Game Components.................. 2 Component Details...........3, 4, 5 Introduction.......................... 4 Detective Cards...................... 4 Suspect Cards........................ 4 Story Cards........................... 4 79 Story Cards 25 Rating Cards 30 Narration Cards Clue Cards............................ 5 Special Cards......................... 5 Story Rating Cards.................. 5 Crime Cards.......................... 6 Narration Cards................. 6,10 Plot Point Tokens.................... 6 First Player 60 Player Plot Point Token / Die Clue Tokens Tokens Die and First Player Token......... 6 Clue Tokens........................... 6 Clue Track............................ 6 Gameplay Mode..................... 7 Game Setup....................... 7, 8 Example of Four Player Game Setup.............................. 9 Placing Random Clue Tokens.... 12 5 Detectives RATING CHART Playing the Hardboiled Detective Game.......... 10-13 Rating Chart........................13 Playing the Pulp Fiction Tales Game.....................14 1940’s Slang Dicktionary...........15 Other Components 1 Rating Guide 1 Rulebook 1 Clue Track and Track Token Supporters...................... 16-18 The Art of Storytelling...............19 Quick Setup/First Turn...........20 3 Ace Detective Introduction Ace Detective is a storytelling game set in the noir detective world depicted in pulp novels and movies of the 1940’s through the early 1960’s. In this game, players collectively weave together a story using one of the included detectives as a protagonist. The game is not a mystery deductive game, but rather a storytelling game in which players both create the story and strive to solve the crime by having the most clues tokens on the guilty suspect. However, the heart of the game is the storytelling aspect, and when playing the Pulp Fiction Tales, your desire to tell a good story will determine the Plot Tokens gained to purchase new cards. Components Details The following section provides pictures and details of the key components in the game. Detective Cards: At the start of play, one Detective – selected from this deck – will be chosen to be the main hero investigating the mystery. All players will together advance the story of this single Detective. Each Detective contains a special instruction that players may take advantage of during play. On the back of this card is personal information about the Detective that may be used by the players to tell their story. Suspect Cards: In each game, there will be 4 Suspects used. Clue Activity: Most Suspects have Clue Activity. Some are ongoing and always active, but most are triggered when a player places a Clue Token on the Suspect. Guilty Suspect: At the end of the game, the Suspect with the most totaled (using the numbers on the face up side) Clue Tokens on their card is guilty of the crime (See Page 7 under Objectives). Neither of the two people in the room paid attention to the way I came in, although only one of them was dead. The Big Sleep Raymond Chandler Story Cards: The heart of the game is the story line that the players collectively create through playing Story and Clue Cards. These cards are infused into the story, creating a Story Chain. The last card in the Story Chain identifies the type of card that may be added next to the Story Chain. Story Flow Icons: The smaller icons at the top right of the card are the Story Flow Icons and identify the types (determined by the large icon) of cards that can be added next into the Story Chain. For example, here the next card played must have a large icon or type of any of the following: Mood (denoted by the Camera Icon), Person, or Place (City). Card Type Icon: Each card has a LARGE Card Icon (top left) that identifies the type of card it is: Clue, Danger, Person, Place, Mood or Special. Story Words: These represent suggested key words that may be used by the players. Players may also disregard these words and tell their story based upon the central image. Ace Detective 4 Components Details (cont.) The following sections provide pictures and details of the key components in the game. Clue Cards: Players play Clue Cards to advance the Story and allow them to place or move Clue Tokens on the suspects. Clue Tokens placed on Suspects, in turn, are essential for a player to win the game. Card Type Icon: Each card has a Card Icon that identifies the type of card it is: Clue, Danger, Person, Place, Mood or Special. Clue Cards all use the FINGERPRINT as their Card Type Icon. Story Flow Icons: The smaller icons at the top right of the card are the Story Flow Icons and identify the types of cards that can be added next into the Story Chain. These are used in the same manner as with Story Cards. Type of Clue and Placement: This card is “Weapon from Crime.” Players must always follow instructions at bottom when playing a Clue Card. Plot Point Cost: The number of Plot Point Tokens that must be spent to put this card into play. If a player cannot pay the amount indicated, the card cannot be played into the Story Chain. Special Cards: ACE OF SPADES SPECIAL ICON: The Special Cards are part of the Story Deck and are played like any other Story Card with the following exceptions: 1) These Special Cards are wild and may be played after any Story Flow Icons. 2) Plot Tokens must be paid to put the card into play. Also, often these cards require a die roll. This die roll is made after the Plot Points have been paid and the current player told his brief story relating to the cards in play. Card Icon: The Ace is a Special Card Icon and is considered a wild card. Plot Point Cost: The number of Plot Point Tokens that must be spent to put this card into play. If a player cannot pay the amount indicated, the card cannot be played. Special Card Action: The action the card enables. Often this will require a die roll. Story Rating Cards: Each player has a set of Story Rating Cards that are used to rate the storytelling of the other players. These cards range 1 - 5 with specific instructions to assist the players in properly rating each story. The Rating Cards are only used in the Pulp Fiction Tales Game and are explained on Page 14 of this Rulebook. I’ve read about guys who shoot guns out of other guys’ hands, but if you haven’t much time, the belly is a bigger target. Over My Dead Booty Julius Long 5 Ace Detective Components Details (cont.) Crime Cards: At the start of play, a Crime Card will be chosen. This card represents the crime the Detective (and all players together) is working to solve and some interesting information for players to weave into their storytelling. You will notice that the Crime Cards are numbered on the backside. You may play the cards in any order but if you would like to play the game in chronological, dated order (starting with number “1”) it may be easier to remember where you left off. The front of the crime card is read aloud. For ease, we suggest the 4 Suspects that should be used. Players may agree to change out any or all of these Suspects. Once read aloud the Crime Card is flipped to its backside. On this side is essential information about the case and an Icon. Whenever a Story card is played that matches the icon on the crime card, the player immediately gains 1 plot token. Narration Cards: These cards are used to add flare to a story and allow players to gain additional benefits. Note: Unlike Story and Clue Cards, Narration Cards are placed under the last card in the Story Chain instead of beside it. There is no cost to play this card, but the icon on the Narration card must match the large type icon on the Story or Clue Card it is being played under. Players always have 1 Story Card in their hand and may play only 1 per turn (See Page 10 for more). Clue Track: The Plot Point Clue Track is used to track the total clues placed on all Suspects in the game. The track identifies the end of the game based on the number of players. Plot Point Tokens: Plot Point Tokens are the currency of the game and are used to buy cards, and pay for some game-play actions. Ace Detective 6 First Player Token: The First Player Token is used to keep track of turn rounds. This token helps determine which players get a final turn once the Track indicates the game must come to an end. Clue Tokens: Each player has a set of 12 Clue Tokens that matches their player color. These Clue Tokens have numerical values of -2, -1, +1 and +2. The numbers are used to determine the guilty suspect at the end of the game. GAMEPLAY MODE Gameplay varies slightly depending on which of the 2 game variants the players choose to play – The Hardboiled Detective Game or the Pulp Fiction Tales Game – which are explained below. Note: Players should read the Hardboiled Detective Rules even if they only plan to play the Pulp Fiction Tales version of the game. The majority of the rules are the same and are not repeated under each variant. Hardboiled Detective: The Hardboiled Detective Game is for 2 to 5 players. In this version of the game players do not use the rating cards or rating System. The object of the game is to have the most of your Clue Tokens on the Guilty Suspect. At the end of the game, all Clue Tokens will be flipped face up and the number (both positive and negative) are then totaled for each Suspect. The Suspect(s) with the highest total (numbers totaled on hidden side) is the guilty party. The other suspects are innocent. At this point, flip the tokens face down – the player with the most total tokens on this suspect (the numbers on the back no longer a factor) is the winner. If two or more players are tied, the player with the most Plot Points is the winner. If still a tie, the players share the victory. This game variant is for players that do not wish to use the rating system to rate each others’ stories. This version of the game plays faster and is recommend for players as their first game. He looked rather pleasantly, like a blonde satan. The Maltese Falcon Dashiell Hammett Pulp Fiction Tales: The Pulp Fiction Tales Game is for 3 to 5 players and focuses more on the storytelling aspect of the game. This variant requires players to rate each others’ stories each turn. The victor of the game is determined in the same manner as in the Hardboiled Detective Game (see above). In fact, the game follows the Hardboiled Detective Game in every aspect except players Rate each others’ stories. The player who tells the best stories will have a greater chance of achieving victory since that player will have more Plot Points awarded to them each round. This game variant requires honest ratings of stories by all players. When players focus on creative storytelling as well as entertaining the group, the Pulp Fiction Tales brings the greatest amount of fun to a game of Ace Detective. If you feel that there will be players who try to manipulate the rating system, then you might rather elect to play the Hardboiled Detective version of the game. The Hardboiled Detective Game Important: the hardboiled rules applies to both versions of the game. please read. Game Set Up: The following steps are followed to set up the game. Step 1: Player Clue Tokens – Each player chooses a set of Clue Tokens, taking all the tokens of the same color. Each player looks at his tokens and chooses a “+1” Token, a “-1” Token and a “+2” Token to be his starting 3 tokens. He then places these 3 tokens in front of him number side down. The player take the remaining tokens and mix them number side down to create a Clue Supply - each Clue Supply is personal to each player. 7 Ace Detective The Hardboiled Detective Game (2 to 5 Players) Game Set Up (cont.): Step 2: Story Cards – Shuffle the Story Cards and then deal 4 cards to each player. Players at this time may discard any number of Story Cards and redraw. It is a good idea to have a variety of Story Card Types (large icons) at setup. This will be the only time players will be allowed to openly discard cards and redraw. Then place the Story Card deck to one side of the playing area for easy access. Step 3: Clue Cards – Shuffle the Clue Cards and deal 1 card to each player. Each player should how have 5 total cards in his hand. He should not reveal these cards to the other players. After dealing 1 Clue Card to each player, place the Clue Card deck next to the Story Card deck. Step 4: Narration Cards – Shuffle the Narration Cards and deal 1 to each player. The players may view these cards, but they are kept secret from the other players. After dealing a card to each player, place the Narration Card deck near the other decks for easy access. Step 5: Establish the Crime – The players together decide which Crime Card will be used. Crime Cards can be played in order as per the numbering system on the back of the cards, or randomly chosen, or players may make up their own crime. After reading the card aloud and selecting Suspects, the Crime Card is then placed in an open section of the table within easy view by all players - Icon side up. This card will identify key information about the crime that will assist in the storyline the players will create together. This card will identify not only the crime, but the date of the crime, scene of the crime and even who has hired the Detective. Some of the Crimes have special set up rules, if any appear on the card follow the instructions. Step 6: Choose Detective – Chose 1 detective from the Detective Cards deck and read aloud the details about that Detective. Place the Detective within easy view of all players on the table. A good spot may be to have the Detective placed at the head of the Story Chain. Step 7: Establish the Suspects – Either use the Recommended 4 Suspect on the Crime Card, or pick and choose your Suspects, or draw 4 at random. But there must always be at least 1 Female and at least 1 Male Suspect. Once the 4 suspects have been established, place the other Suspect Cards back in the box as no other suspects will be used in the game. Step 8: Plot Points and Die – Take the Plot Point Tokens and place them near the playing area to establish the Plot Point Supply. Each player starts with 3 Plot Point Tokens. Place the die near the card decks for easy access during play. Step 9: F irst Player – Establish the first player. We recommend the player who has read the most detective and mystery stories or the player who looks most like a famous sleuth. The first player then takes the First Player Token. Step 10: Place Initial Clue Tokens on Suspects – Starting with the first player and going clockwise around the table, each player secretly chooses and places 1 of his 3 Clue Tokens number side down on any one of the suspects. The placement of these initial tokens does not trigger the Clue Effect of the Suspect. Once all players have placed one Clue Token on one of the 4 Suspect Cards, adjust the Clue Track Token to the number equal to the number of Tokens on Suspects (it will equal the number of players), each player then draws a new token from his own supply to bring his held Clue Tokens back to 3 (these remain face down). Ace Detective 8 Step 11: C lue Track – Place the Clue Track near the 4 face-up Suspect Cards. Example of 4 Player Game Set Up Story Chain Area When Story Chain reaches 7 or more cards, discard all cards in Story Chain except the last card played. Then continue with Story Chain. 9 Ace Detective Playing the Hardboiled Detective Game Starting with the first player each player will perform the following actions during his/her turn in phase order (there are 4 phases). 1. Card Play Phase: In the Card Play Phase, the players will build on the Story Chain by adding either 1 or 2 Story and/or Clue Cards (player’s choice) advancing the story of the game. The player may also play a maximum of 1 Narration Card on his turn. Narration Card Play: The active player has the option to play 1 Narration Card at any time during his turn. In order to play this card, the story icon on the Narration Card must match the large Type Icon of the last card in the Story Chain. This last card may either be the last card played by the previous player or a card played by the active player. Once the player reads aloud his Narration Card, he places it under the card with the matching Icon. The player also gains the reward according to the icon on the upper left corner of the Narration card. Narration rewards are shown below: Look at, but do not reveal to other players, any Clue Token on any Suspect. Flip face up any Clue Token on a Suspect. Token remains face up. Gain 2 Plot Points. Draw 1 Clue Card or 2 Story Cards and then discarding back down to maximum of 7 Story/Clue cards with 2 maximum Clue Cards. Players each start the game with 1 Narration Card. Once played, players automatically draw another Narration Card; there is no cost to drawing a Narration Card. When playing a Narration Card, the player reads the card and places it beneath the last card on the story chain (even a card played by the previous player), then that player draws a new Narration card. Playing 2 Cards: The player may add up to 2 cards to the Story Chain. This can be any combination of Story and Clue Cards. While the player may use any information on cards displayed in the Story Chain to tell his story, the only requirements about adding a card to the Story Chain is that the new card’s large type icon must match one of the small flow icons on the last card of the Story Chain. As a player is playing each Story or Clue Card he continues the story using the pictures and/or words on the cards. Players may freely play a total of 3 cards on their turn (2 Story/Clue and 1 narration) without paying plot points to play an extra card. See the Rating Chart. Story Icons & Descriptions: As players build the Story Chain, they follow the structure of the story as indicated by the Flow Icons of the last card in the Story Chain. Each Story Card, by Icon, is listed below: Place or City: This icon on a Danger: This icon on a Story Story Card identifies a place that Card identifies the card as a danger the detective or a suspect visits. or hazard that the Detective This card is played onto the Story encounters. This card is played Chain when one of the Flow Icons onto the Story Chain when on the previous story card matches one of the Flow Icons on the the Place or City Icon. previous story card matches the Danger Icon. Ace Detective 10 Playing the Hardboiled Detective Game (cont.) Story Icons & Descriptions (cont.) People: This icon on a Story Card identifies a person that is in some way related to the mystery. The person may be a witness, a love interest, an enemy or a friend – that is up to the player telling the story. This card is played onto the Story Chain when one of the Flow Icons on the previous story card matches the Person Icon. Clue: This icon on a Clue Card identifies the card to be a discovery of a clue in the mystery. This card is essential to victory in the game and players should work to place as many Clue Cards in the Story Chain as possible. Clues require that Plot Points be spent to put into play. Players who do not have the required Plot Points may not play the Clue Card. This card is played onto the Story Chain when one of the Flow Icons on the previous story card matches the Clue Icon. Mood: This icon on a Story Card identifies the card to be a mood or “atmosphere” card and promotes the ambiance aspect of the story. What would a noir mystery be without a foggy night, the chill of fear or a bad feeling? This card is played onto the Story Chain when one of the Flow Icons on the previous story card matches the Mood Icon. Special: This icon is a Special Icon. It is essentially Wild when played, meaning that it can be added to any card in the Story Chain. In most cases, this card requires that Plot Points be spent to put it into play. Note: The number of Plot Points that need to be spent, if any, will be in a black circle on the top left side of the card. Players who do not have the required Plot Points to pay for putting the Special Card into play may not play it. WHEN STORY CHAIN CONTAINS 7 OR MORE STORY/CLUE CARDS: Discard down to the last card only showing. Players may look at discarded cards any time. Clue Card Requirements: When a Clue Card is played, along with matching the Flow Icon on the last card in the Story Chain, the number of Plot Points on the Clue Card must be paid. If the player cannot pay the number listed, they cannot play the Clue card. Story Chain Example: The last card in the Story Chain enables the next player to play a Clue Card or Story Card with a Card Type Icon of either a Person, Mood or Clue (Fingerprint) icon.The player plays the Card “Weapon From Crime.” This play requires the payment of 3 Plot Points which the player places into the Plot Point Supply as he adds the card to the Story Chain. After the player tells the other players how the Detective found the Weapon from the Crime (for example), he/she next rolls a die and gets a 6 enabling him to place his Clue Token on any Suspect of choice. He chooses the Sexy Mistress Suspect and adds a Clue Token onto her Suspect Card. And by placing a clue token on this suspect card, the Sexy Mistress’s text is triggers (in this case there is no immediate effect when a token is place on the Sexy Mistress. Read the Sexy Mistress card for more insight). 11 Ace Detective Playing the Hardboiled Detective Game (cont.) StoryTelling: Even though the Hardboiled Detective Game does not require the players to tell a story, it is recommended that the cards they add to the Story Chain be vocalized into a few sentences a segment of the overall story in development. Together all players create a verbal unified story. The First Card Played into the Story Chain: The first player begins the Story Chain starting with the information from the Crime, Hired By, Place, Victim and the Player Characters. Players may start the Story Chain with any Story Card (person, place, danger or mood). Players may not start the Chain with a Special or Clue Card. Suspects & Placing Clue Tokens: At times when placing Clue Tokens on Suspects, the player may choose the Suspect, but other times the player will randomly place the token as noted on the Clue Card. Unless otherwise noted, random placement will be as follows: WHEN PLACING A RANDOM CLUE ON A SUSPECT: Roll a six-sided die and place the Clue Token as noted below: 1 - 4: Starting on the left and moving right, each suspect is considered numbered 1 – 4 and a 1, 2, 3 or 4 die roll places the clue on the numbered Suspect. 5: Place the Clue Token on any Suspect with the least Clue Tokens. If a tie, the player may choose which Suspect receives the Clue Token. 6: The player chooses the Suspect to place the token on. After placing a Clue Token, the marker on the Clue Track should be advanced to the new total. [TheVictum]...was on the floor, face upward, a bullet- hole in his chest. Dead as a smoked herring. The wideopen eyes were blankly dull; the gun in the loosely extended hand looked very quiet.” Dicks Die Hard Theodore Tinsley Playing No Cards: If the player has no Story or Clue Cards that can be played to the Story Chain because the icons for the cards they hold do not match any on the last card in the Story Chain, they must pass the Card Play and Interlude phases then draw 2 cards from the Story Deck (for free) and take 3 Plot Points. The Player may also purchase from the Rating Chart but cannot at this point purchase the Play 1 Extra Card option. Note: If a player can play a Story or Clue Card, he must. If he cannot, the other players may require him to show his hand of Story Cards. 2. Check for Victory Phase After card play, the active player checks the Clue Track to identify if the mystery has been solved – meaning identifying if the maximum number of clues have been place on the Suspects according to the number of players in the game. If the clues placed on Suspects equal the location on the Clue Track for the number of players in the game, the mystery is solved and the game moves into end game. END GAME: When the total clues required are in play (as dictated by the Clue Track), the game will end as soon as the first player would start his next turn. If the total number of clues required to solve the mystery is in play prior to the first player’s turn, each remaining player will continue to take his turn and place clues until the start of the first player’s next turn. At that time, the game ends and the Mystery Solved Phase is resolved. Ace Detective 12 Playing the Hardboiled Detective Game (cont.) Example: If there are 3 players in the game, the Track Token must be on the “15” so the game can move into end game. Number of Players 3. Interlude Phase: Each player may hold a maximum of 18 Plot Points at any time, losing excess Points rewarded. In the Hardboiled Detective Game, players all gain the same amount of Plot Points each turn during the Interlude Phase of their turn. In this Phase of a Hardboiled Detective Game, the active player gains 5 Plot Points from the Plot Point Supply. Hand size max is 8 Cards Total of Story Cards (5 Max), Clue Cards (2 Max) and Narration Cards (1 Max). They may now keep these Plot Points or use some (or all) to buy cards or actions from the Purchase Chart. See the Plot Point Purchase Chart for spending Plot Points. When a player has completed his Interlude Phase, his turn is over and the next player begins his turn. 4. Mystery Solved Phase: This phase is only resolved if the total clues are in play to end the game according to the Clue Track and number of players in the game. The game ends as soon as it would become the First Player’s turn again. The players finish the round so that all players get an equal number of turns, and the game ends prior to the First Player starting a new turn. The following steps are used to resolve the Mystery Phase: Flip all Clue Tokens face up. otal all Clue Tokens, adding positive numbers and subtracting negative numbers. The Suspect T with the highest total is guilty. In event of a tie, the tied Suspect with the most total Clue Tokens is the guilty party. If there is still a tie, roll a die for each, and the highest number reveals the guilty party. nce the guilty suspect has been identified, discard the other possible guilty suspects. Now, flip O the Clue Tokens on the guilty suspect back over so only the colors are showing. Total the Clue Tokens by color -the player with the most colored tokens is the winner (ignoring the numbers on the back). If there is a tie between players, the player with the most Plot Points wins. If there is still a tie, the players share the win. rime Summation: When a winner is declared, the winning player does the classic crime C summation, naming the guilty party, the why and elaborating on what happened. This part of the game is just for fun, but come on – this is a storytelling game, so get into it! 13 Ace Detective Playing the Pulp Fiction Tales Game Game Set Up: A game of Pulp Fiction Tales is setup the same as the Hardboiled Detective Game with the following additional step: Story Rating Cards: In addition to taking the cards as described in the Hardboiled Detective Game (see page 7), the players also take the 5 Story Rating Cards of their color. The 5 Story Cards are numbered 1 - 5 with 1 being a low rating and 5 being a high rating. Each card identifies the characteristics for rating the storyteller with that card. The use of these cards, as well as the storytelling that prompts them, are the heart of the Pulp Fiction Tales Game. Plot Points are also awarded according to the Rating Chart and by the number of players in the game. 1. Card Play Phase: The game play remains the same as in the Hardboiled Detective Game with the only addition being the extra emphasis on storytelling via the rating system. Players should use their imagination when developing the Story Chain, using a brief paragraph to bring to life the story from the picture and/or the words on the card. The greater the entertainment, story continuity and creativity in the noir mystery world a player’s story evokes, the higher the other players should rate them in the Rating Phase. 2. Rating Phase: After each player has played his cards and told his story, all other players (including the storyteller) will play a rating card face down. When all players have put a Rating Card face down in front of them, all cards are flipped face up at the same time, and Plot Points are then awarded as noted below: equires honest self-rating. If a player thinks he/she did a great job or a poor job then that R player should rate accordingly. If players cannot do this, then players should elect to play the Hardboiled Detective version of the game. Each player that matches the Rating Card of the Storyteller gains 1 Plot Point. (Exception – if the storyteller rates himself a 1, no Plot Points are awarded to other players). The storyteller totals the cards of the OTHER raters (not including his RATING card) and gains Plot Points equal to the number as noted on the Rating Chart for the number of players in the game including the storyteller (although the storyteller’s rating card is not added to total). Note: Players should be as fair as possible in the rating of other player’s stories, as this game is more about story telling than winning and losing. 3. Interlude Phase: The Interlude Phase remains the same with one exception. Players no longer receive 5 Plot Points. They must use the Plot Points gained from the Rating Chart in the Rating Phase. Mystery Solved Phase: There are no changes to the Mystery Solved Phase – it is resolved in the same manner as in the Hardboiled Detective Game. Crime Summation: When a Winner is declared, the winning player does the classic crime summation, naming the guilty party, the why and what happened.You are playing the storytelling version of the game, so make this good! Ace Detective 14 Slang dictionary for the period of 1941 Since this is a storytelling game set in the year 1941, players may wish to use some of the slang of the period. This section is provided for those who are interested in expanding their vocabulary according to the time period. All Wet – Describes an erroneous idea or individual; as in “He’s all wet.” Applesauce – An expletive; same as horsefeathers; as in “Ah applesauce!” Big Cheese – The most important or influential person; boss; same as big shot. Bluenose – An excessively puritanical person; a prude; creator of “the Blue Nozzle Curse.” Broad – Woman; dame. Bump Off – To murder; to kill. Carry a Torch – To have a crush on someone. Cat’s Meow – Something splendid or stylish; the best or greatest; wonderful. Darb – An excellent person or thing; as in a person with money who can be relied on to pay the check. Dame – A woman. Dingus – Any item of which you cannot recall the name. Drugstore Cowboy – A guy that hangs around on a street corner trying to pick up girls. Dumb Dora – A stupid female. Fall Guy – Victim of a frame. Flat Tire – A dull-witted, insipid, disappointing date; same as pill, pickle, drag, rag, oilcan. Frame – To give false evidence; to set up someone. Hardboiled – A tough, strong guy. Heebie-Jeebies – The jitters. High-Hat – To snub. Hoofer – A dancer. Horsefeathers – An expletive; same usage as Applesauce. Hotsy-Totsy – Pleasing. Jalopy – Old car. Keen – Attractive or appealing. Kisser – A person’s mouth. Line – Insincere flattery. Lounge Lizard – A horny guy. Moll – A gangster’s girl. Pinch – To arrest. Pushover – A person easily convinced or seduced. Ritzy – Elegant (from the hotel). Scram – Telling someone to leave immediately. Soitently – Sure! Spiffy – An elegant appearance. Spread Out! – Get out of the way! Give me some room! Stop crowding me! Stuck On – Having a crush on. Swanky – Ritzy. Swell – Wonderful. Wise Guy – A smart aleck. Whoopee – To have a good time. Gams – A woman’s legs Puttin’ on the Ritz – To get fancy with your dress or demeanor. Stool Pigeon – A person who tattles on his friends. Stoolie – Same as a Stool Pigeon. 15 Ace Detective Supporters Thanks to all who supported Ace Detective. These guys made the game possible! UNDER WITNESS PROTECTION ACE DETECTIVES Brett Bozeman Sam Schneck Dan Johnson James “Seamus” Kearin Dean Bowman Keith Tanner Chris Bennett Alexander Y. Hawson, M.D. Juan Luis Fesser Tobias Fleischer Imre Hauszknecht Carl S. Heckelsberg, Jr. was a double agent within SMERSH International that heralded the rise of this new threat to the world. PSYCHIC DETECTIVES Stephen D. Rynerson WISEGUYS (AND GALS) Cameron “The Dutch” Esfahani Bradley Norman Metz Ben Hermanns Eric W. Lund Evan Rattner Keith Koleno J.C. Hoffman SUSPECTS Sam Peavy INFLUENTIAL FRIENDS OF THE MAYOR Walter F. Croft Josh Zirl Alex T. Bagosy Leon Higley Christian Skovgaard Rhel ná DecVandé Chief Gabriel Steelman The beloved philanthropist, Sylvana Steelman Natalie Steelman, darling of the silver screen Martin Daniels The Rebelsky Family Joel Gomez Brad D Kane John A. Larson Gregory Frank David Finn Zackary Collins Gareth Thomas Steve Sartain Guardian Games Richard Pardoe Cliff Fuller Randy Wilson Ace Detective 16 Albion Gould Martin Fisher Pete Baginski Seth Jay Goldberg Rizwan Kassim David Harper Czanse Daniel Brannick Khyle “Gorilla Grodd” Keys Alexander P. Jacobsson Constable V.J. Paljas Robert Nelson Nathaniel J Moffat Gamma Ray Games Elad Goldsteen Uriah Stone John Paden Kristan J. Wheaton Bobby-Lou Taylor Tom gurganus Owen “Ringmaster” Winkler Shane Charleson David E. White Stephen Cluff PRIVATE INVESTIGATORS FOR HIRE Moll Reape Tina Perkins Theo Clarke Danielle Creech Mathieu Perreault-Dorion David Morgan John Bindas Greg Cooksey Al Roireau Patrick Lu-Kthu Zuidhof Filthy Monkey Sean Goldman Swoonfish Philip Cahiwat Darren Davis Vivienne Colette Caldwell Dave Skogstad CardiacKangaroo Charles Meyer George A. Ramos Ingo Beyer David Kapp Kelly Hoolihan Chest Rockwell Sean Michael Chick Joshua Bryan Hammack McKendon Alonzo LaFonte LaFleur Raul Dylan Pritchard Michael and April Sweazey Jon Hudson Andrew Shultz Jeremy Fredin Julian Breen Gazz Hayes Chris Bayley Harry Morris Doug Steinley Suzi R Dave Desmond Matthew Wasiak Dana Wilkinson Eric D Church Kreig Pinkham James Leroux Andrzej Cierpicki George Mallari-Lee Morgan Hatfield Doug Weinstein Ronald Burgos Michael Champion Dick Butler Bryan Cooper John “Deadly-Dosage” Dossa Supporters Thanks to all who supported Ace Detective. These guys made the game possible! Chris ‘Jim’ G A.J. Nordstrom Joe M Garcia Xavier Lambercy Russ Hewson Mark Taraba Junius B. Stone III Charles Pearson Antoine Bertier Dashiell ‘The Camp Tiger’ Asher Mickey Nuttall Mr Graham Smith M. Sean Molley Jess B Chris Ling Michele and Ben Bernocco James “The Bar” Heath Marc-André Laurence Paul “Stogie” Cooper David “Gashlycrumb” Tracy Tony A. Rowe Vincent “Jishin Wave” Jung James A. Molloy Marcus Leitzen Robert Himmelein JR David Tsang Gabriel Edge Benjamin Steinhauser Noah DeBiase Nate Swalve Jeb Adams Daniel Wong Michael B. Brannon Rolf Laun Ken Arthur Elizabeth Gurnack Daniel Møllgaard Andersen Eric Alvarado Steven Davis Matthew Klein Pete Ross Tom “Ace of Spades” DeSantos Paul Johnson Michael Primeau Alan Nanes Ian Estrada David Palmer David “Turtleback” Anderson Cootie and Cutie Art Tebbel Nathan Hauptkorn David Oh “Weird Dave” Olson Garyp Aaron J. Garrett Kelly Brown Jim “Shamus” Janik Heather Reed Noah Harrison Miller Dlminsac S. Slaggy Shawn Purtell Trevor Wolf John Burnham Rojemika Spencer Yosuke Otsuka Luc Chamberland Peter Blitstein Andrew Beirne Miles Matton Bill Desmarais Marcus “The Lawyer” Wischik Philip Gross Kai Alexis Price C Matt Pappathan Andrew McGrath Zeb Doyle Timothy Vojta Justin “KakarisMaelstrom” Fitzgerald Douglas Guardino bewmaynes John Palagyi Scott “Dead” Nisenfeld Jeff Lane Eric Buetikofer Francois Gnosis James Watson Shivan Sornarajah Brett Bolen Bryan Carter Chuck Hughes Jay Elgin Pete Dragasakis Olivier Vigneresse Patrick Burke Stephen J Seddon Jack Gulick Matthew McMahon Jon-Paul Decosse Gerald Ward Christian Nord Pob Goldstone Lukas Daniel Klausner Harvey O’Brien Edward Friday Pfender II Richard Warren Stefan Winkler “Copacetic” Luke Reeves Scott Tooker Allan Frouvne Matt Fullenwider Mark Norman Francis Matthew midgley Tom Caroline Pierce Dice Hate Me Cliff “Devinoch” Hicks Ed Kowalczewski Mark Clark Jr Robin Lees Ali Grotkowski Dr Benjamin Borthwick Williams Ezra Strong Nick Suffolk P.I. Stephen Tavener James D. Deignan Matthew Picioccio Alan Twigg Juan Vargas Larry Rice Lyle Williams Christopher Paul Joseph Soonsin Lee Jeff Storm Diego “The Fool” Ludergnani Michael McCann William Wood Arminder Randhawa Mr. E Patrick “GuppyGamer” Ross C. Scott Kippen Michael Shumate Jesse Garrison Phil White, CE, R.is.E Jez Harchack Chris “The Flix” Richardson David Donlin Hon. Ryan Wilson Damon Richardson Thomas G. Treptow Andrew MacLennan Seth Hoover Michael “Bowtie” Muske Stephen Elliott Michael J. LaPointe Paul Stephen Co Michael W. Mattei Crispy T 17 Ace Detective Supporters Thanks to all who supported Ace Detective. These guys made the game possible! Stephan Szabo Rudy “Chainsaw” Basso Brady T. Chin Rick “Huntarr” Collins Michael Laws Chad Owen Henry Wong Tim Black Andrew Furdell Robert A Fiester Cindy Nowak Travis Pheil Dave “Faceman” Nyman Mark Glandon Ron Gangnon Alexander Blakeley Timothy Burr William Brondt Kamffer Carl Enns Joseph M. Louis Neely Stewart “S” Nathan Labak Casey Lent Colin Ferguson Bobby Chow Zach Pettichord James Wickline Fazeo Chad Maue Joe Streeky Kaelex Colt “.45” Hansen Ricardo F. Ferreira Mikaus Peter Aronson Mike Dougan The Gang at Geektropolis George Breden Scott Bigwood Jason Mosack iguanaDitty David J Schuth David O’Connell C Reichert Nancy Hutchins Ryan Full Shervyn Aaron, Deb, and Cecilia Belmer Jason Leisemann Chip Coffey M. A. Solko Dante Miguel Geoff Squire Brendan Power Zach Gaskins Toby Hazelip Marty Devine Atticus Gifford Cheryl Howard John Weier Bill “Kaiser” Crew Art Ritchie P.I. Brandon Crane Allan Bennett Joseph “UserClone” Le May Barry Zimmerman Steve Leung Gregory Morse Tom Meyer Roger N. Dominick Ben Newton Scott Erickson Anne Freitas John D. Adams Zedd Epstein David Weedon Luke Carwardine Maria Costea R. Khater Michael Morley Brad Olson Matthew C. Duda Chad Bowser Trampas Johnson Dougal “The Wall” Edey Margaret Colville Dan Luxenberg hobbygamesmart.com Roy Quek Sam Leung Francis Poh Juncong Han Weiding Chia Kangyu Credits Website: www.8thsummit.net Email: support@8thsummit.net Game Design: Richard Launius Game Development: Richard Launius and Jason Maxwell Playtesters: Aaron & Jess Scott, Jay Schindler, Steve Avery Rulebook layout and design by Jennifer Cox Additional Artwork provided by George Patsouras and Carlos Romanos Graphic Design: Julia Semionova Special Thanks to Keith Alan Deutsh for providing Covers from Black Mask Magazine - and for his consultation. Color artwork from Black Mask Magazine used from the following issues: MAY 1944, SEPT 1946, JAN 1937, AUG 1974, MARCH 1942, MARCH 1945, SEPT 1935, JAN 1946, MARCH 1949, JAN 1950, APRIL 1942, JAN 1943, JULY 1948, JAN 1948, AUG 1943, APRIL 1942- Some black and whites and other cover images also from Black Mask and other magazines owned by Popular Publications, Inc. Copyright 2012 Keith Alan Deutsh. USED BY PERMISSION. Ace Detective game mechanics, rulebook and additional images copyright to FORGOTTEN SILVER, INC. All Rights Reserved. Please do not use without permission. Quotes from Raymond Chandler and Dashiell Hammond used by permssion from their estates. Thanks you so much! Go buy the books of these great authors. Ace Detective 18 THE ART OF STORYTELLING BY rICHARD LAUNIUS The real fun in Ace Detective comes from the imagination and storytelling skills of the players. Each game provides inspiration and structure via the Story,Clue and Narration cards used to build a unified story around. The key to having a good storytelling experience in Ace Detective is effective use of what I call the 3 Cs: Continuity, Creativity, and Concision. Continuity: The story should blend with the story chain already established. That does not mean that the player cannot make a major change to the story, but if they do they should segue into that change. See the examples below: Max Bullet is the star of this story and the last card in the Story Chain is A THREAT. The story goes as follows, “Max entered the alley when two thugs approached from the darkness and stand in front of him.The larger one is holding a gun and wearing a grin as the shorter one tells Max to drop the case or bad things might happen.” The next player can add a Location, Danger, or Clue (Fingerprint) Card after the “A Threat” card The player plays the Danger card RIGHT HOOK and tells the following story, “Max looks each goon in the eyes, measuring his next move – a move that is lightning fast as he levels the larger man holding the gun with a right hook.The gun explodes in a loud bang as the bullet knocks the shorter man to the wet pavement.” The same player (or the next player) plays the next card, Office, and continues the story, “An hour later Max is back in his office contemplating the visit from the two goons, a visit that melted into darkness as quietly as it had appeared. Somebody didn’t want this case solved, so Max knew he was getting close.” The Office card moved the timeline and location of the scene forward, maintained continuity, which is essential to a great storytelling session. Creativity: While it is good to use your detective knowledge from books, television shows and movies to help craft your tale, the interjection of something inventive is always entertaining and memorable. One of the best ways to do this is to ensure that your turns do not sound the same. At times they should be dramatic, other times intriguing, and there should be allowed opportunities to inject bits of humor. But keep in mind that the overall mood of the story should be maintained, therefore be careful about allowing too much humor or too many odd turns; however, this can be left up to the players if they all agree before the game begins how the storytelling should be conducted. Concision: One of the problems many new players struggle with is keeping their story concise. Often a player begins to ramble, or the player does not continue the story but rather rephrases the last couple of players’ tales. Try to be precise and succinct. Mostly, you only need to think about of what happens next in the story- there is no need to make leaps and bounds. As a rule of thumb, players should try to tell each section of the story with 2 to 4 sentences per card played. This allows enough freedom to be creative and set the mood, but does not enable players to ramble. And do not get overly caught up in trying to score the highest rating each turn. This game is meant to be fun - not a workout. In the end, good storytelling is what entertains; try not to get bogged down with deep competitive play. Know your group, seek to entertain and Ace Detective will deliver a gaming experience few other storytelling games can achieve. This is not a process of “choose your own adventure” or even an epic “draw a card adventure game.” Ace Detective is a game of controlled and cooperative creative storytelling, limited only by the imagination and vision of the players. 19 Ace Detective QUICK SETUP and the initial turn: 1. Determine the first player and give that person the First Player Badge. 2. Select One Crime, One Detective, Four Suspects and place face-up in middle of table. 3. Each Player receives 3 Plot Tokens, 4 Story Cards, 1 Clue Card, 1 Narration Card, 12 Clue Tokens in one color - and, if playing the Pulp Fiction version of the game - a set of 5 Rating Cards in their color. 4. With all Clue Tokens Face Down - each player finds a “+1”, a “+2”, and a “-1” Clue token in their color. They start with those 3 Clue Tokens and shuffle the rest to create their supply. 5. Each player selects one of their 3 selected Clue Tokens and places one face down on one Suspect of their choice. Each player then randomly draws one additonal Clue Token from their supply to bring their total of selectable Clue Tokens back to 3. 6. The first player begins the game by selecting one of any Story Card from his/ her hand and places it face up in the middle of the table - starting the Story Chain. That player also tells a brief story to begin the game. Special actions or die rolls are conducted after the story is rated and plot points awarded (see 8 below). If a player on subsequent turns cannot possibly play a Story/Clue card from his hand to the Story Chain - see page 12 for instructions. 7. If using the rating cards - players all place a rating card face down in front of them to rate the the First Players’s introduction. If not playing with rating system - this step is skipped. 8. If using rating system - all cards are revealed and Plot Tokens rewarded. If not using the rating system each player (and all subsequent players) receive 5 Plot Tokens at the end of each players’ turn. LONGER GAME VARIANT: During Setup, do not have each player start the game by placing a Clue Token on a Suspect, so that the game starts with “0” Clue Tokens placed on Suspects. Crime Setup Variants: You may also, if all players agree, setup the game with different conditions. A few of these setup variants are written on two of the crimes. Feel free to be inventive this is a game of the imagination after all. Here are a two examples: 1. Random Clue Setup: Instead of players choosing where to place their initial Clue Tokens during setup. This might be done by Random placement. (See Page 12). 2. The Person who Hired the Detective is actually a Suspect: You may try having a 5th Suspect the person who hires you! In this case, place the Crime Card next to the 4 Suspects. Clue tokens may be placed on this Crime Card in the same manner as the other 4 Suspects. This Suspect/ Crime Card replaces the number “5” on the die when determining a random placement of Clue Tokens. Ace Detective 20