London, 1891 · A hidden-identity card game

A familiar face.
An unknown
allegiance.

Six seats. Two rival sides. A city full of secrets. Pass intelligence through the table and discover who you can trust—before the final edition goes to print.

Play in your browser · Guest entry · No player elimination

The live table · Actual game interface, demonstration case
06Seats at the table
60Dual-use cards
06Concealed characters
06Headlines change the case

The evidence is public. The intentions aren’t.

Every delivery
tells a story.

A blue card can help Baker Street—or block a Moriarty dossier. The colour is a fact. Why someone sent it is yours to figure out.

01 / LOYALTY

Your name is no alibi.

Sherlock can serve Moriarty. Your character and allegiance are independent. Learn the difference between a revealed identity and a proven ally.

Meet the factions →
02 / INTELLIGENCE

One card. Two choices.

Use a card for its operation, or send it as intelligence. Every useful action costs a card you could have delivered instead.

Open the card catalogue →
03 / CONSEQUENCE

Follow the dispatch.

A sealed Cipher moves around the table. An open Telegram goes straight to its target. The route changes what everyone knows.

Try a transmission →

Your first case

Learn the table.
Then read the people.

Make your first delivery in a guided practice case. Draw cards, choose an action, send intelligence and see exactly why a faction wins.

Two interactive cases · No sign-in required

Choose, review, confirm · Actual game interface

The field guide

Know the rules. Keep your secrets.

Everything you need to understand your first case—and the decisions behind it.

The table is waiting

Everyone has a secret.
Take your seat.

Play now

Choose a detective name. Enter as a guest.