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 →London, 1891 · A hidden-identity card game
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 evidence is public. The intentions aren’t.
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.
Sherlock can serve Moriarty. Your character and allegiance are independent. Learn the difference between a revealed identity and a proven ally.
Meet the factions →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 →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
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
The field guide
Everything you need to understand your first case—and the decisions behind it.
The table is waiting
Choose a detective name. Enter as a guest.