06 / Inside the design
Uncertainty, with a paper trail.
The game gives you reliable facts and unreliable intentions. The tension lives in the space between them.
01 / IDENTITY
Familiar characters.
Unfamiliar loyalties.
Separating character from faction means Sherlock’s appearance cannot solve the social puzzle. Revealing an ability is a tactical choice with a permanent cost: you give up your concealed advantage.
Read the six character abilities →02 / OPPORTUNITY
Every action spends potential.
Dual-use cards link tactical actions to faction progress. Playing a useful operation removes one possible delivery from your hand. Holding it preserves options, but leaves the table unchanged.
Explore the deck →03 / PARTICIPATION
Pressure without elimination.
Wrong-colour intelligence blocks scarce space instead of removing players. A full dossier creates a problem to solve through removal, recovery or replacement. Everyone remains involved in the case.
Try clearing a blocked dossier →04 / ALIGNMENT
Independence has a deadline.
Fleet Street begins unaligned, with room to influence the table. Its own dossier narrows its future loyalties. Joining is permanent, and The Final Edition closes the window for remaining neutral.
Understand permanent alignment →05 / PACING
The news keeps arriving.
Six deck segments distribute Headlines through the case. The exact timing remains uncertain, but the sixth segment brings The Final Edition and a bounded final round. The game has a conclusion even without a four-card breakthrough.
Read all six Headlines →06 / FAIR PLAY
Claims can lie. Records don’t.
The server validates legal moves and resolves the shared state. Players receive their permitted view, while public transmission paths leave a record. AI fills seats and handles timeouts under the same legal-action boundary.
See how verdicts are resolved →