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Sherlock Holmes Consulting Detective

A classic deduction game based on 19th-century London newspapers, a directory, and a map, where you piece together clues like a real detective to solve a case while visiting fewer locations than Sherlock Holmes himself. The journey matters more than the answer, so even a wrong deduction makes for a rewarding discussion.

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👥 1–8 players age 13+⏱️ 60–120 min🎯 weight 3/5
Deduction & bluffingThematic & adventure

Rules

With no dice and no cards, you investigate Victorian London using only case books, a map, a directory, and newspapers in this cooperative deduction game. The goal is reaching a solution with fewer visited leads than Holmes, not just the right answer.

Edition: Space Cowboys' 2016 edition, The Thames Murders & Other Cases (10 cases), per the official English rulebookChecked against one official rulebook · other edition pending

Components

ComponentCountNotes
Case Books10One booklet per case: introduction → leads (paragraphs by address) → questions → solutions and scoring, with the questions/solutions pages printed upside down at the back.
Map of London1A simplified map divided into NW, WC, SW, EC, and SE zones, with a travel-time scale in one corner for checking movement and alibis.
London Directory1Looks up a person's address as zone+number (e.g. 42 NW). Also has an index by profession.
List of Informantsback of Directory14 recurring informants and their addresses, useful across most cases.
Newspapers10London dailies for the case's date and every earlier date. Their articles and ads sometimes hide clues that open new leads.
Question/Solution Envelopeone per caseFound at the end of each case book; holds the question scoring table and Holmes' score (always 100).
Introduction1Case title, date, and overview (usually a conversation with Holmes)
Leads (paragraphs by address)…Location paragraphs sorted by zone and ascending number
Questions?Case-specific questions plus a bonus set for extra discovered facts
Solutions⤓Printed upside down; read only after answering the questions
Envelope (scoring)✉Holds the question scoring table and Holmes' score
Each case book is structured as introduction → leads (paragraphs by address) → questions → solutions printed upside down → envelope (scoring). The number of leads and questions varies by case.

Setup

  1. 1Agree on a case to play. The official rules recommend playing in chronological order — later newspapers may contain content related to earlier cases, spoiling their surprises.
  2. 2Place the map of London in the middle of the table.
  3. 3Place the London Directory and the list of informants (back of the Directory) near the map.
  4. 4Lay out the newspaper matching the case's date, plus every newspaper with an earlier date. Do not use newspapers dated after the case.
  5. 5Optionally grab blank paper and pencils for notes. One player may be put in charge of notes.
  6. 6One player becomes the 'lead investigator,' takes the case book, and reads the introduction aloud to begin.
🗺Map of London☰Directory + list of informants1부Newspapers (several dates)1권Today's case book
Lay out the map, directory, every newspaper up to the case's date, and the case book in the middle of the table. Several newspapers are present, not just one.

A turn — choosing and following a lead

  1. 1The current lead investigator decides where to go next (e.g. "I want to visit the crime scene").
  2. 2Find that person or place's address (zone+number, e.g. 42 NW) in the directory or on the map.
  3. 3Find the matching paragraph in the case book by zone and number, read it aloud, and mark that lead as followed.
  4. 4Pass the case book to the player on your left. That player becomes the new lead investigator and repeats the process.
1. Choose where to go1
2. Confirm address in directory/map2
3. Read the paragraph in the case book3
4. Pass to the next player (repeat)44. Pass to the next player (repeat)
Choose where to go → confirm the address in the directory or map → read the paragraph in the case book → pass to the next player, repeating this cycle until the group is satisfied.

Only one new lead per turn

On your turn you may read only one new lead. If the address you looked up has no matching paragraph in this case book, simply choose a different lead.

Anything already seen can be revisited freely

Newspapers, the directory, and leads already read can be revisited by anyone at any time, even outside their turn, and this does not count as a new lead. Discussion is free too, but if players disagree on the next lead, the current lead investigator makes the final call.

Reading the map and directory

The map divides London into five zones: Northwest (NW), West Centre (WC), Southwest (SW), East Centre (EC), and Southeast (SE). Addresses are written as zone+number (e.g. 95 NW); the long form used in newspapers adds the street name (e.g. 95 Park Lane NW). On the map, red marks are fixed specific places like the British Museum, black marks are police stations, and every other number denotes a housing block.

The same address can belong to someone different next time

Besides the fixed red and black marks, addresses have no fixed owner. 42 NW might be one character's home in this case and a completely different person's address in the next. The directory only tells you who lives there in the current case.

The travel-time scale in one corner of the map is used to check a suspect's movements or alibi. To keep the game simple, travel speed is treated as a fixed value regardless of transport method, and the players' own travel time while investigating is never counted.

Using informants and newspapers

The back of the directory lists 14 recurring informants who appear across most cases. Not every informant is relevant to every case, and some may be unavailable depending on events.

InformantAddressSpecialty
Sir Jasper Meeks38 ECMedical examiner — performs autopsies
H.R. Murray22 SWCriminologist — analyzes evidence and substances
Scotland Yard13 SWPolice — case reports and details
Disraeli O'Brian14 WCOffice of Records — civil and criminal records
Somerset House17 WCBirths, deaths, marriages, and wills
Edward Hall36 ECBarrister — court cases and legal matters
Porky Shinwell52 ECInnkeeper, ex-criminal — underworld information
Fred Porlock18 NWMember of Moriarty's organization — coded messages via a toy shop
Henry Ellis30 ECThe Times foreign news editor — overseas news
Quintin Hogg35 ECPolice Gazette reporter — ex-police inspector
Mycroft Holmes8 SWGovernment and political information
Langdale Pike2 SWLondon society gossip
Central Carriage Depot5 WCCab drivers — suspects' movements
Lomax5 SWLondon Library librarian — encyclopedic research
12345678910Issues 1–6: available · issues 7–10: not used (example)
Newspapers appear on the table only up to the case's date. For example, if the case is dated as issue 6, issues 1–6 are freely available while issue 7 onward are never used.

Later newspapers are never placed on the table at all

Per the official rule, "newspapers with a date following that of the case will not be used," so these are set aside during setup. Consulting informants or newspapers is free, unlimited access and does not count toward the lead total.

Scoring

  1. 1Once the group decides to stop investigating, move to the case book's 'Questions' section.
  2. 2Answer the case-specific questions, plus the bonus set of questions about related facts you may have uncovered.
  3. 3Open the 'Solutions' section, read Holmes' explanation aloud, and total your score using the question point values.
  4. 4Count the number of leads the players followed. If the solution marks any lead as 'free,' it is excluded from this count.
  5. 5Compare this to the number of leads Holmes used for the same case. For each lead beyond Holmes' total, subtract 5 points; for each lead fewer than Holmes, add 5 points to reach your final score.
Total question score95
Leads followed by players8
Leads followed by Holmes6
2 extra × 5 points = −10
Final score85
This is the official rulebook's own example: scoring 95 points on the questions after following 8 leads, while Holmes solved it in 6, means a 10-point deduction for the 2 extra leads — a final score of 85.
SituationScore adjustment
More leads than Holmes−5 per extra lead
Fewer leads than Holmes+5 per fewer lead
Same number of leadsNo adjustment

Holmes' score is always 100

The benchmark score is always 100 points, regardless of the case. As the rulebook puts it: "Defeating the Master is clearly hard, but not totally impossible!"

End of the game

  1. 1When to stop investigating is entirely up to the players — there is no turn limit or time limit.
  2. 2After answering both sets of questions, open the 'Solutions' section and have one player read Holmes' conclusions aloud.
  3. 3Open the envelope, tally the question score and the lead-count adjustment into a final score, and compare it to Holmes' 100.

A case you've seen the solution to cannot be 'un-solved'

Once the solution is read, that case loses its replay value. To preserve the first-time experience, move on to the next case rather than replaying the same one.

Strategy tips

  • You don't need to visit every address. Choosing leads that establish the overall picture first, such as the crime scene or key figures, makes later choices easier.
  • Every newspaper up to the case's date can be reread at no lead cost. Skimming the articles and advertisements before committing to an uncertain lead is a free way to gather information.
  • Each informant has a clear specialty (autopsies go to Sir Jasper Meeks, criminal records to the Office of Records, and so on). Working out which informant fits which question in advance avoids unnecessary visits.
  • Make use of the lead investigator's final say. Time spent discussing doesn't affect your score, but the number of leads actually followed does.

Player count, modes, and follow-up case packs

ItemDetails
Players1 to 8. Even playing solo, one person handles choosing leads and reasoning through the case the same way.
ModeThis rulebook defines only fully cooperative play with everyone as one team. Splitting into two groups that investigate separately and compare scores afterward is possible, but it is a community house rule, not an official mode.
Play orderFree, but the official rules recommend chronological order. This pairs with the newspaper date restriction, so following the order avoids spoilers.
Follow-up case packs using the same systemSpace Cowboys has continued the same lead/question/scoring system in separate boxes: The Baker Street Irregulars, Jack the Ripper & West End Adventures, and Carlton House (confirmed on Space Cowboys' official site; this guide does not cross-check each box's specific rule differences).

Korean retail status

Korea Boardgames' own search-autocomplete data confirms it carries this title under a transliterated Korean name, but no official product page or Korean rulebook PDF was obtained, so rulebooks.ko stays unverified.

Frequently asked questions

Q. How many players can play?

From 1 to 8. Even solo, one player handles choosing leads and discussion the same way.

Q. Do I have to play the cases in order?

Order is free, but the official rules recommend chronological order. Later newspapers may contain content tied to earlier cases, so following the order reduces spoilers.

Q. Is there a turn limit for finishing a case?

No. Players may stop and move to the questions whenever they feel they've investigated enough.

Q. Is following more leads better?

No. Following more leads than Holmes costs 5 points per extra lead, while following fewer earns 5 points per fewer lead. Solving it with fewer leads is better.

Q. Do leads marked 'free' count toward the lead total?

No. If the solution designates a lead as free, it is excluded from the lead count.

Q. Can I reread a lead or newspaper I've already seen?

Yes. Newspapers, the directory, and already-read leads can be revisited by anyone at any time, and this does not count as a new lead.

Q. Who decides where to go next if players disagree?

Discussion is free, but the current lead investigator has the final say.

History and editions

The original was designed by Gary Grady, Suzanne Goldberg, and Raymond Edwards and first published by Sleuth Publications in 1981–82 (sources differ between 1981 and 1982). It won the Spiel des Jahres in 1985 and the 1982 Charles S. Roberts Best Fantasy Board Game award.

Over the following decades, publishers in many countries licensed the game for local editions (BGG lists more than ten publishers). BGG's honors also include a 2012 As d'Or — Jeu de l'Année Prix du Jury, but which specific reissue earned that award was not confirmed. ⚠️ Unverified: which edition received the 2012 As d'Or award — not assumed without confirmation.

Space Cowboys (part of Asmodee) republished ten cases as The Thames Murders & Other Cases in 2016, and has since continued the same system in Jack the Ripper & West End Adventures, The Baker Street Irregulars, and Carlton House.

The English Wikipedia article focuses on ICOM Simulations' 1991 video game, so its coverage of the board game itself is limited to a single sentence: "a tabletop game-gamebook hybrid of the same name first published in 1981." As of a 2026-10-11 search, Namuwiki had no dedicated article for this board game.

💡 Master tip

A single offhand notice in a newspaper advertisement can be the key that breaks a suspect's alibi wide open. Read the newspapers carefully, and resist the urge to visit every address — minimizing visits is the key to beating Holmes.

Ready for something heavier

If this one has gotten too easy, try these — same feel, one step up in weight.

Tools you can request

Not built yet. Let us know if you want one — it goes on the list.

London address book and clue notepad

Visualizes connections between people and the places you've visited

Lead counter versus Holmes

Guide for minimizing the number of locations visited

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