Tag Archives: Consulting Detective

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We Can Stop Digging, Watson

Awhile ago, I reviewed Sherlock Holmes: Consulting Detective. Well, if you hadn’t enough of my complaining about the original game, my family and I have finally gotten through the expansion Jack the Ripper and West End Adventures.

If you want a short, sweet summary of the experience: it’s worse than the first. Which is quite a feat considering how sour my family was towards the original game.

Sherlock Holmes Consulting Detective: Jack the Ripper & West End Adventures is the product of Asmodee and a bunch of others that aren’t me.

But if you haven’t read my prior review and you want more than “it sucked” then buckle up because I have a lot of thoughts about the experience.

First, a quick rundown of what Sherlock Holmes: Consulting Detective is. The game is quite different from your normal tabletop games. This is an (ostensibly) detective game about solving a crime by listening to descriptions or testimonies at various places and by a revolving cast of characters. The idea is pretty neat and certainly something that would be up my mystery obsessed family’s alley. The conceit is that you’re a member of Holmes’ Baker Street Irregulars. These rapscallion street urchins are known for running tasks for Holmes but in the game you’re promoted to assistant consulting detectives and are given the same premise to the mystery as Holmes before being set loose into the streets of London to come up with your own explanation for how and why the crime took place.

And, more often than not, you’ll come to a better conclusion than Holmes. But more about that later.

The only tools you have available to solve the case is a map of London with various locations demarcated with a number, a directory, a list of Sherlock Holmes’ famous allies, the newspaper for the day and the case book which contains the meat of the adventure. After listening to the introduction of your case, you will look up locations on the map or by searching the directory for the address of potential suspects then consult the corresponding number in the case book. In this way you simulate the experience of crossing the busy streets of the Victorian Empire’s capital. And when you start running into some frustrating dead ends in your investigation, you can crack open the papers to get some additional clues to get you back on track.

Now, the game aspect of Consulting Detective is that you’re ostensibly in a competition with Holmes trying to solve the mystery before he does. And this aspect is what brings the whole experience crashing down on a fundamental level. But I’ll be addressing this portion of the game later since it’s an inherent problem in the original release that was only exacerbated with the expansion.

The expansion itself, however, is distinctly split into two experiences. The first four cases concern the infamous Jack the Ripper case and is the first instance of a crossover between Sir Conan Doyle’s fictitious character and a real world event. The latter section of the case is six additional cases set in the same style as the original game. It’s these adventures I’ll address first.

When comparing the West End Adventure to the original Consulting Detective collection, all three of us were grossly disappointed with the offerings. The writing is still the largest stumbling block but, more than anything, I found that these cases were simply far less inspiring than the original ten cases. We basically solved all of them within three locations in the book and they really didn’t feel as developed as the originals. Since I was the sole keeper of the case book, I also happened to notice that all of them were on the thinner end of the spectrum with all six approximately the same length as The Munitions Magnate and about as interesting. The Munitions Magnate I felt was a pretty good case solely because it worked as an excellent introduction to the game and its mechanics. The case itself is pretty dry and West End Adventures doesn’t really find any way to sprinkle some excitement into the mix.

In fact, outside of Dr. Goldfire and the Murder of Sherlock Holmes, I’m having a hard time remembering them despite having played them only last week. And of those two, I’d say only the Murder of Sherlock Holmes is interesting. I just remember Dr. Goldfire because it sounded like a James Bond villain.

Give me a sec as I look them up…

Jeez, even looking up their names I don’t even remember what A Simple Case of Murder was about. Oh, digging further I was confusing Savage Club with A Simple Case.

And that’s exactly the issue with this expansion. The only reason that The Murder of Sherlock Holmes stands out is because of its use of a theatre as a location for interviewing multiple witnesses/suspects. It felt like a missed opportunity since you’re given so much information concerning the theatre layout and suspect locations when all that information really isn’t relevant.

Contrasting these cases with the originals and there differences between their quality is quite stark. The Mystified Murderess (despite it being a written mess) at least had a rather unique concept. The Lionized Lions was my favourite simply for its cute setup. The Cryptic Corpse really hit a traditional Sherlock Holmes vibe and the details of The Pilfered Paintings were pretty amusing. Even with the annoyances of The Banker’s Quietus, The Mummy’s Curse and The Solicitous Solicitor, I’d say we found them at least okay. I’d say the only one we truly hated was the Thames Murders. And with those cases part of our frustration was trying to play the game “by design.”

West End Adventures, however, are all feel pretty much the same. There’s also the unfortunate issue that they’re pretty predictable too. Several start without an actual murder but you know you’re going to come across one pretty early on regardless. The lack of depth in these cases even reflects in Sherlock’s awful solutions. He resolves all of them within four or five clues because there’s really just not that much going on with them.

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They’re bad and had the original release been on the level of West End Adventures, I can’t imagine the game ever being recommended.

The Jack the Ripper files, however, are a bit interesting. For one, there designers did some research into enacting some measure of authenticity so the nature of the cases is starkly different from the rest of the Consulting Detective cases. You’re going to be reading through gritty details and unreliable witnesses and testimonies. Here, the red herrings don’t feel like cheating because there’s a much stronger feeling of authenticity to its presentation. These four are certainly the strongest of the cases and I don’t think it’s a coincidence that this is due to the writers being constrained to actually following a real life case and thus don’t have some absolutely idiotic events occur.

Granted, Sherlock Holmes’ solution is completely asinine but that should be expected from anything carrying the Consulting Detective name.

But there’s some extra details that make the Ripper files stand head and shoulders above the rest. First, there’s a distinct change in the nature of playing the game. You’re provided far more visual aids in those four cases and are expected to pull out details and clues from those aids. It really helps to clear up some of the ambiguity which arose from the purely written accounts that can lead to contradictions in the rest of the cases. It also makes the newspapers a lot more interesting to read.

However, there’s a second element unique to the Ripper files that really needed to be expanded to the whole of Consulting Detective. You have the ability to follow up individuals about specific clues or questions!

Granted, due to the nature of the game, these follow up questions are pretty restricted but it’s a fantastic addition that really makes the game a better experience. Before the Ripper files, if you came across an important clue you had no ability to find further information about it. Say, after some detective work, you came across the name of a likely suspect there really wasn’t any way to ask the police about that suspect since the designers couldn’t know if you were visiting the police before or after learning of said suspect. With the Ripper files, however, there are many passages that come with some cryptic directions if you’re arriving at a location for a specific reason. Say, for example, you learn about a shady individual named Derek the Dirk who was seen in the area of one of the murdered women. When you go to speak to Inspector Lestrade, you will still get his generic chest puffing about how you ruffians shouldn’t be in his precinct. But at the bottom of the passage you might be rewarded with a little bold text reading, “If you are looking for information concerning Derek the Dirk then go to the location in this district corresponding with the number of the location you last heard about Derek the Dirk.”

Granted, if you’ve come to Lestrade before hearing about Derek, then you might be more vigilante about this missing Derek character from your investigation. However, after going through the casebook after the investigation, I found that there were some red herrings that you could investigate as well which adds that necessary element of ambiguity where you can’t know if following the lead on Derek the Dirk is a waste of time or not. And having a more responsive investigation is certainly worth the trade-off.

Course, none of this addressed Consulting Detectives true issue. It’s scoring system is a mess. The West End Adventures are even more of a mess than the originals. My mom kept saying that Sherlock cheats and it wasn’t until this set of cases that I finally came around to her point of view.

First, for Jack the Ripper and West End Adventures, we decided to play the game the way everyone recommends: ignore the scoring. But in doing so, I only came to see how incredibly arbitrary and awful the scoring really is.

Part of the problem is inconsistency. There were two cases where Sherlock admonished Wiggins for attempting to come up with a motive for the crimes. The very next case one of the primary questions asked at the end was about the culprit’s motive. Consulting Detective is constantly doing these contradictions. It sets up a sense of expectation in one case and in the very next it will break all the rules it had established. Sometimes the method a crime was committed is incredibly important. Sometimes, it doesn’t matter how an impenetrable safe is broken into with a dozen witnesses in the area and no explanation given at the end for how it was compromised by the guilty parties. Sherlock cheats in this manner by dictating what and when something will be important and, without providing the questions ahead of time, there’s simply no way for the player to know what incongruities are due to the game’s design or simply bad writing. In one case, we had followed Holmes’ steps exactly but kept hunting down clues because we erroneously assumed we had to unmask the location or true identity of the criminal because literally every other case until that point expected those answers. And this time Holmes considered it unimportant… simply because.

I’ve put a lot of thought into the game aspect of Consulting Detective because it is so bad that it detracts from the experience. And I’m not certain there’s a satisfactory answer beyond simply getting better designers and writers. What is clear is that Consulting Detective does a horrendous job of ultimately making clear what you’re supposed to actually do in the game. And this is inexcusable considering they’ve published twenty cases and have had plenty of time to figure out a good method of doing so.

But I’m going to share my idea for a better way.

First, during the introduction of a case, the writers should drop most of the extraneous fluff and spend more time actually making clear what exactly the players are tasked to do. To use an example of what not to do, the Savage Club case is too vague. You leave understanding that there’s some sort of Bohemian Scandal setup for the adventure. You’re contact by a princely individual who wants you to address some embarrassing situation before it can get out. But the Savage Club doesn’t make clear what you need to do to stop that embarrassment. Do you need to reclaim the necklace? Do you need to prove the necklace was stolen? Do you need to retrieve the letters? Do you need to prove the letters were stolen and not intended for their current owner?

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Original Sherlock Holmes art by Sidney Paget

Since there’s no clear indication of what will solve this case, it will naturally lead to players meandering blindly all the while Sherlock knows immediately what needs to be done. Every player should finish the introduction to a case and know exactly what the first two questions in the back of the book are going to be. If this means Sherlock has to turn to the Baker Street Irregulars and literally spell out, “I’m leaving you, Wiggins, to find out who killed our victim and how” then so be it. Then players can properly go to scene and start deducing answers with this directed focus.

Second, if you’re going to have a competition with Sherlock Holmes over solving the case then Sherlock should spend a lot more time engaging with the damn case. That Sherlock solved most of his in four steps and the designers expect you to do the same is asinine. The designers are literally creating a game to not be played. There are so many locations to visit and sub plots to uncover that players are directly encouraged to ignore. It’s bad design. It’s also even worse that Sherlock will make broad proclamations about the case without actually having the evidence to make those claims. This goes contrary to the character and even contradicts a lot of his advice throughout the game. If the designers wanted a detective who made wild assumptions and didn’t bother to “eliminate the impossible” to find the truth. Holmes’ most famous quote is to basically hunt down leads and prove they’re wrong. Yet in the game he never, ever does that. He just magically finds a path that can make sense and doesn’t even examine whether there’s an “improbably but truthful” alternative.

So Sherlock should have some steps to corroborate witness testimony, to ensure his theories are sound and eliminate other possibilities. Sherlock should literally be used to demonstrate to players how to engage with the game and solve the case. No one is bedazzled when Sherlock pulls some nonsense solution especially when it’s trivially easy to go through the locations he did to come to his conclusions.

There should also be some consistency in his allies. It’s also asinine that only three allies are ever actually useful. Why are over half his allies “not in their office” for most of the cases. Why even bother putting them on a list to consult. Players shouldn’t have to guess when an ally is going to be important or not. Basically, what we learned is that Porky and Langdale Pike are the only really important allies to visit and basically you rotate between them for each case. And the fact that one in twenty cases requires you to visit the Carriage Court but there’s literally never anything to gleam from it otherwise is also stupid. Especially if there are no witnesses to at least suggest you should check out the movement of carriages by seeing a suspect climb into one.

Instead, all allies should be useful in some manner. Make most of them like Sherlock which give helpful hints pertaining to the case but aren’t necessary to visit. Make some of them consistently give direction to the sub plots that are bonus questions at the end. I like that Porky often asks you to look into elements pertaining to the case but from a wholly different direction and more of the allies should do that. That way, when you do get to the end, you aren’t completely baffled by some of those bonus questions which can seemingly come out of nowhere.

Finally, there should be far more consistency in how information is presented. It’s frustrating trying to find the right witness who will actually describe what a body looks like, especially when it’s a moment when Wiggins actually looks at the body himself! Anytime a new character is introduced, there should be some measure of important information provided so that witness testimonies for height, hair, accent and build can be easily determined. Also it’s bullshit that you can have someone interact with an individual to such an intimate degree like removing a bullet from them and they can’t even tell you their god damn hair colour!

There shouldn’t be one exact way to solve a case but many different angles that you can approach it. This does mean keeping track of all the minute details but that’s exactly what Sherlock Holmes is about.

The game ultimately should be designed in a fair, engaging and fun way that encourages people to think and analyse the information they’re given. There’s potential here that is absolutely squandered in the shoddy writing and it’s simply inexcusable for a game that requires consistency in information to have witnesses with incorrectly spelt names so you can’t even look them up in the directory until you stumble across the one individual that properly writes their name.

As it stands now, I’d hesitantly recommend the original Consulting Detective. But I would never tell anyone to play Jack the Ripper and West End Adventures. And any recommendation comes with ignoring the rules of the game which leaves me wondering why people would play it in the first place.

Truly, the best way to engage with Sherlock Holmes is to simply read the stories.

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Sherlock Holmes: Consulting Cheater

Apparently, within the board game spheres, there exists “birth year games.” These are the board games with the distinction of winning the highly coveted and supremely prestigious honours of Spiel des Jahres in Germany. My Game of the Year is apparently this quaint little tabletop game-gamebook hybrid known as Sherlock Holmes: Consulting Detective. Consulting Detective places its participants in the roles of Sherlock Holmes’ infamous Baker Street Irregulars – street urchins and ragamuffins who sometimes lend their assistance to Holmes in solving his world famous cases. The set-up for the game is simple. There’s a map of London, a London Directory, a collection of relevant (or typically irrelevant) newspapers and the case file. From there, players will be introduced to the particulars of the case through a visit by Holmes’ client and be let loose into the streets of London to figure out the various twists and turns to the caper.

And I’ve just finished it. And if you’re ready to play Consulting Detective, you already know my feelings about it.

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To be fair to Consulting Detective, some of its issues may arise from being an English translation of a French game.

There is a lot of potential in the game. Its entry is really low, making way for people with little experience or little interest in board games able to pick it up and play immediately. Given its flavour and game play, I was able to coerce my family into playing with me. As such, we spent many an hour (and far more than we would like to admit) attempting to sleuth out the secrets of the various cases intriguing and mundane provided in the box.

It’s got an interesting flow where not all relevant clues are obtained by poking around in critical locations or interrogating specific individuals. Oftentimes the newspapers will have little hints or vital revelations tucked amongst their advertisements for new dentures and craiglist-like missed connections. And there are many times that a person of interest will crop up in the case and you must consult the directory to locate their current residence or place of employment.

There’s a lot of fun to be had, pulling these disparate elements together to form a working theory. And there are little revelatory moments where things just fall into place and the grand scheme is formed before you. And flipping through the case book definitely has one of thoseĀ Choose Your Own AdventuresĀ feel to them.

It’s such a shame that these elements are wasted on Consulting Detective.

For, truly, I’m ambivalent to the game. Parts of it I love and kept me coming back case after case. Other parts had me swearing with frustration and anger – typically when reading how Holmes had solved the case and how stupid or ludicrous the solution turned out to be. More often than not, we had reached a consensus to the mystery and, upon revealing what actually occurred, left us scratching our heads because the official solution made less sense than ours.

Part of this problem is that there is a very severe writing issue with the game. When the crux of play hinges on the written word, it’s incredibly disheartening to see so many errors within the texts. And this is just consistency errors – which are the most troubling – but include normal spelling and grammar issues too.

I had not realized how popular carnage rides were in Victorian London. Likely performed by Langdale Pike’s tanks. Nor was I aware of the kilting epidemic occurring monthly in the city. These blunders are humours most of the time but I’m left trying to recall a single case where someone reading the passage didn’t have to stop and try to parse what was actually being said.

And while I will concede that English is a difficult language, this problem predictably bleeds into the game itself. There are numerous cases where Holmes’ solution directly contradicts eyewitness testimony. Most of this doesn’t impact how you reach the conclusion of the case – assuming, of course, that you investigate along the same lines that Holmes does. If, however, you just take the eyewitness testimony as fact and don’t pursue that avenue any further, than it is quite probable you’ll come to a wholly erroneous solution based on those contradictions.

This isn’t even touching that Holmes’ explanations at the end will most certainly contain errors. In one case, Holmes was off by a few years in the age of important characters and the year events took place. In another case, Holmes detailed finding evidence and clues in a wholly different location than where they actually were found – and these locations you couldn’t even visit in the book itself!

Its hard, then, to not feel cheated nearly every time the game comes to a conclusion. This is made even more pronounced given that almost every case requires you to end up in a specific location to learn a vital clue and getting there often requires a true leap of logic or simply guessing correctly on which ally to visit that usually offers nothing but dead ends when you consult them in other scenarios.

This leads me to my primary issue with Consulting Detective. Its greatest gaming component – trying to beat Holmes in the cases by solving the mystery in less leads than he takes – is the most frustrating and unsatisfying element in the whole experience. To play the game in this manner, worried about how you’ll score in the end, is to encourage people to not engage with the game itself.

You see, the scoring is simple. After you’ve poked around the locations and denizens of London, you decide whether or not you’re willing to call the mystery to an end. You can then flip to the back where a list of questions are presented to you. They are sorted into two parts. The first part contains the primary questions concerning the case: typically who was the kill or culprit, why did they perform their crime and sometimes how. There’s a varying amount of questions in this part, from four to twelve, and they will always add up to one hundred points.

Sherlock, being the cheating bastard that he is, will always score a perfect one hundred on this portion. You will also be told how many leads Holmes followed. To determine your point score on the case, you tally up your correct answers, deduct Holmes’ lead total from yours, remove free leads from your total then add five points for each step you beat Holmes or deduct five points for each step you took over Holmes.

Needless to say, you’ll almost always be deducting points. Of the ten cases, my family and I were able to tie Holmes once and beat Holmes once. And this was largely on the backs of answering the second set of questions – which are all bonus questions unrelated to the primary case – by simple deduction and not investigating any of them.

However, we almost always “solved” the mystery well before Holmes had. Usually after two or so leads we had an idea of who did the crime, why they did the crime or how but were always missing one of those details. Unfortunately, finding that one missing step would take upwards of ten different leads to find the information as we scoured through the list of allies for anyone with the potential for tangentially knowing something of use and exhausting every random lead we could follow.

This is the primary problem with Consulting Detective. The manner in which you play is in direct odds with the manner in which you are scored. As a detective, it’s important to follow leads and clues to confirm theories and corroborate alibis. But Consulting Detective directly punishes you for doing so. In fact, you’re better off doing the exact thing which the fictional Sherlock Holmes loathes: make assumptions. If you have any desire to beat Holmes at the game, you need to create a theory from as few bits of information as possible, since each step you take in the game is a deduction from your total score. It’s better to just assume a character’s motives or connection from a single sentence than to ask their colleagues for confirmation or details.

In fact, Holmes himself makes a ton of assumptions in his solutions. So much so that you’ll often be scoffing at how he arrives at his conclusions. Its as if the writers, in an attempt to amaze the player like Sir Conan Doyle did his readers that they forget the players are supposed to be solving the case alongside Holmes. And there is more than one situation where Holmes comes out with information you have no idea how he obtained even after following his outlined footsteps.

Even more egregious, this system encourages players to avoid reading the case book. You are rewarded for not playing, essentially. Which is baffling design to say the least. The “optimal” way to play Consulting Detective is to go to a location and then sit and argue about the details of that location for an hour so you are certain your next step is the most likely to reveal more information.

This gets back to the idea of making theories first and collecting evidence second. You need to determine what you’re most likely to learn by visiting a person before you even visit them so that you don’t waste a step. The problem, of course, is that too many cases hinge on visiting characters that have no right knowing the information they have or following leads with zero indication they would have any relevant clues.

The best example of this, and my least favourite case because of it, is Case Nine: The Solicitous Solicitor. Forewarning, here cometh spoilers.

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Sherlock Holmes Consulting Detective is printed by and probably belongs to Ystari Games

Case Nine is the prime example of significant knowledge being doled out to random locations. It is the second last case if you’re doing them in order (and the game heavily encourages you to do them in order) so by this time you’ve got a tenuous grasp on how cases normally unfold. We had, before even cracking open the case locations, knew that the victim was having an affair with a Miss Monroe due to a personal ad in the paper. We had thus determined that visiting Monroe would be a waste of time since it would simply reveal what we already know: she and the victim were in love and why a number of other women were feeling spurned by the debonair corpse.

Unfortunately for us, for some really poorly justified reasons, Ms. Monroe happened to be the proud owner of the victim’s pocketbook which was the sole source of information for why he had been slain. We erroneously assumed it was due to his current work and some form of insider trading because we simply could not afford to follow up and confirm the glaringly obvious to be rewarded with information that Ms. Monroe herself didn’t even understand. She literally just hands you the book at the end of her passage while saying, “Here, you’ll need this.”

Case Nine is rife with moments like that but this issue is persistent throughout Consulting Detective. Often times we can’t find the culprit because we don’t know what rather irrelevant social engagement the victim maintained in his final days would have some unrelated waiter or salty sailor who just so happened to notice the passing connection between the victim and perpetrator.

Even worse, there are a number of small subplots working in the background of each case that, if you’re playing to “win,” you’ll miss because you are punished for following clearly unrelated tangents. One case had a whole fascinating mini-murder mystery going on in the background concerning smuggling and international shipping lines that I only learned about because Kait would read the whole case file after we’d concluded it.

So, outside of correcting the problematic writing in the first place, the biggest issue in Consulting Detective is its scoring in the first place. It’s a poorly thought out and implement mechanic that pushes players from playing and enjoying the work the designers put into creating the game.

Personally, I think a better scoring system that doesn’t punish people for enjoying the adventure would go a long way in shoring up Consulting Detective’s weaknesses. As it stands, once you’ve followed six or so leads and have failed to solve the mystery, you know you’re not going to win. And then the case just becomes an embittered and disconnected affair of throwing caution to the wind and knocking on every door to see if you ever stumble across the answer.

For me, what I would do is split scoring into two sections. In the first would be a long list of questions. Of these, Holmes would answer only the most pertinent to the case. The rest would be essentially “bonus points.” Thus, Holmes would, say, accumulate eighty points for uncovering the identity, motive and means of the guilty party but miss out on points of what happened to a missing earring or the name of one of the search dogs. Then, there would be a scale for awarding points depending on how many leads one followed. Holmes would always score highly on solving the case in very few leads to round out his score to one hundred.

In this manner, players can always tie Holmes simply by reading and visiting every single location in the story. There is no penalty for enjoying the case and discovering all its various twists and turns. But there is also the knowledge that you’ll never beat Holmes and, really, you’d rank down at Inspector Lestrade’s level for going well over the number of leads that Holmes does.

You win, but you win knowing that you could try beating Holmes if you wanted follow the strategy that we employed originally. This makes for two approaches for engaging with the product and also insulates from the feelings of being cheated since, if you don’t happen to immediately divine the relevance of a visiting French theatre troupe, you won’t lose the case. In fact, if the questions and lead scale are designed properly enough, the optimal method for beating Holmes score would be taking just a few extra steps than him to uncover several additional answers to the mystery.

In this way, you’re encouraged to play more – not less.