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Bureau of Investigation: Investigations in Arkham & Elsewhere
120m - 240m
1 - 5 Players
Ages 14+
In storytelling games, players are provided with conceptual, written, or pictorial stimuli which must be incorporated into a story of the players' creation.
Storytelling
Deduction
Horror
36.00
€
30 day low:
Out of stock
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Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
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Plunder boxes
Marvel: Crisis Protocol
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Neko_Sama
TRIC TRAC SHOW #5 - Croc & Grégory Privat 47:45 - 1:09:48 : C'est Papotache - Bureau of Investigation https://youtu.be/B9Dm4z-yUmA?list=PLuh0glvLYi6Kg6L3AMg5hbrwv8xheoMSd&t=2865
John2310
I really like the premise but it doesn't really work. The problem is that the investigation and clues can be made to fit any number of possible conclusions and culprits so the solution is completely arbitrary. After a good whodunnit, you should be able to see how all the clues pointed to the real culprit and it couldn't have been anybody else, even if you didn't get it at the time; however after this it's wide open and it could've been any of them, the real solution is just one of many possible scenarios which could fit the clues. As the designer has said, it's more about the journey than the conclusion. But what I like about a "whodunnit" is figuring out exactly who done it and you don't get that here.
kevan
The interview/investigate option is a standout one here, splitting the casebook into two sections to give every location the choice of how to approach it. As well as fixing the occasional mis-step in other games where you intend to talk to someone and are told that you're casually breaking into their empty house instead, it adds a lot to the mood to argue about whether to knock on the door or stake a place out. The desperate three-location "intervention" at the end is also a better fit for the genre than omniscient questions from Holmes. Having played two cases, I'd definitely recommend considering each session to end with whatever horrific revelations and non-sequiturs the intervention might give you, and to consider the "Solution" box to be the game designer's notes rather than what "really happened" in your session. Writing is good and genuinely creepy in places, and the visual design impressive, with the casebook tabs being a great idea.