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Detective: City of Angels, set in the dark and violent world of 1940s Los Angeles, is a game of mystery, deception, and investigation for 1–5 players. Most players will step into the shoes of LAPD homicide detectives, hungry for glory and willing to do whatever it takes to successfully close a case, even if that means intimidating suspects, concealing evidence, and hiring snitches to rat on their fellow detectives. One player, however, will take on the role of The Chisel, whose only goal is to stall and misdirect the detectives at every turn using bluffing, manipulation, and (often) outright lies.
Detective: CoA uses the innovative ARC (Adaptive Response Card) System to create the feel of interrogating a suspect. Suspects do not simply give paragraph-book responses; instead The Chisel carefully chooses how they will answer. When Billy O’Shea insists that the victim was a regular at Topsy’s Nightclub, is he telling the truth or is The Chisel subtly leading the detectives toward a dead end that will cost them precious time? Detectives can challenge responses that they think are lies but at great risk: If they’re wrong, The Chisel will acquire leverage over them, making the case that much harder to solve.
Detective: CoA includes separate, detailed casebooks for both the detectives and The Chisel. Each crime is a carefully constructed puzzle that can unfold in a variety of ways depending on how the detectives choose to pursue their investigations. As the detectives turn the city upside down, uncovering fresh evidence and "hot" leads, hidden suspects may be revealed and new lines of questioning will open up, creating a rich, story-driven experience.
Inspired by classic film noir like The Big Sleep, the works of James Ellroy (L.A. Confidential), and the video game L.A. Noire from Rockstar Games, Detective: City of Angels is a murder-mystery game unlike any other. Will one detective rise above the rest and close the case on L.A.’s latest high profile murder? Or will The Chisel sow enough doubt and confusion to prevent the detectives from solving the crime?
—description from the publisher
A "sleuth" mode allows 1 or more players to play fully cooperatively, solving the cases together.
Ages | 14+ |
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Players | Solo, 2 Players, 3 Players, 4 Players, 5 Players |
Play Time | 30m – 150m |
Designer | Evan Derrick |
Mechanics | Action Points, Cooperative Game, Team-Based Game, Area Movement |
Theme | Murder/Mystery |
Publisher | La Boîte de Jeu, Van Ryder Games, Game Harbor, Pegasus Spiele |
alanbrain
Only characters for 2 cases were punched, played only twice. Nothing written in any notebooks or anything. Like new.
ajewo
Semi-Cooperative game by Evan Derrick (Dark Moon) where corrupt detectives race to solve the case while the Chisel tries to slow them down. Detectives move around the city and collect clues. The Chisel looks up the information depending on the location. It mixes TIME Stories and Sherlock Holmes Consulting Detective, and has an "overlord" person who plays against all detectives. [b]What makes it special?[/b] * Unique semi-cooperative detective game: Chisel (overlord) vs detective * Questioning system: is the Chisel lying or not? Bribe or eavesdropping? It creates a lot of mind games. [b]Pros:[/b] + Artwork + Theme (players feel like detectives, narrative stories, corrupt detectives) + Components (minis, cards, board, smart envelopes for questioning, notepads for keeping information given & received) + Immersive: if you have the right group that is into this kind of game master deducation game + Semi-cooperative where detectives try to hide information from each other by taking cards with evidence. Other players can purchase it or wait until time runs out and forces the detective to reveal the hidden information. + Detectives race to solve the case. They also explore locations and question suspects. Each detective has two chances to solve the case. + Chisel player decides to tell the truth or to lie when suspects are questioned by the detectives. The Chisel has to keep in mind what she told each detective and what to tell them in the future to keep the (fake) story consistent, and know when to block questions and snitches. + Questioning: players can only ask question of information they found in the game + Snitches can be used to eavesdrop questioning + Detectives can challenge the answer (gamble: either Chisel or Detective gets advantage) + Money used to bribe + Simple gameplay: each detective has 4 actions: move, question, search location or suspect, analyze, and kickback [b]Neutrals:[/b] # Language dependent # Sandbox game # Fully cooperative mode without chisel # 9 different cases of three different skill levels (plus high potential for additional expansions). Each case can only be played once. # Cases provide several dead ends / false leads. Players may miss key locations or suspects which makes it impossible to solve the case. # Solo mode # A lot of area movement as core game # Some indirect player interaction: all players have to pay attention to other players to gain potential clues, eavesdropping. Chisel actively plays against all other players. # Big game box # No retail sale # Replayability: one-time per case; or you need a new group and play as Chisel multiple times. # The competitiveness between players does not make sense for me thematically. [b]Neutrals:[/b] - Some cases rely on each other which makes it difficult to change the Chisel player - Some downtime - Some luck is needed to solve the case (go to the right location, speak to the right person) - May feel somewhat repetitive over time
ajie426
轮到自己的时候有四个行动可以执行,可以移动、盘问、搜查地点、搜查嫌疑人、分析、勒索,有点破案的代入感 5人局,等别人寻找线索的时间太久了,大家都在玩手机