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Lady Alice box art

Lady Alice

Players

3-5

Time

?-?

Age

8+

Weight

1.97

Rating

6.31

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.8

Luck-sensitive

Table feel

Lady Alice has a moderate level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to others' strategies and turns. While there is some level of cooperation required, it is not a major emphasis in the game.

Replay value

Lady Alice has a high replayability score due to its high variability gameboard, strategic depth, and scalability. The presence of expansions adds to the replay value. It may take some time to learn, but the depth it offers makes it worth it.

Luck profile

Lady Alice has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

In Lady Alice – a game of intrigue, flair, bluffing, and mischief – the players are the Baker Street Kids, children under the tutelage of Sherlock Holmes who must deduce the culprit behind the kidnapping of Henry Morton Stanley as well as the time and place the kidnapping occurred and which object was stolen at the same time. Holmes gives each player the solution to one of these categories at the start of the game, and players must keep such information secret. On a turn, the active player voices his suspicions in the form of a sentence – "I suspect ....... of having been seen at ....... at around ....... hundred in possession of ......." – filling in the blanks with one of the eight possibilities in each category. All players then secretly note whether or not they hold the evidence card for one of the four things named by placing a verdict card inside a folder. The active player shuffles these folders to disguise who answered in which ways, then reveals them. If all four items guessed were false, then you cover those four guesses on the game board with Holmes' business cards; otherwise players mentally note how many of the items were correct and try to decipher which ones those might be. Players then participate in a deduction round in which each player can: Place a deduction token on a clue. Say "I pass". Attempt an accusation. If all players pass successively, the round ends and the next player in clockwise order then voices a suspicion. Otherwise a player can pass, then place a deduction token or attempt an accusation later in the same round. Each player has nine deduction tokens in his color, three each of 0, 1 and 2. To place a token, you place it face-down on the clue of your choice to the right of any tokens already present; if any of those tokens are face-down, you reveal those tokens. At most four tokens can be placed on a clue. To attempt an accusation, you say, "I accuse (suspect) of having been been seen at (place) at around (time) in possession of (object)", then all players submit their verdict cards the same way they normally do. If all of them are positive, you've solved the case – but not necessarily won the game. All tokens on incorrect clues and all tokens belonging to players who made a false accusation are removed, then players tally the numbers on their tokens, scoring bonus points if they have a token on each piece of evidence, or if they made a correct suspicion or accusation. The player with the most points wins. With three or five players, you decrease (increase) the number of evidence cards handed out at the start of the game and the number of tokens that can be placed on a clue.

Editions

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Files

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Credits

Designers

1
Ludovic Gaillard

Artists

1
Jean-Marie Minguez

Publishers

1
Hurrican

Linked items

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