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Private Die box art
2016 Ranked #17,080

Private Die

A push-your-luck deduction game where detectives question witnesses to collect clues and solve a serial-killer case first. Pressing a witness too far produces false information and costs progress, so each roll weighs ambition against a damaging collapse.

Dice Push Your Luck Variable Player Powers

Players

2-6

Play time

Not listed

Age

10+

Complexity

1.33/5

Rating

6.48

Harder to teach Low interaction Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.2/5

Low interaction

Player scaling 3.5/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

There's a serial killer on the loose, and you're a Private Eye trying to track him down. You and other Private Eyes will take turns questioning witnesses to get clues from them.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

There's a serial killer on the loose, and you're a Private Eye trying to track him down. You and other Private Eyes will take turns questioning witnesses to get clues from them. You can try and feed the witness some information in hopes of jogging their memory, but you risk pushing them too hard. If you aren't careful, the witness will crack and feed you false information, which sets back your investigation. The first detective to collect 15 clues catches the serial killer and solves the case. The first player will reveal a witness card and roll a D10. Add the value of the D10 with the number on the witness card to get the witness value. This represents the stress the witness will be able to endure before cracking. Each player's goal is to get as close to the witness value without going over. Each player in turn order chooses to roll 1-5 of their D6. If their roll turns out lower than desired, the player may pay a clue to roll an additional die to add to the value. If a player exceeds the witness value, the witness cracks under pressure and gives bad information, causing the offending player to lose two clues. After all players have rolled, the player who is closest to the witness value without cracking the witness gains clues equal to the number of dice they rolled. The game ends once any player gets 15 or more clues at the end of a round.

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

Rulebooks, player aids, FAQs, and solo resources.

No files imported yet.

Game and edition data

All specifications (5)

Play and group

Players
2–6
Best with
2
Play time
15 min
Age
10+
Complexity
1.3/5
Credits and catalog connections

Credits

Designers

3
Austin Bennett Jacob Chaney Sam Schirmer

Artists

2
Jacob Chaney Justin Wallace

Publishers

1
Mystic Ape Games

Linked items

No published linked games yet.