Table feel
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
In each Q case, you try to solve a mystery case with 32 clues, with players revealing one clue at a time until all cards have been revealed or discarded. During your turn, each player must perform one of the following actions: A) Reveal information: Choose a card from your hand a...
Players
1-8
Time
40-60
Age
10+
Weight
1.56
Rating
6.74
Should this hit the table?
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
Sherlock: Last Call has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds new content and gameplay elements, further enhancing replay value. The game provides deep strategic possibilities and allows players to improve their tactics over time. The player interaction score is average, and the game scales well with different numbers of players. While it may take some time to learn, the game offers a good balance between easiness and depth. Overall, Sherlock: Last Call has a strong replayability score of 7.9.
Sherlock: Last Call 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 balanced role.
Overview
In each Q case, you try to solve a mystery case with 32 clues, with players revealing one clue at a time until all cards have been revealed or discarded. During your turn, each player must perform one of the following actions: A) Reveal information: Choose a card from your hand and place it on the table, so all players can read or see the entire information. We recomend you read out loud all shared info when you place it on the table. If you play a clue that happens to be irrelevant to the case, you lose points at the end of the game, but be careful! Some clues are vital to resolve the case. You can share and expose your theories at any moment and talk about the cards you have in your hand but you cannot show them to the other players and you may only read out loud the words written in bold or the text framed inside an image: At the end of the game, when all clue cards have been revealed or discarded, you must check carefully all the available information and prepare a theory of what happened, working all together. Then, open the questionnaire and answer all questions. During this phase of the game, you can speak freely about your discarded cards, or the information you remember of them. Each right answer will add two points. In Q: Last Call, a man has suffered a heart attack during a flight. "Commander: Commander of flight TJ1309 asking for priority to land. CT: South Indian Lake control tower. Request received. What’s the emergency? Commander: One of our passengers suffered a heart attack at 7 hours 30 minutes after the take-off. His companion suffered an anxiety crisis. CT: Roger, TC1309, we’ll initiate the standard CPR protocol. We’ll send a resuscitation team, a forensic doctor and an investigation team. We’ll enable passengers’ transfer and custody. Commander: Affirmative, CT. Requesting vectors as soon as possible. CT: CT to flight TJ1309, you are lucky. Runway is clear right now. Authorized to South Indian Lake, six thousand feet transponder two-one-five-seven. Commander: Flight TJ1309 to South Indian Lake. Six thousand feet transponder two-one-five-seven. Thanks you." —description from the publisher
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