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Clue 2002 pieces match perfectly! And they are circle instead of square like the pieces that come with the game (which make no sense since the spots on the board of this worker placement game are circles not squares).
Playing with custom built minions
Game coming to a close -- I know it's stating the obvious... but... don't forget that a mad scientist must have at least phase one complete for both an escape vehicle and a doomsday machine.
Made these to use while waiting for the final production bits
What I was building in there.  Sadly I used it on myself first...

What's He Building in There? (2013)

Players
2–6
Best: 4
Playing time
60–60 min
Age
12+
6.62
Average rating
445
Ratings
3.33/5
Weight
#7056
BGG rank
Outside top 5,000
Designer:Sean Scott Garrity
Artist:Sean Scott Garrity, James Van Niekerk
Publisher:Baksha Games
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 9, Luck 3, Interaction 5, Complexity 6.7, Theme 5
Strategy9.0
Luck3.0
Interaction5.0
Complexity6.7
Theme5.0

This game's strategy, luck, interaction, complexity and theme.

EconomicIndustry / ManufacturingHand ManagementOpen DraftingWorker Placement

Overview

Now that you've got some experience as an Evil Doctor, it's time to move onward and upward. Where's the place to be in the Evil Doctoring World of the late 1800s? London. What's your plan? Find a cheap warehouse somewhere to build your Doomsday Machine. Scotland Yard is on your trail, however, so in addition to your Doomsday Machine, you'll have to build an Escape Plan.

In the worker-placement style game What's He Building in There?, players use their Doctors and three henchmen to acquire resources at the available shops, acquire gold, visit the black markets, provide the "Genius at Work" labor (GAW), provide "Manual Labor" (ML), improve the Doctor's social standing, and invent things. You must complete both a Doomsday Machine and an Escape Plan, with higher level Doomsday Machines and Escape Plans garnering more victory points, and you need to do it quickly. Scotland Yard is getting suspicious, after all, so you have to do what you need to do in 15 turns. Players can earn additional victory points for fitting in with society, eccentricity, security and inventions.

Play time is approximately 25-30 minutes per player.

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Player reviews, retailers/pricing and rules videos have no real data source for this game yet.

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