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High Quality Scan sized 1600x1200 for use as wallpaper
Sleuth 3M gamette Boxfront
Sleuth Problem for you to solve, c.1980, devised by the late, great Albie Fiore
Designer Bio In Rulebook
Custom clue sheet (play aid)
Gamette version and contents.
Cards from 1981 Avalon Hill Bookshelf version (left) versus 3M Gamette (right).  Note the smaller (green) search cards with tuck box in the 3M Gamette version.
Final Cover Art
Thanksgiving Sleuth
box and cards

Sleuth (1971)

Players
3–7
Best: 4
Playing time
30–45 min
Age
10+
6.89
Average rating
3,150
Ratings
2.47/5
Weight
#1956
BGG rank
Top 5,000
Alternate names:La Chasse aux Diamants +4 more
Designer:Sid Sackson
Artist:Paul Herbert, Shannon Crutchfield, Jake "Seven" Thomashow
Publisher:The Avalon Hill Game Co +7 more
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 5, Luck 5, Interaction 5, Complexity 4.9, Theme 6
Strategy5.0
Luck5.0
Interaction5.0
Complexity4.9
Theme6.0

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

Card GameDeductionHand ManagementMemoryPaper-and-PencilDeduction

Overview

In Sleuth, a classic deduction game from master designer Sid Sackson originally released as part of the 3M Gamette Series, players are searching for a hidden gem, one of 36 gem cards hidden before the start of the game. The remainder of this gem deck – with each card showing 1-3 diamonds, pearls or opals in one of four colors – is distributed evenly among the players, with any remaining cards laid face up. Thus, you and everyone else starts with some information about what's not missing.

A second deck contains 54 search cards, each showing one or two elements, such as diamonds, pairs, blue opals, red pearls, or an element of your choice. Each player receives four face-up search cards; on a turn, you choose one of those cards and ask an opponent how many gem cards they have of the type shown. If you ask for, say, pairs, the player must tell you how many pairs they hold but not which specific pairs; if you ask for something more specific, say, red diamonds, the player reveals to everyone how many such cards she holds while you get to look at them in secret.

Players track information on a score pad. You can guess the hidden gem at any time, or on your turn you can ask any one question regardless of which search cards you have, then immediately make a guess by marking your sheet and checking the hidden gem card. If you're wrong, you keep playing but can only answer questions; if you're correct, you win.

The simplicity of the rules and the cards belies the complexity of the game. In some cases you see cards, while in others you hear only the number of cards that an opponent holds, making it tough to deduce. Any notation system you devise must be both flexible and reliable, recording negative information as well as positive in order to tick off the possibilities one by one...

Reimplements:

The Case of the Elusive Assassin, with the core mechanisms of that game being used in Sleuth, minus the game board, movement and player proximity.

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