HIBERNETICS · TEL-AVIV · 1977

INGENUITY

The murder happens at the very moment you step into the mansion.
Inside: four family members and four servants, each exactly where they stood.
They all know who did it. They all tell the truth — except one.

Choose your detective

House rules

Your turn. Roll two dice and move exactly that many squares, in any direction, turning as you like.

clues. Anyone you land on or walk through can be questioned. They turn around and show the tag on their back.

Seven clues, no more. One from each category: sex · family or servant · clothing · handedness · hair · motive · the murder weapon. All of them describe the murderer.

Only the murderer lies — and at most once in the whole game. So the contradiction is the answer: if two clues cannot both be true, whoever gave one of them is your murderer.

The murder weapon is a clue about place. Liquid poison — only from the kitchen, dining room, toilet or bathroom. A poisonous plant — only from the garden or the store room. Electric shock — only from the living room, library or bedroom. A knife — the same room, or a square next to the victim. A revolver — a clear line of sight. Your notebook records where everyone stood At the murder,

Motive follows clothing. Men in green kill for money, men in red for love. Women in green for love, women in red for money.

Suicide is possible. If all seven clues point at the victim, nobody killed them. Then there is no liar, and every tag is true. You may accuse the victim.

The score. The number of turns. Each false accusation adds 20. Lower is better.

Case closed

0

The detective’s notebook

Seven clues, one from each category, all describing the murderer. Click a suspect to rule them out.

Your grid

Yours to mark. Click a cell to cycle it: blank → ruled out → confirmed.

The eight residents

 

Log

Accusation

Name someone. A wrong name adds 20 turns to your score and play continues.