After "Gheos" we tested "Chicago", a quirky little deduction game. "Chicago" is a design that is taking shape more clearly every time it gets tested.
It's a simple deduction game: there are 24 cards (crooks), each with a unique combination of 4 traits. The cards are shuffled, one is put face down under the board and the rest of the cards are distributed between the players. The goal of the game is to find out, through clever questioning, which one is the missing card. It's not unlike "Mystery of the Abbey" or "Sleuth" in that respect. The twist is that it is a cooperative game. Players win or lose collectively and they have to try and help eachother.
There's a board with a track with 72 spaces on it. A pawn starts on space '1'. If the pawn reaches space '72' before the players have found out who is the culprit, they lose.
Play goes around the table. During a player's turn he rolls 4 dice. He removes the highest and the lowest dice and keeps the remaing two dice to execute his turn. He chooses one die to move the pawn that many spaces forward, the other pawn dictates which action the player may take.
Of course, there are six different actions. The low-numbered actions are a bit better than highered number actions. This means that a player often has to face the dilemma of taking a good action and moving a lot of spaces, or taking a weaker action, but moving less spaces foward.
The actions '3' and '4' will get rolled most often and require the most of a player's creativity. The '3' action, for example, is: "Ask a question to a player". That player must be able to answer the question with a single word, of course.
The cooperative aspect is most clearly seen in action '5', which doesn't give any information to the current player, instead he must give away information to the other players, so it is important to give away information that he thinks is helpful. Action '5' is: "Name a trait and then tell how many cards you have in your hand that match that trait". For example, you could say: "I have three people with glasses in my hand".
Of course, it is possible to get "lucky" or "unlucky" if you roll a lot of low numbers, or high numbers, respectively. I find that this only adds to the fun and replayability of the game. Length of the game is typically between 30 and 40 minutes.
One of the potential pitfalls is that sometimes people unintentionally give away information to others. For example, one player could say in his enthousiasm after getting valuable information: "Oh, now I narrowed it down to 4 people!". This could be a valuable clue for other players. The rules explicitly forbid to communicate information other than through the game's mechanics, but where you draw the line is pretty vague.
In reality, this hasn't been a huge problem yet. After a few turns, the players usually get into the rhythm of not giving away clues unintentionally, but it could possibly be something that makes the game "unpublishable"...
Anyway, after the last playtest I had been tinkering around with the different actions. I want the lowered numbered actions to be good, but not so good that it is too easy to win the game if you roll them a bit more often than statistics dictate. Likewise for the highered number actions, they shouldn't be good, but not worthless either.
Sunday's playtest went extremely well. Accidently passing information was never a problem. We rolled quite low during the first turns and I was joking that this would be an easy win for us. Well, everybody rolled low except me. This meant that other players had more information than I had. This put me in a position where, in the later stages of the game, I was more willing to do the actions that gave away information to others, rather than collecting information for myself. I think this is one of the cool things of the game and shows why the cooperative aspect makes it so subtly different from a normal deduction game.
Somehow the players with the most information had a tough time coming to a conclusion, despite the willing dice. Only in the second to last turn a player asked a question which gave the final clue to the last player. One player later told me that he might have been able to deduct the culprit earlier had he used a better notation system.
So far, we have always been able to beat the game, but this one was really close. We had good luck, but could have played a bit better, so maybe the balance is right. I don't think I'll change anything before the next playtest session.
Everyone seemed to enjoy the game and there was a lot of post-game banter, something it shares with a lot of deduction games, and that is most definitely a good sign. I'll keep you posted on how this one develops.
As always, comments and questions are welcome.
- René Wiersma
I have posted the rules for "Chicago" online. Anyone interested can take a peek at these JPG's (high quality stuff, around 200k each)
Rules - page 1
Rules - page 2
Rules - page 3
If anyone is interested in printing out the components for this game and playtesting it, send me a PM and I'll give you a URL to the printable components.
I appreciate any kind of feedback.
- René Wiersma