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◆ Scotland Yard & 221B Baker Street Archive ◆
Deductions Official Crest

Official Rules & Detective’s Dossier

Complete Official Rules, Visual Pattern Diagrams, Engine Examples & Official Rulings • 2–4 Players • 30–45 Mins • Ages 14+

Jump to Official Rules Chapter:
I

Game Overview & The 108-Card Deck

Three Classic Conan Doyle Cases • One Competitive Investigation Engine

In Deductions: The Sherlock Holmes Board Game in a Deck, 2 to 4 players compete as rival consulting detectives in Victorian London. Across a single deck of 108 poker-sized cards, you will investigate three iconic mysteries by Sir Arthur Conan Doyle: The Hound of the Baskervilles, The Sign of the Four, and The Adventure of the Speckled Band. Gather Clues from a shared 4×4 Clue Grid, solve Case Cards to earn Victory Points, and flip every solved Case to its reverse Asset Side to build a permanent investigative engine. The first detective to reach 15+ Points triggers the final round!

45 Case Cards Double-Sided

15 Solutions & 30 Red Herrings

  • • 15 Solution Cards (Solid Black Borders): High-cost true elements worth 2 to 4 Points.
  • • 30 Red Herring Cards (Clean White Borders): Low-cost false leads worth 0 to 1 Point that rapidly build your Asset engine and Milestone sets.
  • • Reverse Asset Side: Every solved Case flips over to grant a permanent –1 Clue Discount.
60 Clue Cards 5 Suits × 12 Cards

55 Regular Clues + 5 Allies

  • • 11 Regular Clues per Suit: Think of each Clue type as a sort of currency spent from your public Clue Pool to pay Case Card costs.
  • • 5 Special Character Allies (1 per Suit): Sherlock Holmes, Inspector Lestrade, Dr. Watson, Mycroft Holmes, and Irene Adler.
  • • Wild Card Back: All 60 Clue Cards share the magnifying-glass Wild Card back used for grid pattern props.
3 Reference Cards Tabletop Aids

6-Page Quick Reference

  • • Ref Card 1: Primary & Complex 4×4 Grid Investigation Patterns + Wild Card Rule.
  • • Ref Card 2: Turn Action 1 (Obtain Clues) & Turn Action 2 (Solve a Case).
  • • Ref Card 3: Scoring, 15-Point Trigger, Tiebreakers & Milestone Bonus Matrix.

The 5 Evidence Suits & Corresponding Case Categories

Statements
Statements
Category: Suspect
Solved Suspect → Informant Network (–1 Statements)
Prints & Tracks
Prints & Tracks
Category: Location
Solved Location → Forensic Tools (–1 Prints)
Writings
Writings
Category: Motive
Solved Motive → Monograph Archive (–1 Writings)
Artifacts
Artifacts
Category: Means
Solved Means → Evidence Vault (–1 Artifacts)
Knowledge
Knowledge
Category: Opportunity
Solved Opportunity → Reference Library (–1 Knowledge)
II

Game Setup (5 Steps)

Preparing the 4×2 Case Display & 4×4 Clue Investigation Grid

1. Build the 4×2 Case Display (8 Visible Case Cards)

Separate the 45 Case Cards into 15 Solutions (Black Borders) and 30 Red Herrings (White Borders). Shuffle each pile separately with their Case Front (cost side) face-up:

  • Top Row (4 Solutions): Place the face-up Solution draw pile in Slot 1, then deal 3 Solutions beside it (4 visible Solutions total).
  • Bottom Row (4 Red Herrings): Place the face-up Red Herring draw pile in Slot 1, then deal 3 Red Herrings beside it (4 visible Red Herrings total).
  • All 8 visible cards (including the top card of both draw piles!) are open to be solved.
2. Deal the 4×4 Clue Investigation Grid (16 Cards)

Shuffle all 60 Clue Cards (including the 5 Special Character Allies) face-down and deal 16 cards face-up in a 4×4 grid in the center of the table.

3. Clue Draw Deck & Discard Pile

Place the remaining 44 Clue Cards face-down beside the grid as the Clue Deck (showing the Wild Card back). Leave space next to it for a face-up Discard Pile.

4. Player Detective Pools (Max 10 Clues) & 5. First Detective

4. Detective Pools: Every detective starts with 0 Clue Cards and 0 Assets (kept face-up in your public area; max 10 Clues at end of turn). 5. First Detective: Selected by mutual agreement, random draw, or whoever most recently read a mystery story!

◆ Official Tabletop Layout Schematic ◆
A. The 4×2 Case Display (Cost-Side Up) 8 Playable Cases (Piles Included!)
Pile (12)
Solution #1
2–4 VP • Playable!
Dealt
Solution #2
Black Border
Dealt
Solution #3
Black Border
Dealt
Solution #4
Black Border
Pile (27)
Herring #1
0–1 VP • Playable!
Dealt
Herring #2
White Border
Dealt
Herring #3
White Border
Dealt
Herring #4
White Border
Wild Back
Clue Deck
(44 Face-Down)
+ Discard Pile
B. 4×4 Face-Up Clue Grid (16 Cards)
S
P
W
S
A
S
K
P
W
S
A
K
P
W
K
A
C. Each Detective’s Public Agency Area
Face-Up Clue Pool (Max 10 at End of Turn) • Solved Asset Cards (Permanent –1 Discounts)
III

On Your Turn — Option 1: Obtain Clues (+2 Clues Total)

On your turn, perform EITHER Option 1 (Obtain Clues) OR Option 2 (Solve a Case)

When you choose Obtain Clues on your turn, you always gain exactly 2 Clue Cards into your public pool by performing Step 1 followed by Step 2 (Option A or Option B):

Step 1 (Mandatory Every Time)

Draw 1 Clue from Deck

Draw the top card of the Clue Deck and place it face-up into your public Clue Pool. This is your 1st Clue of the turn (and you may also use its Wild Card back as a temporary prop in Step 2A!).

Step 2 • Option A (Pattern Match)

Investigate the 4×4 Grid

Identify any valid 4-card geometric pattern of the same Clue type on the 4×4 grid. Take 1 face-up matching card from that pattern into your pool (your 2nd Clue), then deal 1 fresh card from the Clue Deck to refill that single vacant slot!

Step 2 • Option B (Grid Reset)

Retreat to Mind Palace

Mandatory if no valid pattern exists; optional anytime! Choose any 1 full Row or Column (4 cards). Take all 4 cards, shuffle them face-down, blindly draw 1 at random into your pool (your 2nd Clue), discard the other 3 face-up, and deal 4 fresh cards from the Clue Deck to refill the line.

🔍 How Hovering the Face-Down "Wild Card Prop" Works

If 3 cards on the grid almost form a valid 4-card pattern (3 matching Clues + 1 mismatch), you may hover any Clue card from your pool (such as the card you just drew in Step 1) face-down over the 4th mismatched slot so its "Wild Card" back completes the 4-card shape!

Crucial Rule: The mismatched card underneath your hovered Wild Prop is not taken, staying in the grid. You may only take 1 of the 3 face-up matching Clue cards into your pool, and return your hovered prop card right back to your pool. Refill only the 1 vacant slot!

⚖️ 10-Card Clue Pool Limit (Checked at End of Turn)

A detective may hold a maximum of 10 Clue Cards in their public Clue Pool at the end of their turn. If you ever have more than 10 Clue Cards at the end of your turn, immediately discard excess Clues of your choice face-up down to 10.

Note: Solved Asset Cards and a privately reserved Case Card (via Mycroft Holmes) do NOT count toward your 10-Clue limit!

IV

All 8 Valid 4-Card Investigation Patterns

Any rotation or mirror reflection on the 4×4 Clue Grid is valid

Pattern #1

Full Row

Horizontal Line (4 Cards)
★
★
★
★

Any complete horizontal row of 4 matching Clue cards across the 4×4 grid.

Pattern #2

Full Column

Vertical Line (4 Cards)
★
★
★
★

Any complete vertical column of 4 matching Clue cards down the 4×4 grid.

Pattern #3

Diagonal

Corner-to-Corner
★
★
★
★

Either of the two main 4-card diagonals connecting opposite corners of the grid.

Pattern #4

2×2 Block

Adjacent Quad
★
★
★
★

Any 2×2 square block of 4 touching cards anywhere inside the 4×4 grid.

Pattern #5

Four Corners

Outer Perimeter Corners
★
★
★
★

The 4 outermost corner positions of the 4×4 Clue Grid.

Pattern #6

Diamond

4 Orthogonally Adjacent Ring
★
★
★
★

Any 4 cells forming a hollow diamond around a single center space.

Pattern #7

Tetromino L

Any Rotation or Mirror
★
★
★
★

3 cards in a line plus 1 card at either end at a 90° angle (any rotation or reflection).

Pattern #8

Tetromino T

Any Rotation or Mirror
★
★
★
★

3 cards in a line plus 1 card attached to the middle card (any rotation).

V

On Your Turn — Option 2: Solve a Case Card

Crack a visible (or reserved) Case, claim its Victory Points, and flip it into a Permanent Asset

Step 1

Select Target Case

Choose any 1 of the 8 visible Case Cards in the 4×2 Case Display (including the top card of either draw pile) OR a Case Card you previously reserved using Mycroft Holmes.

Step 2

Apply Asset Discounts

Each solved Asset Card in your agency permanently reduces its matching Clue requirement by –1 (to a minimum of 0). If your Assets reduce every requirement to 0, you solve the Case for 0 Clues!

Step 3

Spend Clues & 3:1 Wilds

Think of a Clue type as a sort of currency: discard matching Clues from your pool to pay the remaining symbols on the Case’s bottom bar. Cross-Reference (3-for-1): Spend any 3 Clue cards from your pool as 1 Clue of any type! (Solved Asset discounts are never involved in 3-for-1 trades.)

Step 4

Flip to Asset & Refill

Flip the solved Case Card to its reverse Asset Side and place it face-up in your agency. Score its printed points, check Milestone Bonuses, and immediately refill the empty Case Display slot!

VI

The 5 Special Character Allies

1 Unique Character Card per Suit in the 60-Card Clue Deck

Sherlock Holmes

Sherlock Holmes

Statements When Spent to Solve
Double Clue Wild (2 of One Type)

When spent from your pool to help solve a Case Card, Sherlock counts as TWO Clues of any ONE single chosen Clue type (e.g., 2 Statements, 2 Artifacts, or 2 Knowledge).

Detective Tip: Save Sherlock to crack 4-point Solution cards with steep primary suit demands.
Inspector Lestrade

Inspector Lestrade

Prints & Tracks When Spent to Solve
Universal Single Wild (1 of Any Type)

When spent from your pool to solve a Case Card, Lestrade counts as ONE Clue of ANY chosen Clue type.

Detective Tip: Lestrade prevents you from having to burn 3 Clues on a 3-for-1 Cross-Reference when you are missing a single off-suit Clue.
Dr. John Watson

Dr. John Watson

Writings When Spent to Solve
1 Writings + Draw 1 Bonus Clue

Counts as 1 Writings Clue (or 1 card in a 3-for-1 Cross-Reference). Immediately upon spending Watson to solve a Case, draw 1 replacement Clue from the Clue Deck into your pool.

Detective Tip: Spending Watson keeps your Clue Pool stocked immediately after a solve so you can threaten back-to-back Case solves.
Mycroft Holmes

Mycroft Holmes

Artifacts Free Action in Pool (or Spend as 1 Clue)
Tactical Case Reservation

Once per possession while Mycroft is in your pool, take any 1 visible Case Card from the 4×2 Display (and refill its slot) to hold privately in your area. Only you may solve it later. Max 1 reserved Case at a time.

Detective Tip: Use Mycroft to deny a rival detective the exact 5th card they need for a +3 Pt Milestone Bonus, then spend Mycroft as 1 Artifacts Clue when solving!
Irene Adler

Irene Adler

Knowledge Free Action in Pool (or Spend as 1 Clue)
Permanent Asset Discount Pivot

Once per possession while Irene is in your pool, permanently change the discounted Clue type of 1 solved Asset Card you control to any Clue type of your choice (rotate 90° to mark). Does not change its category for bonuses.

Detective Tip: Solve cheap Suspect Red Herrings early, then use Irene to pivot an extra Statements discount into Artifacts or Knowledge for late-game Solutions.
VII

Milestone Bonuses & The 15-Point Endgame Trigger

Set-Collection Bonuses (+3 Pts Each) • Non-Exclusive • No Crossover Rule

Milestone Bonus #1 +3 POINTS

Category Diversity Bonus

Solve at least 1 Case Card from each of the 5 Categories (1 Suspect, 1 Location, 1 Motive, 1 Means, and 1 Opportunity). The cards may come from any mix of the three Cases, and both Solutions and Red Herrings count equally!

✓ 1 Suspect✓ 1 Location✓ 1 Motive✓ 1 Means✓ 1 Opportunity
Milestone Bonus #2 +3 POINTS

Case Completion Bonus

Solve any 5 Case Cards belonging to the same Case (e.g., any 5 cards from The Hound of the Baskervilles, or 5 from The Sign of the Four, or 5 from The Speckled Band). Categories may repeat, and both Solutions and Red Herrings count equally!

✓ Any 5 Cards from the Same Conan Doyle Mystery
1. No-Crossover Rule (10 Cards for Both)

A single solved Case Card may only be committed to one Milestone Bonus. Claiming one bonus takes 5 solved cards; claiming both (+6 Pts) requires 10 distinct solved Case Cards (5 committed to Diversity + 5 separate cards committed to Case Completion). Every player may earn each bonus once (not first-come, first-served).

2. 15+ Points Triggers Final Round

As soon as any detective reaches 15 or more Total Points (Solved Case Points + Milestone Bonuses) at the end of their turn, the endgame triggers! Every other player gets 1 final turn, then all players tally their scores.

3. Official Tiebreakers
  1. Most Solution Cards (Black Borders) solved.
  2. Most total Asset Cards owned.
  3. Most Clue Cards remaining in pool.
VIII

Illustrated Step-by-Step Gameplay Examples

How Discounts, Allies, and 3-for-1 Cross-References Combine on a Real Turn

Walkthrough Example • Combining Assets, Sherlock Holmes & a 3-for-1 Cross-Reference

Cracking “Phosphorescent Hound” (8-Clue Solution Worth 3 Points)

Phosphorescent Hound Front
1. Target Case (Front)
Cost: 4P • 3S • 1K (3 VP)
➔
Phosphorescent Hound Asset Back
2. Flipped Asset (Back)
Grants –1 Artifacts & +3 VP
Printed Case Cost: 4 Prints (P) + 3 Statements (S) + 1 Knowledge (K) = 8 Clues
• 4 Prints & Tracks (P): You own 2 Forensic Tools Assets (permanent –2 P discount) and spend Sherlock Holmes (Double Wild = 2 P). (1 card spent!)
• 3 Statements (S): You own 1 Informant Network Asset (permanent –1 S discount) and spend 2 regular Statements Clues. (2 cards spent!)
• 1 Knowledge (K): You have 0 Knowledge Clues, so you Cross-Reference (3-for-1) by spending 3 Writings Clues as 1 Wild Knowledge! (3 cards spent!)
Total Spent from Pool: 6 Clue Cards (instead of 8) Reward: +3 VP & Permanent –1 Artifacts Asset!
IX

Official FAQ & Edge-Case Rulings

Clarifications for Tournament & Tabletop Play

Neither! The face-down card is only a temporary visual prop showing how your 4-card pattern is completed. The mismatched card underneath your hovered Wild Prop is not taken, staying in the grid. You take 1 of the 3 face-up matching cards from the pattern into your pool, and return your hovered prop card back to your pool (so you always gain +2 Clues total). Only the 1 empty grid slot is refilled from the Clue Deck.