Overview
Detective: A Modern Crime Board Game is a cooperative deduction game where players are investigators at Antares, a high-tech investigation agency working under FBI jurisdiction. Players follow leads, gather clues, consult an online database (antaresdatabase.com), and use real-world internet research to solve five interconnected cases in a campaign. Each case uses a dedicated deck of 36 cards and has a strict time limit measured in working days and hours. At the end of each case, players answer questions in a Final Report to earn victory points.
Components
- 1 Game board (Locations, Day track, Time track)
- 5 Character tiles (investigators on front, consultants on back)
- 5 Case decks (36 cards each: 1 cover + 35 lead cards)
- 1 Casebook (introductions and special rules for each case)
- Skill tokens: 3 Research, 3 Technology, 3 Perception, 3 Questioning, 5 Wild
- 15 Authority tokens, 10 Stress tokens, 5 Used Ability tokens
- 5 Special tokens
- 3 Wooden markers (Time, Investigation Team/IT, Day)
- Antares Database website access (antaresdatabase.com)
Setup
- Place board within reach of all players.
- Place IT marker on Headquarters.
- Place Time marker on 8:00 AM.
- Place Day marker on Day 1.
- Each player takes an investigator tile (face up) and its Skill token.
- Unused investigators flip to Consultant side; collect their Skill tokens too.
- Pool all Skill tokens together (shared).
- Log into antaresdatabase.com, choose campaign and case.
- Place case deck next to board.
- Open casebook, read case introduction and special rules.
- Prepare note-taking materials.
- Have internet browser available for research.
Turn Structure
There are NO individual player turns. The team acts cooperatively during each Day. A Day runs from 8:00 AM to 4:00 PM (8 working hours). Players discuss and decide actions together.
Day Flow
- Perform actions (advancing Time marker as needed).
- At 4:00 PM, choose to work Overtime (causes Stress) or End the Day.
- End of Day: advance Day marker, reset Time to 8:00 AM, move IT to Headquarters, organize notes, list available leads.
The case ends when all Days are used. Then file the Final Report online.
Actions
Follow a Lead (#)
Draw and read a lead card from the case deck. Must advance Time marker by the card’s hour value. Location determines typical duration:
- Headquarters: 1-2 hours
- Richmond PD & Courthouse: 2-3 hours
- The Lab: up to 4 hours
- Fieldwork: at least 2 hours
If the lead is at a different Location, move the IT marker there first (costs 1 additional hour).
Dig Deeper
Some lead cards have a “Dig Deeper” section. Spend a matching Skill token to flip the card and read additional information on the back.
Browse Antares Database (@)
When you see the “@” symbol, search the online Antares Database for information using names or numbers. No time cost.
Browse the Internet
When you see the wifi icon, use real internet searches (Google Maps, Wikipedia, etc.) for additional information. No time cost.
Write a Report
Organize and discuss clues gathered. No specific mechanics beyond team discussion.
Use Investigator Ability
Each investigator has a unique ability (once per case unless otherwise noted). Flip the Used Ability token when activated.
Spend Authority Tokens
Some card actions require spending Authority tokens.
Scoring / Victory Conditions
Final Report
At the end of a case, navigate to the case’s Final Report on the Antares Database website. Answer questions about the case. Each correct answer earns victory points.
Scoring Thresholds
Score determines success level. Exact thresholds vary by case.
Campaign
The 5 cases form a connected narrative. Clues found in earlier cases may be relevant to later ones. Play all cases in order. Take notes across cases.
Stress
Working Overtime adds Stress tokens. If Stress accumulates too much, it can end the investigation prematurely (case-specific rules).
Special Rules & Edge Cases
- Metaplot: Cases are connected. A clue that seems irrelevant now may be crucial in a future case.
- You won’t see every card: On average, only ~20 of 35 lead cards are drawn per case. This is by design.
- No “You Won” card: The game doesn’t tell you the answer. You must deduce it from scattered clues.
- Lead cards: Only read the front when first drawn. Read the back only when instructed.
- Further Leads: Found on the back of some cards; they unlock access to additional lead card numbers.
- Real internet research is expected and encouraged (“Breaking the Fourth Wall”).
- Overtime: After 4:00 PM, each extra hour adds Stress. Essential for tight cases but risky.
- IT marker movement: Traveling to a new Location costs 1 hour.
- Each case takes approximately 2-3+ hours of real time.
Player Reference
Day Schedule: 8 AM - 4 PM (8 hours) + optional Overtime
Locations & Typical Lead Duration:
| Location | Hours |
|———-|——-|
| Headquarters | 1-2 |
| Richmond PD / Courthouse | 2-3 |
| The Lab | up to 4 |
| Fieldwork | 2+ |
Key Actions:
- Follow Lead (costs time)
- Dig Deeper (costs Skill token)
- Antares Database (free)
- Internet Research (free)
- Use Ability (once per case)
Three Types of Clues:
- Lead cards (#)
- Antares Database (@)
- General Knowledge (internet)