Detective

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

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

Setup

  1. Place board within reach of all players.
  2. Place IT marker on Headquarters.
  3. Place Time marker on 8:00 AM.
  4. Place Day marker on Day 1.
  5. Each player takes an investigator tile (face up) and its Skill token.
  6. Unused investigators flip to Consultant side; collect their Skill tokens too.
  7. Pool all Skill tokens together (shared).
  8. Log into antaresdatabase.com, choose campaign and case.
  9. Place case deck next to board.
  10. Open casebook, read case introduction and special rules.
  11. Prepare note-taking materials.
  12. 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

  1. Perform actions (advancing Time marker as needed).
  2. At 4:00 PM, choose to work Overtime (causes Stress) or End the Day.
  3. 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:

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

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:

Three Types of Clues:

  1. Lead cards (#)
  2. Antares Database (@)
  3. General Knowledge (internet)