Overview
Gumshoe is a detective investigation board game set in 1930s San Francisco. Players take on the roles of hard-boiled private detectives working for a detective agency. Using a detailed map of San Francisco, telephone directories, fingerprint files, and clue books, players investigate real murder cases over a 9-day game timeline. Players plan their days, visit locations, interview suspects, and gather evidence to answer the Old Man’s questions about each case.
Components
- Case and Clue Book (daily introductions, clue point pages, and clues)
- Map of San Francisco (1933, with labeled block numbers)
- Map of Bay Area (for travel outside SF)
- Bay Counties Telephone Directory (alphabetical listing of people/businesses)
- Classified Telephone Directory (listings by category)
- Fingerprint File (14 cards with fingerprint classifications)
- 27 Mug Shot Cards (photos, fingerprints, criminal records)
- Autopsy Reports booklet (14 reports)
- 9 Laboratory Reports
- 9 Newspapers (The Call-Bulletin, one per game day)
- Time Pads
- Report Book (questions and answers for each case)
- Rules
Setup
- Place maps, directories, fingerprint file, and mug shot cards where all players can access them.
- Give each player a sheet from the time pad.
- Read Clue 117 to begin.
- Open the Clue Book to Day 1 (July 3, 1934). One player reads the Daily Introduction aloud.
- All players review that day’s Call-Bulletin newspaper.
- Players discuss and plan their day together before departing.
Turn Structure
The game is played over 9 days. Each day:
1. Morning Briefing
- Read the Daily Introduction aloud.
- Review the day’s newspaper.
- Players discuss plans and strategy cooperatively.
2. Investigation
- Players choose locations to visit from the Clue Point Page for that day.
- Look up locations by name or address to find clue numbers.
- Read the clue and advance your Time Sheet by the time indicated.
- Players can only communicate when at the same place at the same time.
3. End of Day
- Play continues until a player reaches 9 p.m. on their time sheet.
- That player stops and waits for others to finish their day.
- Players discuss the Old Man’s questions in the Report Book.
4. Next Day
Resume with the next day’s Daily Introduction and new Clue Point Page.
Actions
Visiting Locations
- Find the location on the day’s Clue Point Page (by name or address).
- Read the corresponding clue number in the Clue Section.
- Advance your Time Sheet by the time listed at the end of the clue.
Using the Telephone Directory
- Look up people or businesses by name (Bay Counties Directory) or by category (Classified Directory) at any time.
Fingerprint Analysis
- Fingerprints are classified by type: Loop (L) or Whorl (W) with ridge counts.
- Use the Fingerprint File cards to match fingerprints found at crime scenes to suspects.
- Each fingerprint has a unique four-digit number.
Autopsy and Lab Reports
- Available after the time indicated on each report.
- Check reports against your current Time Sheet position.
Traveling the Bay
- Look up destination city on the day’s Clue Point Page.
- Usually referred to Clue 100 for a travel time chart between 28 Bay Area cities.
- Some travel may involve random encounters or delays.
- Adjust Time Sheet for travel time both ways.
If Situations
- Some clues present conditional scenarios requiring additional choices.
- Follow the branching narrative based on prior knowledge and choices.
Scoring / Victory Conditions
At the end of each day, the Old Man provides questions about the cases. Players attempt to answer them in the Report Book.
- You cannot answer all questions in one playthrough.
- The game is designed to be replayed multiple times, uncovering more information each time.
- “Winning” is measured by how many of the Old Man’s questions you can correctly answer.
Special Rules & Edge Cases
- Time Clock symbols: When you see a clock face in a clue, set your time sheet to match it exactly (this represents lost time, being knocked out, etc.).
- Hazards: Some situations lead to injury or time loss. Being attacked may advance your time by a full day or more.
- Multiplayer timing: If one player gets a day ahead due to hazards, they wait for at least one other player to catch up.
- Cooperative discussion: Players can freely discuss before leaving the office each morning but cannot communicate during the day unless at the same location.
- Street numbering: Use the 400-block system on the map. Example: 420 Hayes Street is on the block labeled 400.
- Replayability: The game is specifically designed for multiple plays, revealing different clues and angles each time.
Player Reference
Game span: 9 days (July 3-11, 1934)
Daily cycle: Morning briefing > Investigation (track time) > End at 9 p.m. > Report Book
Information sources: Clue Book, Maps, Directories, Fingerprints, Mug Shots, Autopsies, Lab Reports, Newspapers
Time tracking: Advance time sheet after each clue by the amount specified
Key rule: Players can only talk in-game when at the same location at the same time