Mord im Arosa
Overview
Mord im Arosa (“Murder at the Arosa”) is a deduction and listening game set in an 8-story hotel tower. Players drop colored wooden cubes (clues) into the tower shaft and must listen carefully to determine which floors they land on. In Act I, players search for two victims. In Act II, players accuse others of having clues near the crime scenes while trying to remove their own clues from the investigation sheet. The player with the fewest suspicion points wins.
Components
- 1 hotel tower (8 stackable parts: ground floor 0 through floor 7)
- 1 investigation sheet
- 120 clue cubes (20 per color, 6 colors)
- 2 red victim tokens
Setup
- Stack the 7 upper floors on top of the ground floor to build the hotel tower.
- Place the investigation sheet beside the tower.
- Each player takes 20 clue cubes of their color as their supply.
- The last player to have held a knife throws both victim tokens into the tower shaft.
- In turn, each player drops 2 of their own cubes, one at a time, into the shaft. Listen carefully to determine which floors pieces land on.
Turn Structure
The game has two acts. The player who was last inside a hotel goes first; play proceeds clockwise.
Act I: Searching for Victims
On your turn, carefully lift a floor to inspect it:
- No victim found: Remove any clues found, close the tower, then throw all removed clues back into the shaft one by one. Then throw 1 additional cube from your supply into the shaft (sloppy investigation penalty).
- Victim found: Place the victim on the matching floor space of the investigation sheet. For each opposing player’s clue found on that floor, that player places 1 cube from their supply on the investigation sheet at that floor. The investigator ignores their own clues. Remove and re-drop all found clues.
Act I ends when both victims are found.
Act II: Suspecting or Covering Tracks
On your turn, choose one action:
Suspect Other Players:
- Name one or more players you suspect.
- Expose one floor where you expect their clues.
- Each suspected player places 1 cube from their supply on the investigation sheet for each of their own clues found.
- Remove all clues, close the tower, re-drop them.
- For each wrongly accused player (no clues found), you must drop 1 additional cube from your supply into the shaft.
Cover Your Tracks:
- Expose a floor. Count your own clues there.
- Remove up to that many of your cubes from the investigation sheet and return them to your supply.
- If none of your clues are on the exposed floor, drop 1 additional cube as penalty.
Actions
| Action |
Effect |
| Inspect floor (Act I) |
Lift floor, look for victims and clues |
| Suspect (Act II) |
Accuse players on a specific floor; their found clues go to investigation sheet |
| Cover tracks (Act II) |
Remove your clues from investigation sheet based on clues found in tower |
Ground Floor Special Rule
To investigate the ground floor, at least one of your own clues must be present there. If not: no clues from suspects go on the investigation sheet, and you throw 1 cube per suspected player into the shaft.
Scoring / Victory Conditions
The game ends when:
- Any player has 10 clues on the investigation sheet, OR
- Any player runs out of supply cubes.
Suspicion Points
| Location |
Points per Clue |
| On a crime scene floor |
3 |
| Adjacent to a crime scene |
2 |
| Any other floor |
1 |
The player with the most suspicion points is the culprit. The player with the fewest suspicion points wins. Multiple winners and culprits are possible.
Special Rules & Edge Cases
- Always announce your color when dropping clues so others can track.
- Lift floors carefully with both hands, holding lower floors. If clues fall out accidentally, throw them back into the shaft at end of turn.
- If a player must place more clues on the investigation sheet than remain in their supply, take the needed clues from the exposed hotel floor.
- If both victims are on the same floor, there is only one crime scene.
Player Reference
| Phase |
Action |
| Setup |
Drop 2 cubes each into tower shaft |
| Act I |
Search floors for victims; penalized for wrong guesses |
| Act II |
Suspect others or cover your own tracks |
| End |
10 clues on sheet or supply empty; fewest suspicion points wins |