Overview
Orient Express is a deduction mystery game set aboard the famous train traveling from Paris to Istanbul. Players are detectives investigating a crime by moving through the train carriages, interrogating passengers and staff, and searching compartments for clues. The game includes 10 different mystery plots that are played in sequence. The detective who correctly identifies the culprit(s) while using the fewest clues wins. Published by Jumbo.
Components
- 1 playing board (plan of the train with route from Paris to Istanbul)
- 6 playing pieces (detectives)
- 1 special die (1 and 6 in red; 2-5 in green)
- 1 note-book
- 10 mystery plots (each with 30 clue cards, 2 super clues, and 1 reconstruction)
- 12 chips (2 per player, in 6 colors)
- 1 train marker
Setup
- Place the board in the center of the table.
- Each player selects a playing piece and places it on the connection between the two carriages.
- Each player takes 2 chips in their color.
- Place the train marker on the Paris section.
- Distribute note-paper sheets (1 per player).
- Select a mystery plot (play in order, starting with #1). Tear the cards along perforation without reading them.
- Place the 30 ordinary clue cards face down on their corresponding board sections (matching names).
- Set the 2 super clues and reconstruction aside face down.
Turn Structure
Players take turns in clockwise order:
- Roll the special die.
- Move your detective through train sections (up to the number rolled). Sections are separated by dotted lines.
- Optionally read one clue card from the section where your detective stops (interrogate a person or search a room).
Die Color Effects
| Roll |
Color |
Train |
Clue |
| 2, 3, 4, 5 |
Green |
Train moves 1 station forward |
Clue is read aloud to all; card placed face up |
| 1 or 6 |
Red |
Train stays |
Clue is read secretly by roller only; card stays face down |
Actions
- Move: Move your detective 1 to N sections (N = die result) along any route through the train.
- Read a clue: If stopping at a section with an available face-down card, take and read it (aloud or secretly depending on die color). You may read only 1 card per turn.
- Read a telegram: When the train reaches a station marked with “T,” the player who moved the train may choose a telegram about a suspect or victim. Telegrams are always read aloud. This is in addition to a normal clue card in the same turn.
- Use a super clue: On your turn, place one of your 2 chips on the designated “S” section and read the corresponding super clue. Must take Super Clue I before II.
Scoring / Victory Conditions
When a player believes they know the culprit(s):
- Write the solution on their note-paper (do not reveal).
- Count the number of face-up clue cards at that moment.
- Add 6 points if Super Clue I was used; add 10 more if Super Clue II was also used.
- Record the total on the note-paper.
Other players continue until they also find a solution or the train reaches Istanbul.
When the train arrives in Istanbul, read the reconstruction to reveal the answer. Among players with correct solutions, the one who used the fewest total clue points wins.
Special Rules & Edge Cases
- The train route includes 8 suspects (actress, baroness, ballerina, count, colonel, fortune-teller, diplomat, gambler) and 7 staff members (chief guard, conductor, doctor, steward, porter, waiter, cook).
- Staff are always innocent. The culprit(s) come from the 8 suspects.
- All facts presented on cards are true (no lies), but characters may keep secrets.
- Opinions expressed by characters about others should be taken with caution – they may not be accurate.
- Each mystery plot is independent. Character traits from one case do not carry over.
- The doctor’s card may answer: Who was murdered? Where? How? When?
- If a clue card was read secretly (red die), another player rolling green who visits the same section later will read it aloud and flip it face up.
- Play plots in numbered order (#1 first).
- Super Clue I costs 6 points; Super Clue II costs 10 additional points.
- “Culprit” and “murderer” may refer to any gender.
Player Reference
Turn: Roll die → Move detective (up to roll) → Read 1 clue (+ telegram at T stations)
Green roll (2-5): Train advances, clue read aloud
Red roll (1,6): Train stays, clue read secretly
Super Clues: I = +6 penalty, II = +10 penalty (must take I first)
Win: Correct solution with fewest total clue points