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Clue
Two to six players. Everyone tracks who can disprove a suggestion about the room, suspect, and weapon. The hidden answer is dealt anew each game, so it’s a good first choice if you want to solve a murder quickly and play again with the same group.
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MicroMacro: Crime City
One to four players, 15 to 45 minutes per case. Track the same character from place to place on a big black-and-white map, which shows different moments at once. Sixteen cases include thefts and murders. Keep the map intact and pass it on when you know the answers.
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Sherlock Holmes Consulting Detective: The Thames Murders & Other Cases
One to eight players, about 90 minutes. Choose whom to visit using a directory and London newspaper, then see how your reasoning compares with Holmes’s. The ten paper cases work without a screen. You can share the box afterward, but knowing the solution changes the investigation.
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Chronicles of Crime
One to four players, about 60 to 90 minutes. Scan the QR codes on locations, people, and evidence to ask questions and see crime scenes through the app. The same physical pieces work across multiple cases. Bring a phone or tablet, and keep case-specific answers to yourself when sharing the box.
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Detective: A Modern Crime Board Game
One to five players, often two to three hours per case. Follow a lead by turning to the card it points you to, or use the Antares site to look up a suspect or evidence. Cases connect, so keep your notes between meetings. Choose it when the same group wants to follow an investigation across several evenings.
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Detective: City of Angels
One to five players, 30 to 150 minutes. In the competitive game, one player controls what the suspects say and may shade the truth. Detectives can challenge an answer when it doesn’t fit. You can return to a solved case as the Chisel, the player who controls the suspects.
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Mysterium
Three to seven players, about 45 minutes in the pictured 2025 edition. The ghost sends clues through surreal illustrations. The psychics decide what those pictures suggest about people, places, and objects. The answers can change on the next play, so you can keep the same group and try again.
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Deception: Murder in Hong Kong
Four to twelve players, roughly 20 minutes. The forensic scientist knows the means and evidence, but has to point to limited written clues instead of naming the combination. Everybody can see the available evidence cards. The murderer and cards change each round, so it holds up for a large group that wants a rematch.
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Murdle: The Case of the Cover-Up
Two to four players. Race to solve a spy’s murder by crossing out possibilities for the culprit, weapon, and location on a logic grid. Pick it if you enjoy the daily Murdle and want a competitive version with a fresh set of evidence for the next game.
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Awkward Guests: The Walton Case
One to eight players. Trade evidence cards to trace who was in which room, test possible motives, and narrow the weapons. Each case uses its own setup, so everyone gets to investigate and the box supports many plays. Check the official app if you want to investigate alone.
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Mystery of the Abbey
Three to six players, 60 to 90 minutes. Visit different rooms and ask other players questions about the monks. You can score for a correct detail about the culprit before you’re ready to name them. Shuffle the suspect cards for a new mystery each time.
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Kronologic: Paris 1920
One to four players, about 30 minutes. Use the clue windows to find when someone visited a room, then fit those movements onto a timeline. Try the opening poison case for a compact murder puzzle. The box has fifteen printed investigations, each with a fixed solution.
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Mystery Express
Three to five players, 60 to 90 minutes. Use actions in different train cars to see which cards are still in circulation. You’re looking for the suspect, weapon, location, motive, and time before the train reaches its destination. The hidden cards change every game.
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EXIT: The Game – Dead Man on the Orient Express
One to four players, roughly one to two hours. Open up train compartments by solving puzzles, then use what you’ve found to identify the murderer. This advanced EXIT game asks you to mark or alter components. Save it for a group that likes escape-room puzzles and expects to use the box once.
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Hunt A Killer: Death at the Dive Bar
One to five players, 45 to 60 minutes. Open a box of physical evidence and look for the gaps between photos, reports, and handwritten notes. This is a shorter case than the publisher’s episodic boxes. Once you know who did it, pass the materials on to a group that hasn’t played.
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Unsolved Case Files: Harmony Ashcroft
Start by finding evidence that challenges the original conviction. Then follow the file’s objectives to work out what happened to Harmony. The online answer checks let you move to the next packet. It works as a solo read or a small-group discussion, and the case has one solution.
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Unsolved Case Files: Jamie Banks
Work solo or around a table. Start by proving Jamie wasn’t alone, then work out which alibi falls apart. The file contains more than 50 documents and photos, and online checks open the next part of the case. Full knowledge of the answer gives away the ending.
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Clue Escape: Treachery at Tudor Mansion
One to six players, about 90 minutes. Build the mansion room by room as you unlock new places, then reconstruct the murder from the clues you collected. The cards get play moving quickly. The story has one fixed solution.
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Suspects: Claire Harper Takes the Stage
One to six players, about 90 minutes per case. Decide which clue cards to investigate, then answer questions about what you think happened. Getting to the answer with fewer cards can count in your favor. The three cases work without an app, and each has a written resolution.
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Echoes: The Dancer
One to six players, about an hour in the pictured English edition. Scan the cards with the free app to hear sounds and snippets of conversation, then put them in sequence. Choose it if your group likes listening for clues. The timeline gives you one story to solve.
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Letters from Whitechapel
Two to six players, about 90 minutes. One person plots a hidden route and the others follow signs left across the map. Pick it for deduction based on where someone could have gone. The culprit is a known role from the beginning, and the changing routes make the hunt replayable.
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