Shannon Appelcline: However Improbable, Part One: A Look at Classic Deduction Games

Next week, Days of Wonder is releasing their newest deduction game, Mystery Express. Not only did I enjoy it enough to give it a glowing review, but it also got me thinking on the whole theme of deduction games. Thus, I’ve decided to write about the genre a bit, starting in this week’s article with a look at the three games which founded the genre, and which continue to define it, 50+ years later.

This isn’t strictly a historical list of earliest games, as I’ve excluded at least one (Sleuth) which was published in this timeframe, but which isn’t as foundational. I’ll talk about that one when I cover the Clue derivatives. I’ve also probably excluded some lesser-known games, like What’s On My Head?

Battleship (1931)

I’m sure there were earlier parlor games that fit into the “deduction” category, but Battleship is the first mass-produced game which really strikes me as a classic of the genre.
To a certain extent, there’s not much to it. You place battleships on a map, then try to guess where your opponent’s ships are. You’re told if you miss or hit, and also when you’ve sunk a ship. The first one to sink all of an opponent’s ships wins. However, from that limited ruleset comes a game which is truly deductive: starting with a very limited palette of information (the size and allowed orientations of your opponent’s ships) you try and gain more information, in a timed competition against your opponent.

The Good. The core mechanic is original. Overall, this game offers a deft model for including hidden geography in a game, tough one that’s largely limited to two gamers due to the need for maps that can’t be seen by other players. (The idea is easier to model online, and it’s the core of a game my company runs called Galactic Emperor: Hegemony, where each player gets their own view of the galaxy. Most other online multiplayer games use the same model, though few really consider it an element of game.)

The Bad. Battleship is not terribly strategic. The skill of zeroing in on ships really isn’t that tough to acquire, and as a result the game doesn’t feel like it’s playable by anyone but kids.

Overall. Not worth consideration by a serious gamer, but I’d really like designers to take a look at this game, and consider how like mechanics might be used in a more strategic deduction game. It’s still pretty good for kids too. And, it’s got nice bits.

Clue (1948)

The game that most think of when you mention deduction games, and also the basis for many later games (including next week’s Mystery Express) is ultimately Clue (or Cluedo as it’s called in England, playing off of the Latin word, “Ludo”, meaning “I play"). At the start of the game, three cards (Who? Where? How) are taken out of the game from decks on those topics. The rest of the cards are then shuffled up and given out to their players. On his turn a player moves around (via a random die roll) and when he gets into a room he can make a suggestion for those three topics. Other players will then show one of those cards if they have them. Finally, when someone thinks he knows all three elements, he can make a full accusation.

The Good. Clue offers a basis for deduction games that was so good that almost every other major deduction game uses it. It puts forth a real opportunity to solve a mystery. There’s even some opportunity for misleading other players by asking questions that imply certain cards are missing when they actually aren’t.

The Bad. Random movement really underlines the basis of the game in the family genre. The methods for looking at cards aren’t that terribly interesting. You can engage in some strategy by carefully making suggestions that let you look for certain cards, based on what’s in your hand and what you know other people have, but it’s not enough strategy to actually be interesting. You have to sit around and just answer questions if you accuse incorrectly, because you’re otherwise out of the game.

Overall. I’m very thankful that this game exists, because it’s allowed for the creation of much better games. If forced on me at a family gathering, I’d probably be willing to play it.

Mastermind (1971)

The last of my “foundational” games is another one that many of us may have played as kids: Mastermind. But, maybe that just reveals when I was a kid (in the 1970s). It’s most widely called a “code breaking” game. Like Battleship it’s for two players and like Battleship it depends on the geography of two players to maintain some hidden information--though here it’s just a set of four pegs. One player choose a set of four colored pegs, placed in a certain order. The other player then tries to guess them by putting out sequences of four pegs. Each time the code-maker tells him how many of his pegs had both the right position and color and how many just had the right color. Theoretically the two players trade back and forth, scoring based on how fast they guessed the “code”, but practically I remember this game being played in single rounds, where you either got the code or didn’t.

The Good. This is one of the most logical of the deduction games. A limited language is used to good effect to provide enough information to make the game fun, but not enough to give things away. Generally, I think limiting language like this is a great way to build a deduction game. Mechanics of this sort have also been little duplicated in modern games (though I think Reiner Knizia’s Res Publica offers a great example of limiting language in a game; many of the hidden role games like Shadows Over Camelot do the same, but to less good effect because they seem too artificial).

The Bad. Though very analytical, the game is short and light. There’s not a lot to it. It’s been traditionally sold as a kids’ or family game, and a lot of that’s due to depth. The puzzle is also solvable. Various algorithms over the years have pulled the solution to the original puzzle down to five moves or less (though I’m not sure how well a person does with these algorithms, which depend on computers).

Overall. Of all the games I’ve listed this week, this is the one I’d be most likely to play again, though I wouldn’t expect it to have much depth. I also think it, like the core mechanic of Battleship, is just begging to be exploited in newer games.

Around the Corner

I’ve got at least two more articles planned for this series, one focusing on Clue-like games and another focusing on hidden-role games. I’d love to hear your thoughts on top deduction games that should go in those articles, or in other ones that I’ve missed, and of course your thoughts on these three classics as well. I may also write an article on “Forgotten Classics” (like the aforementioned What’s On My Head?) if I get enough suggestions for those.

You can find my article on Mystery Express, the game that got me thinking, over at RPGnet. You may also want to take a look at last week’s review of Terra Prime (the other game by newcomer Tasty Minstrel Games, also the publisher of Homesteaders).

In the meantime I’ll see you back here in 14 days. It’ll be April First, so don’t believe a thing I say.

© 2010 Shannon Appelcline


Posted by Shannon Appelcline on Mar 18, 2010 at 01:00 AM in ColumnistsShannon Appelcline / 1632

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Shannon, another foundational game you may want to include is Jotto.  That’s the two-player game where each player devises a secret five-letter word, then asks other five-letter words of his opponent, who responds with how many letters it has in common with his secret word.  It’s essentially a word version of Mastermind, although it predates it by 15 years.

I’ve always preferred Jotto to Mastermind and the reason is that it adds a different element to the game.  Namely, there are restrictions on both the secret words and the guesses:  both must actually be real words.  This allows you to hone in on likely combinations that haven’t been strictly deduced and makes the game far less sterile.  It’s one of my favorite two-player games.

According to Wikipedia, Jotto was created in 1955 by Morton Rosenfeld, putting it in a similar timeframe to Clue.  Joli Kansil came up with a similar game called My Word! in 1964 (with a revised version called Zig-Zag in ‘83); the difference in Kansil’s game is that shorter words can be guessed and applied to different portions of the secret word, allowing for even more skill.  I’ve never had the chance to play either My Word or Zig-Zag, but I’ve been told they’re both nice refinements of Jotto.

Posted by Larry Levy on Mar 18, 2010 at 10:46 AM | #

I almost posted to say you forgot Mastermind, but then scrolled down to see it was the third game.  I have played all of the above games, but found Mastermind to have the best memories from my childhood.  My brother and I would put effort into trying to figure out strange ways to fake each other out (all one color, only black and white, etc...) We played it enough to have a slight mental reading-your-opponent feel to it so we would try to find patterns that would take advantage of each others guessing tendencies.  I also liked playing the version included in 9-button red electronic toy, Merlin I think it was called.  It had several games, the mastermind one was one of my favorites.

Clue is OK, and I recall the transition for me when I realized that I could manipulate the other players by asking specific questions in the right way.  However, I agree the roll-and-move portion of the game can bog it down.

Not sure when it first started, but “Hangman” would fit into any list of “games” similar to the above ones…

Posted by Matt J. Carlson on Mar 18, 2010 at 04:29 PM | #

Other “foundational” (i.e. “old") games in this genre are Eleusis (1956) and Black Box (1977).  A related genre is parlor guessing games like 20 Questions and Botticelli.  And, in some sense, Bridge is a deduction game, as you’re trying to deduce what cards are in whose hand based on the bidding and card play.

My votes for top Clue-like games: Black Vienna, Sleuth, The Clue Card Game, Hunting Party.  Other favorite deduction games are Code 777 and Coda.  Also Zendo, although like Eleusis it’s more properly an induction game than a deduction game.

Posted by Doug Orleans on Mar 18, 2010 at 04:32 PM | #

Ludo is also a name for Parcheesi in the UK, which explains why the “Cluedo” game is particularly appropriate.
http://en.wikipedia.org/wiki/Parcheesi

Posted by Nicholas O'Leary on Mar 18, 2010 at 05:53 PM | #

The essential thing to make Cluedo a decent game is to replace a single “i.e.” by an “e.g.” in the rules in the almost forty year old copy my family used to play. It’s possible the wrong one was used anyway. (It says, not word for word, you make an accusation when you knwo the result, i.e. after make a suggestion without getting a reply.)

Second thing to do is replace the d6. I’ve used a simple 6, I’ve also seen 2d6 suggested.

Third thing to consider is the dragging other people where they don’t want to be. With the two changes above actually tolerable not to make this change.

Even when we used to play it as a family game, we made the first change. Probably initially from ignorance, then I read the suggestion in Games and Puzzles magazine (the original) and - as well as learning better deduction skills - stuck with it. But the other two are later.

Posted by Christopher Dearlove on Mar 18, 2010 at 06:14 PM | #

Nice Article, Shannon.  As for Clue!:  I don’t mind the dice rolling aspect.  The game is about involvement in the theme for me vs. perfecting the game mechanics.

The simple six for everyone is an intriguing suggestion… but half the fun is seeing the reaction of someone with a poor die roll who has an answer… and then all of us having a good laugh about it.

Posted by Ryan B. on Mar 18, 2010 at 11:18 PM | #

If I wanted to keep the dice, I’d probably go to something like 3+d6 (or 3+d3, we are gamers after all) which will keep the variance lower.

I’ve always thought that the problem wasn’t directly the dice, but rather that the moving around was directly tied to the rooms, which is technically the hardest clue to discover (more room options than people or weapons).

This imbalance in the difficulty of the three missing cards isn’t necessarily a problem, but when the rooms are also the category where you also need to relocate to inquire…

I’ve also supposed that the increase in the number of rooms helps to balance out the advantage of having a room-heavy hand of clues.  Never did any numbers on this all - just a gut feeling.

Posted by Aaron Lawn on Mar 19, 2010 at 01:21 PM | #

Another Clue-like deduction game you might want to consider reviewing is Mystery of the Abbey by Days of Wonder.

Posted by Tina McDuffie on Mar 20, 2010 at 12:40 PM | #

Gaunier Trio is a little gem of a deduction game by Heinz Meister.

I have also enjoyed Alibi quite a bit, although I have not played it for some time.  That game is also a model for how a designer can build onto Clue’s simple mechanics to make it more “gamerly”.  Alibi has a point system for guessing each category correctly, but also awards points to players who meld sets in each category.  Thus, along with the usual card passing and question-asking, more information is also available on the table as the game progresses and players attempt to score points in a number of ways.

I also have Black Vienna & Sleuth but have not been able to get them to the table yet.

Posted by Jeff Allers on Mar 22, 2010 at 04:42 AM | #



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