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Ravensburger Scotland Yard - Family Game
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- One of the players takes on the role of Mr. X
- Job is to move from point to point around the map of London taking taxis, buses or subways
- Set includes a playing board, log book, visor, 6 playing pieces, 20 cards and 125 travel tickets
- For 3 to 6 players
- Fun indoor play
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London's famous police detectives are put to the test with this family-friendly board game. One player assumes the role of the mysterious fugitive Mister X®, who is on the run in London, using the city's vast transportation network to elude the detectives in hot pursuit. The goal of the game is for Mister X® to stay hidden until the very end, while the rest of the players, acting as detectives, work in concert to catch him.
Players assume the roles of Scotland Yard detectives or the elusive fugitive Mister X® .
The game board features London's Transportation network - taxis, buses and underground trains - that the detectives must travel to find Mister X®.
A game for would-be sleuths who love a good adventure, Scotland Yard has players assuming the role of Scotland Yard's famous detectives, who are pursuing the mysterious fugitive Mister X®, on the run in London. The detectives work cooperatively to catch Mister X®, utilizing London's network of taxis, buses and underground trains. The player in the role of Mister X® spends the game evading capture, occasionally making appearances and leaving behind his discarded transit tickets as clues to his whereabouts.
A Cooperative Strategy Game
Detective players have 22 moves in which to capture Mister X®, who is invisible throughout the game except for the few times he reveals his location. This family game is big on teamwork and promotes cooperation, strategic thinking and communication skills. Scotland Yard also reinforces goal-setting and enhances turn-taking, memory skills and persistance. The setting of the game provides an educational introduction to London and its key transportation modes and familiarizes players with the famed Scotland Yard detectives.
Hunting Mister X®
A family game that engages children and adults alike, Scotland Yard provides an opportunity for multiple generations to interact with one another and work together in a socially-positive environment that provides conversation starters to further engage players. This is a tactical game that connects players in a unique way and changes dramatically, depending on the role you play.
What's In The Box?
1 game board, 6 playing figures, 1 logbook, 20 cards, 125 tickets, 1 set of detailed instructions.
From the Manufacturer
Let's Play Scotland Yard! Which player will have the roll of the elusive Mister X? One player will function as Mister X, with the other players being Scotland Yard detectives searching for him throughout Central London. The starting station cards are shuffled and everyone draws one to determine where they will start the game. Every move is either by taxi, underground, or bus. Mister X moves first and writes his move in his travel log, indicating what method of transportation he used but not where he moved. Then, each detective makes their move, cooperating with the other detectives in an effort to close in on Mister X. Mister X only reveals where he is at certain points in the game, and the chase continues until one of the detectives moves to the place where Mister X is. In this case, the team of detectives has won the game. But, if Mister X makes 24 moves without being caught, he himself wins!
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|Sold By||Sunshine's Toys||Amazon.com||MMP Living||mesmerizingmerchandize||Amazon.com||KW Merchants|
|Are Batteries Required||No||No||No||No||No||No|
|Item Dimensions||10.63 x 14.57 x 1.97 in||10.75 x 14.75 x 2.25 in||11.75 x 11.75 x 3 in||11.06 x 16.14 x 2.32 in||11.75 x 11.75 x 3 in||9.5 x 19 x 2 in|
|Item Weight||3 lbs||0.35 ounces||2.8 lbs||2.58 lbs||3.55 lbs||2.31 lbs|
Top customer reviews
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I don't know if the detectives felt the same way I did playing this game, but as I was sitting there at the table with them, and could see where their pieces were on the map of London on our boardgame table top.
The board is an interconnected web of bus, subway, and taxi routes through the city. Intersections are marked as positions where detectives and Mr. X. alike can travel to. If one lands on the same space I'm at, they win. My piece only occasionally appears on the board, every 3-5 turns. I have the option of jumping into the Thames river and they can't follow. I can also move twice a few times but each time I do, I have to reveal the method of transportation I use.
The detectives deduce the locations I could be at since the last time they spotted me and the chase continues. If I am uncaught at the end of the game (a predetermined number of moves) then I win, otherwise they all win. They also have a finite number of tickets, meaning they all can't take the subway all game.
I hate to tell you what to do but...
Mr. X should keep in mind that he can always go back where he was before letting the detectives think he is making a bee-line elsewhere.
I think the theme works wonderfully. I clearly get sucked in whether I'm being chased or trying to sniff out the subject.
Its very difficult for smaller numbers of detectives (3 or less) to catch a savvy Mr. X. And its easy to remedy that, just play multiple detectives.
All sorts of collaboration occurs between the detectives. A hat masking where Mr. X. is looking is included to discourage even that kind of interaction. I guess its a mixed bag, naturally.
Nominal. You have to pay a ticket to make a move on your turn. Mr. X. has a nice pad to write his moves down on, I guess the most experienced player might need to take on that onerous burden.
The turns each player takes are short, so play can generally go around quickly. The greatest amount of time spent will be after Mr. X. moves, guess where he might be, but the detectives discuss that together.
What’s not to Like?
It's a light game that requires some deduction. But certainly more fun than clue. Everyone is on equal footing and no dice to favor any player over another. That said, starting positions can put someone nearer the action from the start- or further, as the case may be.
My experience related at the beginning was played with adults. My family of kids 9 and under really dig it. That's all I got.
One player is randomly chosen to play Mr X, a dastardly spy on the run from the law. In our box, Mr X gets a nifty Mr X hat to wear. Other players take the role of agents of the London police.
The board is a scale map of London, dotted with almost two hundred locations, as well as small pictorials and place markers of famous locations like Buckingham Palace, Hyde Park, and Big Ben. All players take a random starting location (provided among the board) and starting transportation tokens. Three major modes of transportation are possible: taxi, which is point to point; bus, which is longer, but may not go in every direction; and underground, which allows you to travel the furthest distance, but only between broadly spread locations. Each location is colored to show which modes of transportation are possible, and players follow colored lines to the next spot on the line when they travel. Player markers are transparent, so it's usually easy to see what number you are on, although it is occasionally tough to distinguish which agent is which just by the colored hat on the top.
Mr X moves in secret, but must reveal their mode of transportation on every move, and their actual location periodically. With smart play, agents can cordon off Mr X's escape routes and make it impossible to move without intersecting an agent. Mr X has a couple of other advantages, such as a couple of double moves and a black ticket that allows any kind of transport, as well as special boats down the Thames that only Mr X can use.
Transportation tokens are in limited supply, and paid to Mr X instead of a bank, so Mr X wins when the agents are unable to chase any longer, or after filling up the move log completely. The agents win if they land on Mr X's location, whether or not Mr X is currently revealing their location (the honors system is required, unless agents log their moves and compare them to X's log at the end of the game).
The game is simple enough for children to enjoy, but may need some simple modifications to provide the right atmosphere for adults.
In the cooperative side of the game, Scotland Yard doesn't do anything to distinguish the roles of the agents, so an agent who goes out of position will have a tough time returning to the chase and contributing, and thus a lame experience. Also, the same perspective is presented to all the agents, so it's possible for one player to see a solution, take over, and tell everyone where to move. Discussing the game to death will also increase the possibility that Mr X's ploys are found out, and of course the discussion is a little boring for Mr X, who must pokerface.
One possibility is to use a thinking timer to allow the agents to talk over a limited gameplan, then force the agents to move in silence afterwards. This way, the game becomes less about an abstract gameboard of lines and dots, and more about a tense race against the clock.
For Mr X, it can be draining to be surrounded and fail to beat the rest of the agents. A thick skin will be required. On the other hand, if Mr X reveals his location, scot free with no agents nearby, the game can sour for the good guys.
The game is at its best when it's a mind game of near misses and exploding possibilities. "Laid down a taxi, she could be heading for underground." "Maybe they're trying to get lost in that warren of taxi-only, I'm running short on tickets." "Maybe it was a no-op, returning to the previous taxi station they were at." "What if I get on that bus station? That's the best way for X to slip the net."
When it's at its best, it's very good indeed.
Since we're all newcomers to the game, my comments about board design compared to older versions of the game should be taken with a grain of salt, but I have seen a few pictures of older versions, and I like the realism of this a bit better.
One minor thing is that there is no clear-colored piece. Working around it is so easy (use white) that I wouldn't say it warrants taking off a star.