Awkward Guests: The Walton Case
Awkward Guests: The Walton Case Rulebook
Table of Contents
Table of Contents
Game Description
AWKWARD GUESTS: The Walton Case is an innovative card game of mystery and investigation where each game recreates the night Mr. Walton was murdered.
It offers a possible total of 3,600 different case solutions, each of which may be reached through thousands of different card combinations. This means that millions of different game decks can be generated, so… you won't ever play two similar games! What's more, its engaging BRILLIANT DECK SYSTEM will actively involve you in the investigations, allowing you to use genuine detective abilities to solve each case.
Will you be the first to solve the mystery?
- WHO killed Mr. Walton?
- WHY did they kill him?
- HOW did they put an end to his life?
- Was there an ACCOMPLICE?
To solve the mystery, you must interrogate the suspects, question the household staff about the incident, examine the Crime Scene, search for clues around the Walton Mansion, consult the police reports… You will do all of this while exchanging information with your opponents or hiding it from them. Get ready to use all your gumshoe skills!
Game Contents
The AWKWARD GUESTS: The Walton Case game box contains:
- 243 game cards.
- 1 discard pile drawer.
- 1 "Classified Information" card.
- 1 notebook with tracking sheets.
- 1 starting player standee of the infamous Mr. Walton.
- 8 case solving tokens.
- 8 player screens.
- 12 offer tokens.
- 4 inquiry tokens.
- 6 suspect profile cards.
- 1 rulebook.
(*) Solo mode requires the AWKWARD GUESTS: The Walton Case App (not included). Available on Android and iOS.
Card anatomy
Each game card has a front showing: the card references (the suspects or the rooms in the Walton Mansion that the card information relates to), the information value (representing the amount of valuable information the card contains, ranging from 1 to 3), and a space containing the case-related card information. Each card's back shows the card number, which identifies each card uniquely.
The tracking sheet
The tracking sheet is where the information discovered during the game is written down. It is designed to provide quick and easy access to the information at all times.
- The Walton Mansion area is used to keep track of where the suspects say they were at the time of the murder and also the rooms through which they could have moved. Arrows represent the possible routes guests could take between rooms. One room is marked as the room where Mr. Walton was murdered, and the possible murder weapons found in that room are listed there too. A box next to the rooms is used to write down the number of people that were in a room at the time of the murder (the housekeeper provides this information).
- The Possible weapons area is a list of weapons that the murderer could have used.
- The Suspects and their motives area is reserved for everything related to Mr. Walton's guests and their possible motives for killing him. Each guest has a name and a list of their possible motives for killing Mr. Walton; next to each personal motive is the general motive-type icon it belongs to. Check the corresponding box when you find testimonies or evidence that supports a specific motive. If a motive is dismissed by the information on one of the game cards, cross out its box. If all three motives of a suspect are dismissed, the suspect is INNOCENT.
- A legend shows all the possible signs left behind by a weapon in the Crime Scene, so you can tell which signs a given weapon leaves behind (for example, "defensive wounds" and "traces of a dark powder").
Game Objective
Investigate clues and exchange information with your opponents to be the first player to solve the mystery of Woodruff Walton's murder. The solution must correctly answer these four questions:
- WHO killed Mr. Walton?
- WHY did he/she kill him?
- HOW did he/she put an end to his life?
- Was there an ACCOMPLICE? and, if so, WHO and WHY?
Game Setup
- Give every player a tracking sheet and a screen. Each player chooses a case solving token. Place the offer tokens and inquiry tokens in the center of the table within everyone's reach.
- Choose a case from the end of this rulebook or from the AWKWARD GUESTS: The Walton Case App. Make a note of the case reference number: this is necessary for referencing the solution.
- WITHOUT LOOKING AT THE CARD FRONTS, separate the 70 cards specified by the case according to the unique card number on their backs. These cards make up the game deck and will provide a unique solution to the questions that must be answered to solve the case. Return the remaining cards to the game box.
- Shuffle the game deck and deal 6 cards to each player.
- Place the remaining cards in the center of the table within everyone's reach. Place the discard drawer next to the deck for discarded cards with the "Classified Information" card on top. Leave space for a revealed card pile. At the beginning of the game the revealed card pile is empty.
- The starting player of the first round will be the player considered by the host as the most awkward guest. Place the starting player standee in front of their player screen.
Turn Order and Overview
AWKWARD GUESTS: The Walton Case is played over several rounds, with each player taking a turn during the round and continuing on in an anti-clockwise fashion. Each round starts with the starting player of that round.
Each player's turn is divided in 3 phases:
- Inquiry Phase
- Offer Phase
- Exchange Phase
At the end of each round, the following phases take place:
- the Solution Phase and, if the game continues,
- the Discard Phase
Inquiry Phase
The active player must request information out loud regarding 2 different references. Possible references are:
- Mr. Walton's guests: Angelica Albinson, Claudette Cazelar, the Berwick Sisters, Stanley Smithe, Greg Gaffney and Mortimer W. Mollow.
- The rooms in the mansion: the Billiard Room, the Library, the Vestibule, the Living Room, the Trophy Room, the Garage, the Bedroom, the Kitchen, the Shed and the Study that is the Crime Scene.
A player can therefore request information regarding 2 suspects or 2 rooms, or 1 suspect and 1 room.
The active player can use inquiry tokens and the back of this rulebook to pinpoint the references about which they are requesting information.
Example: It's Pendergast's turn, and he has requested information regarding the Berwick Sisters and the Living Room. Mrs. Marple checks her hand (which the rulebook illustrates as containing cards labeled A through F).
Offer Phase
Starting with the player sitting to the right of the active player, and following an anti-clockwise order, the non-active players CHOOSE from their hands the cards they would like to offer in exchange. The players can offer as many of their cards as they please provided that each card contains at least one of the requested references. It is NOT ALLOWED to offer cards that do not contain any of the requested references. Each non-active player places the cards they would like to exchange face down on the table. They then inform the other players of the sum total of the information values of their cards and place an offer token on top with that number. Once declared, the decisions are final and cannot be modified.
Example: Continuing the previous example — if Mrs. Marple wants, she could offer any combination of the cards A, C, D and E. It is NOT ALLOWED to offer any combination of the cards A, C, D and E and keep, say, cards outside her hand. Let's suppose that Mrs. Marple decides to offer cards A, C and E and keeps D for herself. She therefore places the chosen cards face down on the table and declares that the total sum of their information values is 4. She then places an offer token of value 4 on top of the cards.
Exchange Phase
Once all non-active players have made their offers, the active player decides with whom to exchange cards. They MAY EXCHANGE CARDS WITH AS MANY PLAYERS AS THEY PLEASE. The active player must give each chosen player cards from their hand (regardless of their references) that sum up to a total amount of information points EQUAL TO OR GREATER THAN the amount that was offered. Exchanges are always for the TOTAL information points offered. It is NOT ALLOWED to negotiate for a fraction of the amount. Exchanges are done all at once and players add the cards received to their hands. Once all exchanges have been completed, it will be the next player's turn.
If, and only if, NONE of the players offer cards to exchange, the active player may draw 3 cards from the game deck (if the deck runs out, see section What to do when the game deck runs out) and the turn passes on to the next player.
It is only at the end of the round (when all players have played an Inquiry Phase) that players have the chance to solve the mystery in the Solution Phase.
Example: Pendergast has decided to exchange cards with Mrs. Marple. This is Pendergast's hand: G, H, I, J, K. To make the exchange, Pendergast must give Mrs. Marple any combination of cards (regardless of their reference) with values that sum up to 4 or more. Considering his hand, among other options he could give her cards G and K; I and J; G, H and I… If he felt generous or found a purpose to it, he could even give her cards J and K.
Solution Phase
All players take their case solving token. They must decide if they want to place the token on the table showing its bright side to solve the mystery or the dark side to continue with the investigation. Once they have made up their mind, they will secretly place the token on the table, covering the result with their hand.
When all players are ready, the tokens are revealed. The players that chose to solve the mystery must then write in their tracking sheet who killed Mr. Walton, their motive to do so and the weapon used. If they believe that there was an accomplice, they must also write the name of the accomplice and their motive for aiding and abetting. Remember that in the "Beginner", "Very easy", and "Easy" difficulty cases there is NEVER an ACCOMPLICE.
After this, one by one, the players that decided to solve the case check the solution in the Solutions section of this rulebook. These players MUST NOT REVEAL THEIR GUESS OR THE SOLUTION. If any player guesses ALL the crime details (murderer, motive, weapon, accomplice and their motive, if any) correctly, the game ends and they are proclaimed winners. If none of the players guess correctly, the players that tried to solve the mystery are eliminated from the game and their cards are revealed to the rest of the players.
After being publicly examined, the cards are placed FACE UP in the revealed card pile. A new Solution Phase starts. When none of the players want to guess the solution, the game continues. If only one player is left in the game, the game ends.
If you use the AWKWARD GUESTS: The Walton Case App, players may check their solution in the app. When a player guesses correctly, they win the game. But when they don't, they are not eliminated from the game (the app does not show the solution). As a penalty, they are NOT allowed to participate in the Solution Phase of the next round.
Discard Phase
If the game continues, a Discard Phase takes place. All players still in the game must discard cards from their hands until their hands are each down to 3 cards. Discarded cards are placed FACE DOWN in the discard pile drawer, under the "Classified Information" card.
The starting player then passes the Mr. Walton standee to the player on their right. The new starting player is now responsible for dealing cards, one by one, to all players still in the game. They deal out as many cards from the game deck as necessary until all players replenish their hands back to 6 cards (if the game deck runs out, see section What to do when the game deck runs out). Once this has been done, a new round starts.
Two-Player Game Variant
A 2 player game of AWKWARD GUESTS: The Walton Case is played the same way as the 3-8 player game with the following changes:
-
When making inquiries, you must request information regarding 4 different references instead of 2. Possible references are the same:
- Mr. Walton's guests: Angelica Albinson, Claudette Cazelar, the Berwick Sisters, Stanley Smithe, Greg Gaffney and Mortimer W. Mollow.
- The rooms in the mansion: the Billiard Room, the Library, the Vestibule, the Living Room, the Trophy Room, the Garage, the Bedroom, the Kitchen, the Shed and the Study that is the Crime Scene.
A player can therefore request information regarding 4 suspects, or 3 suspects and 1 room, or 2 suspects and 2 rooms, or 1 suspect and 3 rooms, or 4 rooms.
-
In the Exchange Phase, cards received in an exchange are not placed in players' hands. Both players look at the cards they received, make any notes they wish on their tracking sheet, then immediately discard those cards.
-
Only in cases where the active player doesn't receive an offer, they draw 2 cards from the game deck, make any notes you wish on your tracking sheet, then immediately discard those two cards.
Solo Mode Game
To enjoy the solo mode of AWKWARD GUESTS: The Walton Case you will need its mobile app, available on Android and iOS. On launching the app, choose 'Solo Mode Game'. The app will explain how to play the solo variant.
What to Do When the Game Deck Runs Out
When the game deck runs out, take the discard pile (all the cards under the "Classified Information" card) and shuffle the cards well. Place the top 3 cards FACE UP on the table, revealing their information. After being publicly examined, they are placed in the revealed card pile. In this way, all the detectives still in the game receive additional information. The rest of the shuffled cards are placed where the previous deck was, becoming the new game deck.
Game Card Types and How to Use the Tracking Sheet
Let's take a close look at the cards you'll find in AWKWARD GUESTS: The Walton Case and how to jot down their information on your tracking sheet.
Alibi Cards
These cards provide information regarding the suspects' alibis.
- The room where the MURDERER claims to have been at the time of the murder is the room they were originally in. From there, they left in search of the murder weapon and then headed to the Study to kill Mr. Walton.
- The suspects can only declare to have been in one of these four rooms at the time of the murder: Billiard Room, Vestibule, Living Room, or Library.
- The murderer will try to come up with plausible alibis. For example, if they assert that they were in the Library at the time of the murder, they will declare that they were either alone or accompanied by other suspects that were truly in the Library at that time.
- If a suspect claims to have been with another suspect at the time of the murder and vice versa, either neither of them is the MURDERER or they are the MURDERER and the ACCOMPLICE.
- Although the BERWICK SISTERS count as 2 guests, they move and act as 1.
Example: The Berwick Sisters claim that they were in the Billiard Room at the time of the murder (card reference: Berwick Sisters, Billiard Room; information: "Billiard Room," and the room is marked "BB" for the two guests). Claudette Cazelar claims that she was with Greg Gaffney at the time of the murder (card reference: Claudette Cazelar, Greg Gaffney; information shown as an arrow linking the two suspects). The housekeeper reports that there were 2 people in the Vestibule at the time of the murder (card reference: Vestibule; information: "2 guests").
Motive Cards
These cards either dismiss or provide supporting evidence regarding the motives behind Mr. Walton's murder.
- These are the character's three possible motives. If you dismiss all three motives of a suspect, the suspect is INNOCENT.
- If the police dismiss a motive, this does NOT mean that whoever exposed the motive was lying. It means that the motive did indeed exist, but it was not the reason for the murder.
- There are ALWAYS 2 testimonies and 1 piece of supporting evidence of the crime motive. But be careful! There are motives with 2 testimonies and 1 piece of supporting evidence that turn out not to be the crime motive.
Example: A police report card shows that among the possible motives, NONE were of the type PAYBACK (card reference: Claudette Cazelar, Greg Gaffney, Mortimer W. Mollow). Another police report states that Angelica Albinson's motive "Poisoned chalice" was NOT the crime motive (card reference: Angelica Albinson). Supporting evidence regarding Mortimer W. Mollow's motive "Child neglect" was discovered (card reference: Mortimer W. Mollow, Bedroom). Angelica Albinson asserts that Greg Gaffney might have been involved in the murder, motivated by "Stolen recipe" (card reference: Angelica Albinson, Greg Gaffney).
Opportunity Cards
These cards provide information regarding the suspects that were capable of carrying out the crime.
- If a suspect could not access the Study (the Crime Scene) because there are no possible routes connecting them to the Study, then the suspect is NOT the murderer.
- The MURDERER ALWAYS had access to the room where the murder weapon was.
- The MURDERER could have crossed occupied rooms on their way to the Study (the Crime Scene) and even grabbed the murder weapon from one of them.
Example: The service staff reports that none of the guests entered the Billiard Room from the Trophy Room, and vice versa (card reference: Billiard Room, Trophy Room). The service staff reports that Claudette Cazelar and Greg Gaffney did NOT pass through the Garage (card reference: Claudette Cazelar, Greg Gaffney, Garage).
Method Cards
These cards provide information regarding the murder weapon.
- Each weapon leaves behind two signs, and not observing one of them is enough to dismiss it as the crime weapon.
- The cards that dismiss the most weapons are those with the reference of Study (the Crime Scene).
The possible signs a weapon can leave behind at the Crime Scene are: defensive wounds, heavy bleeding, attack from behind, cyanosis or bruises, traces of dirt, signs of a fight, oily substance, traces of a dark powder, burn marks, and strong odors.
Example: After examining the body, the coroner did NOT find cyanosis or bruises (card reference: Study). After examining the body, the coroner determined that a suffocating weapon was NOT used to murder Mr. Walton (card reference: Study).
Conspiracy Cards
These cards provide information regarding the suspects that could act as accomplices.
- These cards can connect the murderer with the Walton Mansion rooms. If one of the suspects named in this card is the MURDERER, then he or she passed through the named room in their way to the Study. If the room named in this card is the location of the crime weapon, then one of the named suspects is the murderer. Otherwise, this card has no useful information.
- If there is an ACCOMPLICE in the game, the service staff will ALWAYS find them conspiring. But BE CAREFUL! There are guests conspiring that were NOT the ACCOMPLICE.
- The ACCOMPLICE only helps the murderer by providing an alibi for them. They will both declare to have been in the same room at the time of the murder. The ACCOMPLICE will NOT lie regarding the room they were in at the time of the murder.
- The ACCOMPLICE will NOT expose the MURDERER's motives and vice versa.
- In the "Beginner", "Very easy" and "Easy" difficulty cases there is NEVER an ACCOMPLICE. In the rest of the difficulty levels, there might or might not be an ACCOMPLICE.
Example: Either the Berwick Sisters or Stanley Smithe might have passed through the Kitchen (card reference: Berwick Sisters, Stanley Smithe, Kitchen; information "B/S"). The service staff caught the Berwick Sisters conspiring against Mr. Walton with another guest (card reference: Berwick Sisters; information: "conspiring").
Advice
AWKWARD GUESTS: The Walton Case is a game of logic and association. If you use your deductive skills, you will be able to extract more information from the cards as a whole than if you focus on them individually.
- The police, the coroner, the housekeeper and the rest of the Walton Mansion service staff DO NOT LIE.
- Pay attention to the innocent guests. They are still awkward, but they DO NOT LIE regarding who they were with at the time of the murder.
- Be organized and accurate when jotting down the information you receive on the tracking sheets. A misplaced piece of information could ruin the investigation.
- In order to increase your chances of exchanging information with your adversaries, try to keep cards in your hand with different values and references.
- Don't hesitate to exchange information at the beginning of a game. As the game progresses and you have well-founded suspicion regarding a suspect, selectively hide the information you find most critical from your adversaries. In any case, do not stop exchanging cards with them or it will be impossible to solve the murder before anyone else.
- If you always return the same information that was exchanged with you, your adversaries will lose interest in exchanging information with you in the future. Try to find a balance of what cards to exchange.
- If you are lost trying to determine the murder weapon used, request information regarding the Study, that is the Crime Scene, and carefully consider the possible routes taken by the guests in the Walton Mansion.
- If you run out of tracking sheets or need some in a bigger size, drop by www.awkwardguests.com to download them for free.
Worked Example
Mr. Wang has collected the following information during his investigation: Claudette Cazelar claims to have been in the Library at the time of the murder; Angelica Albinson claims to have been in the Living Room at the time of the murder; and Mr. Wang has discovered the murder weapons Ms. Albinson could have possibly used if she is the murderer (the ones in the rooms she could have entered: the Blunderbuss, Rat Poison, Letter Opener, Pillow or Leather Strap).
As we can see, Claudette Cazelar claims to have been in the Library at the time of the murder. We also know that if she were the murderer, she must have been able to walk to the Study from the Library. However, the information provided by Mr. Walton's selfless service staff dismisses such a possibility. There is no doubt that Madame Cazelar is innocent.
On the other hand, Mr. Wang has heard that Angelica Albinson claims to have been in the Living Room at the time of the murder. With this information in hand, the only possible routes connecting the suspect to the Study are those that have been drawn by the canny investigator.
At the time being, he cannot dismiss Ms. Albinson as the murderer. However, he has discovered the murder weapons she could have possibly used (the ones in the rooms she could have entered: the Blunderbuss, Rat Poison, Letter Opener, Pillow or Leather Strap). If all of the weapons in the Living Room, Kitchen, Bedroom and the Garage were dismissed, Ms. Albinson would also be dismissed as a suspect.
Mr. Wang has decided to request information regarding the Billiard Room and the Vestibule in his next Inquiry Phase. If any other guests claim to have been in these rooms at the time of the murder, this would immediately confirm their innocence.
Cases
AWKWARD GUESTS: The Walton Case comes with 39 predesigned cases classified in 7 levels of difficulty on a scale from "Beginner" to "Perfect Crime". If this is the first time you play AWKWARD GUESTS: The Walton Case, start off with a case in the "Beginner" difficulty level and play several additional cases in this category before advancing to the next one.
For more cases, download the AWKWARD GUESTS: The Walton Case App for Android and iOS.
Each case below is identified by its unique reference code (printed on a ticket in the physical rulebook). To set up a case, separate the 70 numbered cards listed for that case (matching the card numbers printed on the backs of the cards) without looking at the card fronts; these form the game deck. Make a note of the case reference code, since it is needed to look up the solution in the Solutions section below.
| Case | Difficulty | Card numbers |
|---|---|---|
| 011736-J | Beginner | 009 014 015 025 035 036 039 040 043 046 049 054 060 066 070 073 076 078 079 083 086 087 091 092 093 094 097 098 100 107 108 109 110 116 118 131 135 142 148 151 152 153 154 155 156 160 162 163 168 172 175 177 178 180 182 187 190 193 196 197 206 213 214 222 228 229 233 235 239 241 |
| 036365-P | Very Easy | 003 006 009 014 023 024 029 031 034 036 054 058 060 063 067 069 072 073 076 077 081 084 090 091 098 100 102 108 109 110 113 118 122 123 126 132 135 137 141 142 143 148 162 163 168 169 173 178 182 184 186 187 190 191 197 199 204 207 216 218 219 220 222 227 228 233 235 236 237 241 |
| 098282-V | Easy | 007 010 011 012 013 016 018 022 024 033 034 035 047 048 050 052 061 065 081 083 084 088 092 098 102 107 113 116 117 118 119 120 124 127 132 134 135 136 141 142 143 144 147 148 156 158 162 163 166 177 178 187 190 191 193 194 197 204 207 216 222 227 229 231 232 233 235 237 239 241 |
| 101839-S | Very Easy | 001 003 009 013 015 017 018 024 025 028 029 031 033 034 038 043 050 051 054 061 063 072 076 081 083 088 091 094 098 099 101 106 115 116 117 118 119 123 132 135 138 142 147 148 153 155 156 159 163 170 172 175 178 188 190 191 192 198 199 204 211 218 222 227 233 235 236 239 240 241 |
| 054288-K | Beginner | 013 015 024 031 033 035 041 043 044 053 055 059 070 072 074 075 078 081 083 086 087 088 090 091 093 098 103 106 108 118 121 132 134 135 138 142 147 150 153 156 160 162 163 166 173 176 177 183 190 195 197 202 204 208 211 215 218 221 222 228 233 235 236 237 238 239 240 241 242 243 |
| 076683-Z | Very Easy | 003 008 009 014 015 018 024 027 033 038 043 045 047 059 063 065 072 074 076 081 083 091 093 096 098 099 101 102 110 115 116 117 125 132 133 134 135 138 142 147 148 163 165 168 173 177 178 179 187 188 189 190 192 193 197 205 207 208 210 219 220 222 227 232 233 235 236 239 241 243 |
| 148938-L | Very Easy | 001 004 005 007 009 013 014 017 021 029 035 038 044 050 054 072 075 076 080 081 083 086 092 098 102 109 130 132 133 135 136 139 142 146 147 148 149 155 157 161 162 163 168 172 177 178 183 187 188 190 193 197 204 205 209 213 215 216 220 223 226 227 228 230 233 235 236 237 239 241 |
| 157819-G | Very Easy | 002 003 009 013 014 024 030 032 033 043 057 058 063 066 067 072 077 079 081 083 085 088 090 091 093 097 098 100 103 114 117 118 123 126 129 130 132 138 143 144 147 149 151 158 160 163 170 172 176 177 178 187 190 196 197 199 203 204 209 213 219 222 223 224 228 229 233 236 239 241 |
| 085266-T | Beginner |
Solutions
Look up your case's reference code below once you have decided to solve the mystery. Do not reveal the solution to other players — only check your own guess against it.
| Case | Difficulty | Solution |
|---|---|---|
| 011736-J | Beginner | The murderer was Stanley Smithe, motivated by Macabre bet, with the Shotgun. The murderer went through: Billiard Room, Trophy Room, Garage, Study. |
| 036365-P | Very Easy | The murderer was Claudette Cazelar, motivated by Unforeseen business, with the Pesticide. The murderer went through: Vestibule, Living Room, Kitchen, Shed, Study. |
| 098282-V | Easy | The murderers were the Berwick Sisters, motivated by Social undermining, with the Saber. The murderers went through: Living Room, Vestibule, Trophy Room, Garage, Study. |
| 101839-S | Very Easy | The murderer was Angelica Albinson, motivated by Extreme principles, with the Rat poison. The murderer went through: Living Room, Kitchen, Bedroom, Study. |
| 054288-K | Beginner | The murderer was Claudette Cazelar, motivated by Fatal rejection, with the Machete. The murderer went through: Vestibule, Trophy Room, Garage, Study. |
| 076683-Z | Very Easy | The murderer was Angelica Albinson, motivated by Sinister plans, with the Kitchen knife. The murderer went through: Vestibule, Living Room, Kitchen, Bedroom, Study. |
| 148938-L | Very Easy | The murderer was Greg Gaffney, motivated by Animal cruelty, with the Derringer gun. The murderer went through: Library, Living Room, Vestibule, Trophy Room, Garage, Study. |
| 157819-G | Very Easy | The murderer was Mortimer W. Mollow, motivated by Child neglect, with the Letter opener. The murderer went through: Living Room, Kitchen, Bedroom, Study. |
| 085266-T | Beginner | The murderer was Mortimer W. Mollow, motivated by Pirated idea, with the Shovel. The murderer went through: Library, Shed, Study. |
| 086126-F | Very Easy | The murderer was Mortimer W. Mollow, motivated by Child neglect, with the Wrench. The murderer went through: Living Room, Vestibule, Trophy Room, Garage, Study. |
| 178900-Q | Very Easy | The murderers were the Berwick Sisters, motivated by Excessive ambition, with the Antifreeze. The murderers went through: Billiard Room, Trophy Room, Garage, Study. |
| 189268-X | Very Easy | The murderer was Greg Gaffney, motivated by Fixed fights, with the Pillow. The murderer went through: Vestibule, Trophy Room, Garage, Bedroom, Study. |
| 006818-Q |
Reference: Walton Mansion Floor Plan and Guest Key
The back pages of the physical rulebook provide two reference aids used together with the inquiry tokens to pinpoint requests during the Inquiry Phase:
- A full floor plan of the Walton Mansion, showing all ten rooms and their connecting doorways: Garage, Trophy Room, Billiard Room, Bedroom, Vestibule, Study (the Crime Scene), Kitchen, Living Room, Shed, and Library. An arrow marks where to place your inquiry token to indicate the room(s) you are requesting information about.
- A guest key linking each suspect to a single-letter card reference used with the inquiry tokens: A – Angelica Albinson, B – the Berwick Sisters, C – Claudette Cazelar, G – Greg Gaffney, M – Mortimer W. Mollow, S – Stanley Smithe.