Unusual Suspects (2009)
Unusual Suspects (2009) Rulebook
Table of Contents
Table of Contents
Setup
Open the Dice Slide™ and place it within easy reach of all the players. Separate the "Evidence Locker" card from the deck and place it near the Dice Slide™. The player who most recently watched a mystery movie (or is the youngest) is the first dealer. The dealer shuffles the 54 fingerprint cards and deals one card face down to each player. The character shown on that card will be the player's secret identity. Slide this card into a card stand and position it so as not to reveal the character to the other players. It is possible that more than one player will have the same secret identity. Next, deal six cards face down to each player, one at a time. This hand is known as the "CRIMINAL FILE." Place the remaining cards in a pile near the Evidence Locker card and flip one card face up to start the discard pile.
The dealer sets the crime scene by rolling the six fingerprint dice through the top of the Dice Slide™. The fingerprint dice are carefully lifted off the slide and placed onto the Evidence Locker card. Be careful not to alter the outcome of the dice as they appeared on the slide when transporting the dice to the Evidence Locker.
Example: The dice rolled on the slide show 2 green fingerprints, 1 red fingerprint and 3 yellow fingerprints. The dice should be the same when transferred from the Dice Slide to the Evidence Locker card.
Play
The player to the left of the dealer goes first, and play passes to the left. Each player, in turn, has to make a choice: draw one card OR roll one die.
- Draw one card (from the draw pile or from the discard pile), and then discard one card.
OR
- Roll one of the six fingerprint dice and attempt to change it to another color. This is known as "tampering with the evidence."
Strategy Hint: The six fingerprint dice on the Evidence Locker card are community dice. All of the players are attempting to match their own six cards (their criminal file) to the six community dice in the Evidence Locker. Therefore, when a player chooses to roll one die, they are affecting the crime scene for all players. Be careful as this could just as easily help the other players as it could hurt them.
Solving a Case
To solve the case, all six of a player's Criminal File cards must match the six fingerprint dice on the Evidence Locker card AND, their secret identity cannot match any of the Criminal File cards in their hand or any of the six fingerprint dice.
Winning the Game
The first player to solve three cases is the overall winner and becomes the new Chief Inspector!