Detective Stories

Detective Stories

Turn your game night into a real detective story!

One of you becomes the detective, while everyone else receives their own role, secrets, and version of events.

Everyone looks suspicious, but only one person is guilty.

The detective asks questions, looks for contradictions, and gathers clues, while the other players step into character and try not to reveal too much.

View rules

How to play

🕵️ Game Rules

The crime has already happened. Everyone who might know something is here. And one of them is guilty.

Detective Stories is a role-playing mystery game. One player becomes the detective, one is the culprit, and everyone else receives a character and becomes part of the case.

Each character has their own story, facts, connections and secrets. The detective asks questions, listens to the answers and looks for contradictions. Everyone else speaks as their character and tries not to reveal more than necessary.


How the game works

Choose a story → receive your secret roles → read your character cards → start the investigation → look for contradictions → the detective makes a choice → the truth is revealed.


1. Choose a story

Each scenario is a separate case with its own events, characters, motives and secrets. The number of players and available roles depend on the story you choose.


2. Receive your role

Each player receives their role privately.

Your character card contains everything your character knows: who they are, where they were, what they saw, who they are connected to and which events may matter to the investigation. Read it carefully before the investigation begins.

Don't worry if you can't remember everything at once. You can return to your card at any time and quickly check a detail. Still, try not to spend the whole game looking at your phone. Check what you need, then get back to the conversation and your character.

The detective knows they are the detective. The other players learn who they are playing. The culprit knows from the start that they are guilty.

Do not show your card to anyone else. Some of that information is meant to come out during the game.


3. Start the investigation

The detective's job is to work out what happened and find the culprit.

Ask where people were, what they were doing, who they saw and what they heard. Pay attention to times, motives, relationships between characters and details that don't quite add up.

You can always return to an earlier answer. Especially if someone else remembers the same event very differently.


4. Play your character

If you are not the detective, answer as your character and use the information on your card.

You don't need to memorise the text or simply read it aloud during the game. Talk, defend yourself, argue, ask questions and react to what the other players say.

Even an innocent character may have something to hide. A personal secret, a suspicious action or an unfortunate coincidence can easily draw the detective's attention, even when it has nothing to do with the crime itself.


5. Look for contradictions

Listen to the details, not just the answers.

Times, locations, relationships between characters and different versions of the same event may matter more than the most obvious suspicions.

Not everyone who behaves suspiciously is guilty. A hunch is not enough: you need to understand how the facts fit together.


What it looks like in play

The detective questions the characters and compares their answers.

Detective: What were you doing at seven o'clock?
Player: Oh... my head is spinning a little. Give me a moment. Right, I remember. I was in the main hall welcoming an important guest.

A few minutes later, the detective asks the guest the same question. The guest says they arrived on time, but nobody was there to meet them. They waited alone in the main hall for several minutes.

Now the two stories don't match. The detective can go back to the first answer, check the timing, question the others and work out who made a mistake and who may be hiding something.


6. Make your choice

The investigation has a time limit.

While the detective is looking for the culprit, everyone else has a goal too: avoid giving away too much, keep your own secrets and try not to look guilty enough to be chosen. Much like real life.

Before time runs out, the detective must choose the player they believe is the culprit.

If the choice is correct, the detective wins. If the detective chooses an innocent player or time runs out, the culprit wins.

Once the choice is made, the game reveals who was really guilty.


One last thing

Don't worry about playing your role “perfectly”. You can get nervous, mix up an answer, argue, hesitate for a little too long or suddenly remember a detail nobody asked about.

The less the game feels like everyone taking turns reading from a card, the better. Talk to each other, stay in character and let the detective decide who can be trusted.

About the game

One detective, a role for everyone else

One player becomes the detective and tries to work out what really happened. Everyone else gets a character, their own facts, motives and things they would rather keep quiet. And one of them is actually guilty, trying to blend in with the other suspects. The fun is in staying in character, improvising and knowing when not to say too much.

Deduction for the detective

Listen carefully, connect the facts, spot contradictions and decide who can be trusted about what.

A full role for everyone else

Each player has their own character and part of the story. Improvise, give the character some personality and settle into the role as the game goes on.

A game that happens between people

Someone is questioning, someone is dodging, someone is holding something back, while the guilty player tries not to stand out among the suspects.

Scenarios

Game scenarios

Choose from different scenarios designed for different groups, stories and ways to play.
01

Case #4 – The Final Touch

Free

A small city gallery was preparing for the evening opening of a contemporary art exhibition.

There was very little time left before the guests arrived. The staff were finishing the last preparations: checking the lighting, moving materials and getting the galleries ready.

Before the opening, staff and volunteers had been asked not to publish photographs of the exhibition. The only exception was the photographer.

Shortly before the opening, one of the lights in the second gallery began behaving erratically. The gallery was closed to visitors while the lighting was checked for around twenty minutes.

At 18:20, shortly before the inspection began, one of the main works, the painting “Quiet Shore”, was still intact. The photographs prove it.

When the inspection ended and the gallery was opened again, a broad streak of dark blue acrylic paint was already running across the light part of the canvas.

Paint in the same shade was kept in the gallery’s staff workshop. The workshop had been opened several times during the day, and staff had gone inside to collect materials and equipment.

After the incident, the workshop was locked, but one tube of dark blue paint was missing.

Someone used the final minutes before the opening to deliberately damage the painting. Now there is only one question left: who?

5 Players
02

Case #3 – The Mysterious Messag

Free

The snow had started earlier that afternoon.

By evening, the road from the mountain hotel Belladonna to the town was almost completely buried. The guests stayed for the night, and after dinner Madame Aurora suggested holding a small séance.

Stories about Room 113 have circulated around the hotel for years.

A famous singer named Celine Armand once stayed there. One winter evening, she disappeared. The next morning, the room was empty, the window was closed, and all of her belongings were still inside.

The room has not been used since. Tomorrow, it is due to be opened for the first time in many years before restoration work begins.

At 22:05, the séance begins.

Madame Aurora shows everyone a blank hotel card and places it on a silver tray between two candles.

A few minutes later, words slowly begin to appear on the paper:

“DO NOT OPEN ROOM 113.
THREE KNOCKS – THEN SILENCE.”

Konrad Stein, the owner of the hotel, visibly reacts to the final words and almost immediately asks for the séance to be stopped.

No one present understands where the message came from or why it affected Konrad so strongly.

5 Players
03

Case No. 2 – Record C-41

Free

1936.

An evening live broadcast is underway at the small radio station “Radio Aster.”

Tonight’s guest is Madeleine Roche, daughter of the late composer Armand Roche. At the end of the program, she performs his most famous work, “Night Waltz”.

After the performance, the host announces a short music break.

The sound engineer takes the prepared sleeve B-12, removes the record, places it on the turntable and lowers the needle.

But instead of orchestral music, an old man’s voice comes through the broadcast.

Madeleine recognizes her father.

“‘Night Waltz’ was written by Clara. The publisher put my name on the score, and I allowed it. She begged me to tell the truth. I never did.”

A few seconds later, the recording is cut off.

The program continues, but there is no way to undo what has already happened.

The record containing Armand Roche’s voice had been stored in the station archive for many years under the number C-41.

B-12 was supposed to contain entirely different music.

Someone switched the record.

And each of the three people who are still at the station had the opportunity to do it.

4 Players
04

Case No. 1 – Mont-Rouge Shelter

Free

1959.

At the high-altitude Mont-Rouge Refuge, a small expedition is preparing for an early-morning crossing over the pass.

The main group of climbers is spending the night at a lower camp nearby and is expected to reach the refuge before dawn.

They need to set out at first light. If they miss that window, the crossing will have to be postponed for at least several days.

Late that evening, a red signal flare suddenly lights up the slope.

It rises high into the air, opens beneath a small parachute and slowly drifts toward the ravine.

Those at the refuge assume someone is calling for help.

A rescue party heads out to search the area.

But there is no one in the ravine.

While the search continues near the route, the expedition cannot leave for the pass.

By morning, the short window for departure is already gone.

It also becomes clear that the flare was launched much closer to the refuge.

Someone deliberately raised a false alarm.

And each of the three expedition members who stayed at Mont-Rouge that night had the opportunity to launch it.

4 Players
05

Case #5 – Chaos at the Toy Store

Free

The toy store has been closed to customers for the day. Inside, the staff are carrying out inventory, rearranging merchandise, and getting everything ready for tomorrow's opening.

Everything is going more or less smoothly.

Until 20:00.

At exactly eight in the evening, around thirty children's alarm clocks on a large shelf suddenly start ringing at full volume, almost all at once.

Within seconds, the store turns into a small corner of hell with a cheerful soundtrack.

The employees jump, someone nearly drops what they are holding, security rushes in from the shopping centre corridor, and people from the neighbouring stores are already making their feelings very clear about children's alarm clocks, the people who make them, and the day in general.

When the last alarm finally falls silent, five thoroughly frazzled employees are left standing in the store.

And they are all looking at one another.

The store has been closed to customers all day. No outsiders have been inside. Which means someone here spent quite a bit of time setting up this entire idiotic stunt.

Why? And why exactly at 20:00?

The store manager arrives after hearing the commotion. Fortunately for him, a detective he knows happens to be at the shopping centre, so he asks them to find out what on earth happened.

There is just one problem: all five employees handled the alarm clocks at some point during the day.

And it soon becomes clear that the alarm clocks are far from the only thing the staff would rather keep quiet about today.

6 Players
06

Case #6 – Telegram No. 74

Free

Late 19th to early 20th century. Somewhere in a fictional country, a war is underway.

At a small military cipher centre, an urgent telegram arrives. It is decoded, turned into an official document, and sent on to headquarters.

A few hours later, the enemy opens fire on Hill 74.

Fortunately, no one is there anymore.

The command post had been moved to a completely different location, so no one is hurt this time. But headquarters quickly notices something far more dangerous.

In the document that was delivered, the number 74 has been crossed out and corrected to 47.

The mistake appeared only after the message had reached the cipher centre and was corrected before the document ever left the building.

That means the enemy received information that appeared neither in the original message nor in the final order.

It existed for only a few minutes.

And only here.

A military counterintelligence officer arrives at the centre. Six people were working there that evening. Any one of them could have learned about the number 74. And every one of them has something to hide.

Now the officer must determine not only who passed the false hill designation to the enemy.

But also how the information managed to leave the building at all.

7 Players
07

Case #7 – A Premiere in Jeopardy

Free

The 1970s. A major theatre is preparing for the premiere of a new production.

There is very little time left before opening night. This evening, the actors and theatre staff are rehearsing several key scenes and finishing the last preparations.

The rehearsal is tense. The theatre's leading actress is unhappy with her new scene partner, argues with the staff, and makes no secret of the fact that there is a lot about the production she does not like.

In one of the scenes, a young actor is supposed to pour a drink from a decanter and hand her a glass.

During rehearsal, he does everything according to the script. The leading actress takes a few sips, almost immediately begins coughing badly, and before long it becomes clear that her voice has been seriously affected.

Before the scene began, the decanter and glasses were standing on a prop table backstage. All seven people present had been near it at some point during the evening.

And everyone backstage had reasons of their own to hide something: old grudges, bad decisions, ambitions, and things that would have been better left unmentioned that particular evening.

Someone deliberately tampered with the leading actress's drink shortly before the scene. Only one question remains: who?

8 Players
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A game for friends and groups

Play in your browser

Detective Stories runs directly in your browser, so everyone can join from their phone without installing an app or preparing anything in advance.

Made for groups

Play together with friends, at a party, in a speaking club or with a group in class. Create a room, share the link and everyone can join the same game from their own device.

Play for free

You can play for free. Full scenarios are available from the start, and extra ones are only there if you want more choice.

Detective Stories

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