Table feel
Moderate interaction with a good balance between direct and strategic confrontation. Players need to pay attention to others' strategies and turns frequently, but there is not a strong emphasis on cooperation.
There are seven thieves and each of the 35 cards shows some combination of three of them. One player acts as the "eyewitness" and secretly looks at one of the cards. The other players will then try to deduce the three thieves on this card. They do so by revealing one card at a ti...
Players
2-6
Time
?-?
Age
8+
Weight
1.23
Rating
5.91
Should this hit the table?
Moderate interaction with a good balance between direct and strategic confrontation. Players need to pay attention to others' strategies and turns frequently, but there is not a strong emphasis on cooperation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate interaction with a good balance between direct and strategic confrontation. Players need to pay attention to others' strategies and turns frequently, but there is not a strong emphasis on cooperation.
Three of a Crime has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. While it may not be the easiest game to learn, it offers a fresh and engaging experience each time it is played.
The game Three of a Crime has a moderate influence of luck. Random elements like dice rolls and card draws have a notable but not exclusive impact on the game outcome. While players have some ability to mitigate the effects of randomness through strategic decisions, luck still plays a significant role. The game's outcome is a balanced mix of luck and strategy, with neither element dominating.
Overview
There are seven thieves and each of the 35 cards shows some combination of three of them. One player acts as the "eyewitness" and secretly looks at one of the cards. The other players will then try to deduce the three thieves on this card. They do so by revealing one card at a time from the deck. The eyewitness places a 0,1 or 2 chip to indicate how many of the thieves are on his card. The player that correctly identifies the three thieves that the eyewitness "saw," solves the crime. The next player then becomes the eyewitness and the first player to solve three crimes wins.
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