Tabletop Gaming

BUREAU OF INVESTIGAT­ION

The game is a-tentacle

- Designer: Grégory Privat | Publisher: Space Cowboys DAN JOLIN

ISherlock Holmes: Consulting Detective – which this game obviously reimplemen­ts – and how fatigued you are by tabletop experience­s based on the works of H.P. Lovecraft. It’s fair to say that if you’ve had it up to here with all this eldritch/arcane Cthulhu whatnot, or if you just weren’t into Consulting Detective’s text-heavy, papery propbased business, then this is just not going to be for you. However, while that’s totally understand­able, it would mean you’d be missing out

t’s the late 1920s and strange things are happening in New England. Like a pair of bodies turning up in the city of Arkham with exactly the same face. Or the sudden disappeara­nce of a seven-foot-high Inuit statue from the Boston Museum of Fine Arts. Could any of this be connected to recent events involving a nasty cult in Innsmouth? It’s down to you, and up to seven other federal snoopers and sleuthers, to investigat­e. (Though we’d honestly recommend a smaller team, as it can get a bit messy and noisy with a bigger group.)

How essential a game Bureau of Investigat­ion feels will likely depend on two things: whether or not you’re a fan of 1982’s classic narrative puzzler on a well-crafted, immersive and impressive­ly presented game.

For those unaware of Bureau of Investigat­ion’s Conan Doyle progenitor, the game is a boardfree affair (unlike, say, the recent, similarly-themed Detective: City of Angels) which works primarily as a group – or indeed solo – ‘Choose Your Own Adventure’ style experience (similar to the excellent Legacy of Dragonholt). The participan­ts pore over maps, leaf through any provided evidence, take notes, and decide together where they’re next going to either investigat­e a location or interview a suspect/witness. Although, the final decision is always made by the lead investigat­or, a role that travels clockwise around the table, turn by

turn, and which necessitat­es finding the correct entry in the relevant case book and narrating the outcome.

With solid, evocative writing and some fun twists, turns and revelation­s, this process isn’t in practice as dry as it might sound; it’s not hard to get swept up into the story, even if the occasional encounter might throw you with its unexpected Lovecrafti­an weirdness, as sudden visions or murky entities scuttle upsettingl­y into the narrative. But that, as the rule book notes, is all part of the experience, and something which distinguis­hes Bureau of Investigat­ion from Consulting Detective. These mysteries aren’t about deducing every last detail; they’re about peeling back the thin fabric of reality to glimpse the cold, cosmic chaos that broils beyond…

Anyway, returning to the practicali­ties, a ticking-clock device means you always have a limited number of leads (i.e. encounters), after which you must multilater­ally agree on a trio of “interventi­on” locations, found at the back of each case booklet. If your locations appear, you’ll get some (hopefully) conclusive text and a point value (seven points being a resounding victory). If not, you were barking up the wrong trees, losers!

The fact that you get potentiall­y three endings does muddle the narrative a bit, and you might have to do a little mental footwork to connect them together (though there is always a definitive “Solution” provided). But this game is definitely more about the journey than the destinatio­n, and in that sense, it offers plenty of absorbing, RPG-light entertainm­ent for anyone willing to delve into some darkness.

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