Catch Me if You Can
If you want to replace your worn copy of clue, try any of these better games :-)
Whodunit on Rails re-invents the classic deduction-style board game
Los Altos, CA; Paris, France - January 25, 2010. Days of Wonder announces Mystery Express, an imaginative new take on the classic deduction game from Antoine Bauza & Serge Laget. While Days of Wonder's first "whodunit" game, 2003's Mystery of the Abbey, was considerably more quirky and chaotic, Mystery Express explores the more analytical side of the genre, rewarding a logical and more precise approach to solving the crime.
Players board the famous Orient Express in Paris just as a murder occurs. The rest of the trip - through Strasbourg, Munich, Vienna, Budapest and their final destination of Istanbul - is consumed with determining the who, what, when, where and why of the crime. Players use their special powers of deduction; information gleaned from others in various train cars; and investigative actions to determine the exact circumstances of the murder. The one who correctly identifies the most elements of the crime by the time the train reaches Istanbul wins the game.
Los Altos, CA; Paris, France - January 25, 2010. Days of Wonder announces Mystery Express, an imaginative new take on the classic deduction game from Antoine Bauza & Serge Laget. While Days of Wonder's first "whodunit" game, 2003's Mystery of the Abbey, was considerably more quirky and chaotic, Mystery Express explores the more analytical side of the genre, rewarding a logical and more precise approach to solving the crime.
Players board the famous Orient Express in Paris just as a murder occurs. The rest of the trip - through Strasbourg, Munich, Vienna, Budapest and their final destination of Istanbul - is consumed with determining the who, what, when, where and why of the crime. Players use their special powers of deduction; information gleaned from others in various train cars; and investigative actions to determine the exact circumstances of the murder. The one who correctly identifies the most elements of the crime by the time the train reaches Istanbul wins the game.
One of the two players represents Jack  the Ripper, who will be one of  the 8 characters on the board. This  player knows the identity of this  character and his goal is to flee  from the district as soon as possible  (or avoid being accused for eight  turns). The other player represents an  independent investigator (not  represented on the board) who tries to  guess the identity of Jack. But  he can make only one accusation during  the game!
During  each turn the players move the characters, using their special  powers,  placing them either in shadow or light.  At the end of each  turn, the  witnesses declare if Jack is visible (in light, or adjacent to  another  character) or not (alone in the shadows).  This allows the  investigator  to know which characters are innocent.  This continues as  the  investigator tries to eliminate suspects while Jack tries to escape.    Intuition, logic and cold blood will be necessary for each of the two   participants.  In this game of Gothic adventure, one player takes the role of  Dracula  while up to four others attempt to stop him by controlling  Vampire  hunters from the famous Bram Stoker novel.
Dracula has returned, and is determined to control all of Europe by creating an undead empire of Vampires. Dracula uses a deck of location cards to secretly travel through Europe, leaving a trail of encounters and events for the hunters that chase him.
Meanwhile, the hunters attempt to track and destroy Dracula using the limited information available to them - a task easier said than done when their prey has the power to change forms into a wolf or bat, and can even melt away into the mist when confronted.
To save Europe and rid the world of Dracula's foul plague, the hunters must destroy Dracula before he earns enough victory points to win the game... will they have enough wit and bravery to defeat the dark count?
Dracula has returned, and is determined to control all of Europe by creating an undead empire of Vampires. Dracula uses a deck of location cards to secretly travel through Europe, leaving a trail of encounters and events for the hunters that chase him.
Meanwhile, the hunters attempt to track and destroy Dracula using the limited information available to them - a task easier said than done when their prey has the power to change forms into a wolf or bat, and can even melt away into the mist when confronted.
To save Europe and rid the world of Dracula's foul plague, the hunters must destroy Dracula before he earns enough victory points to win the game... will they have enough wit and bravery to defeat the dark count?
One of the players takes on the role of Mr. X.  His job is to move from  point to point around the map of London taking taxis, buses or subways.   The detectives, the remaining players acting in concert, move around  similarly in an effort to move into the same space as Mr. X.  But while  the criminal's mode of transportation is nearly always known, his exact  location is only known intermittently throughout the game.
It's Carnival time, and everyone wears a mask, incognito. Pawns move,  through streets and canals, on a map of Venice. This game is a great  time for great spies. Each player must discover, via a Clue-like system,  which of the other players is his partner, then work together to  accomplish a secret mission. Of course, it's also fun to lure your  opponents into thinking that you are a friend. This is a team game in  which your first task is to find your teammate.
While sneaking through the abbey, they must remain watchful for the  abbess or prioress who are on patrol to ensure that pure novices remain  that way. These characters are controlled by other players who want to  nab the novices before they can make it back into bed.
Nuns on the Run is a like a reverse of Scotland Yard. Players play either as a novice, or as the Abbess or Prioress. The Novices move in secret and avoid being seen or heard by the Abbess or Prioress. The goal is to make it to the location on the board where the novice can get her "secret wish" and return to their room without being detected. All of the novices move in secret by marking their movement and locations on hidden sheets. The Abbess and Prioress move on regulated paths around the board, but can diverge and chase down novices that they see or hear. The player or players who complete their secret wishes and return to their rooms win, or the Abbess and Prioress win if they catch a certain number of novices.
Nuns on the Run is a like a reverse of Scotland Yard. Players play either as a novice, or as the Abbess or Prioress. The Novices move in secret and avoid being seen or heard by the Abbess or Prioress. The goal is to make it to the location on the board where the novice can get her "secret wish" and return to their room without being detected. All of the novices move in secret by marking their movement and locations on hidden sheets. The Abbess and Prioress move on regulated paths around the board, but can diverge and chase down novices that they see or hear. The player or players who complete their secret wishes and return to their rooms win, or the Abbess and Prioress win if they catch a certain number of novices.
In this notorious game, players move around the mansion trying to murder Dr. Lucky without being seen. An inversion of Clue.
Note: Game descriptions are mostly all from boardgamegeek.com
Note: Game descriptions are mostly all from boardgamegeek.com








