In Holmes: Sherlock & Mycroft (BGG, Amazon), the famously super-smart brothers Sherlock and Mycroft are investigating an explosion in Parliament. But like most siblings, they couldn’t possibly work together and are competing against each to be the first to crack the case. Time is limited and they have one week to search and find clues, talk to contacts and solve the mystery.
The board had eight spaces for cards plus the ever-present Doctor Watson, Mrs. Hudson and Inspector Lestrade. Eight character cards are placed face-down on the board and as the days of the weeks drift by on an opioid-induced haze new characters are drawn and placed onto the board. The clue cards are shuffled and placed next to the board with four clues face up to form a market. Clue cards consist of numbered clues, wild cards, and map fragments. The numbered clues are a pyramid deck (I adore a pyramid deck) where there are three cards ranked a three, four cards ranked a four on up to nine cards ranked a nine. Lastly, each player gets three meeples and five magnifying glass tokens. The tokens are used to purchase clues, and the meeples are placed onto the board to complete actions.
The game is played in seven rounds. At the beginning of the round a new character card (two are added on day one) is added to the board. If you are familiar with the round cards in Agricola, this will sound familiar. Take the top card from the deck and place it in the spot appointed for the current day. Any meeples placed on the board from the previous round are stood up. One day one, each player has all their meeples so this can be ignored.
During a player’s turn, they will select a character card, move and place their meeple *flat* on it, and then take the card’s action. They can move any upright meeple to any card which currently does not have one of their own on it. Once a meeple is moved it is laid down to show it have been moved this round and can’t be moved again until the next round. Play then moves to the opposing player and this continues until all meeples have been moved and placed and three actions taken.
At the end of the round, any character card with two meeples are flipped over and unavailable for the following round. Any cards flipped the previous round are flipped back over and available the next round. Think about how exhausted you would be if *both* Holmes siblings grilled you in one day. The only ones immune to this are Watson, Mrs. Hudson, and Lestrade who due to their constant interactions with the brothers have, no doubt, built up some amount of resistance.
I’ll spare you a description of all the cards. Dr Watson lets you spend one magnifying glass token to take one clue card from the market and place it in front of you. Mrs Hudson allows you to draw three magnifying glass tokens from the supply. And Inspector Lestrade lets you spend three magnifying glass tokens to pick any two clue cards from the market. When a clue card from the market it pulled, it is placed face-up for everyone to see. However, cards pulled face down from the deck remain secret and are placed face-down.
At the end of the game players can assign any wild cards (one wild card per clue type) and each of the number ranked clues are scored. The player with the most cards of a rank will get points equal to the rank of the card minus the number of cards the opposing player has. So if Sherlock had two of the three ranked cards and Mycroft had one, Sherlock would score two points for that rank. Bonuses are scored for having all of one type of clue. Map fragments are scored -1/1/3/6/10 points for 1/2/3/4/5 fragments.
Holmes: Sherlock & Mycroft is a very simple worker placement, set collection game. It feels like a step up from Lost Cities or Shotentoten. While most games like this will limit the amount of choices as the game progresses, the decision space increases as the game moves towards the end. The variability of the character cards makes it more difficult to form a consistently winning strategy and requires more tactical actions. The order of your actions is just as important as the actions you are taking especially with the flipping of character cards as they get exhausted.
There are some additional cards that can be included in the game if you wish to increase the difficulty. Sherlock/Mycroft cards allow clues to be reserved from the market and the villain cards cause players to lose clue cards or magnifying glass tokens or decrease the number of actions that can be taken. Personally, I preferred the game without these additions. In fact, the way the game randomizes which characters will be added to the tableau and in which order provides enough variability. This prevents a stable strategy from emerging early in the game and forces players to be more fluid.
Endgame: There is always room in my collection for simple worker placement games and Holmes: Sherlock & Mycroft, for what it lacks in theme, makes it up in simple game-play and enjoyment. This is not the immersive experience that is present in Sherlock Holmes: Consulting Detective but more a head to head abstracted game of push and pull as you attempt to deduct what clues your competitor are collecting. New gamers will have an easy time getting into this game and it is a perfect introduction to worker-placement style games. For experienced gamers, there are slight but pleasant notes of Ticket to Ride and Agricola that fit into a much briefer time frame.