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Awkward Guests 2 - Rules English

The document outlines the game 'Awkward Guests 2: The Berwick Cases,' a mystery and deduction game where players assume the roles of investigators and masterminds to solve the murders of the Berwick twins. Players must orchestrate and solve two separate cases involving identical crime scenes and suspects, competing to answer key questions about the murders. The game includes various components such as inquiry dice, suspect cards, and tracking sheets to facilitate gameplay.

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0% found this document useful (0 votes)
5 views24 pages

Awkward Guests 2 - Rules English

The document outlines the game 'Awkward Guests 2: The Berwick Cases,' a mystery and deduction game where players assume the roles of investigators and masterminds to solve the murders of the Berwick twins. Players must orchestrate and solve two separate cases involving identical crime scenes and suspects, competing to answer key questions about the murders. The game includes various components such as inquiry dice, suspect cards, and tracking sheets to facilitate gameplay.

Uploaded by

val
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 24

CREDITS

Version 02 (December 2023)


An original game by
MEGACORPIN GAMES
crafted in Spain
Game Design
Paz Navarro Moreno
Rodrigo Gonzalo García
Illustrations and Graphic Design
Samuel Gonzalo García
Laura Medina Solera
Game Development
and Beta Testing
Paloma Gonzalo Aliste
Javier Mayans Arrabal
Diego Aguado Hernández
Jorge Gonzalo Rodríguez
Translation
Cristóbal Morales Capita
Emily Gendrolis
Made in China by STARRY
GAME MANUFACTURING

We would like to thank all of our backers who funded


the first edition of this game in 2023. This investigation
could not have begun without you.

THE BERWICK CASES


2
Introduction p. 4
Game Description p. 5
Game Contents p. 6
Game Objective p. 12
Game Setup p. 12
Orchestrating the Murders p. 14
The Round Sequence p. 18
Investigation Phases p. 18
Inquiries p. 19
Resolution Phase p. 23
What’s the penalty for answering p. 23
incorrectly when trying to resolve?

THE BERWICK CASES


33
Just a week apart from each other, the Berwick twins were found dead in their bedrooms...and
all signs point to homicide.

First it was Beatrice, murdered while hosting a cocktail party at her mansion. Seven days
later came Berenice’s demise after summoning the same six awkward guests that her sister had
invited. Had she learned nothing from Mr. Walton’s fate and dared to seek out her twin’s killer on
her own?

The police have proven incapable of finding the culprits and now risk facing the court of public
opinion. That is why the chief inspector has desperately requested the help of the two most highly
reputed investigators in the business. Obviously, you are one of them. The other one is the person
currently on your mind, the one you’ve had an ongoing rivalry with for years.

Two murders occurred in almost identical crime scenes, surrounded by indistinguishable


circumstances, with the same exact suspects and with two victims that were like two peas in a
pod. Of course, it is now time to find the culprits and to seek justice, but this might also be the
best chance to settle, once and for all, who the best detective is.

The challenge is clear: you will each take on one of the cases and whoever solves theirs first, wins.
Will you settle for second place?

THE BERWICK CASES


4
Awkward guests 2: The
Berwick Cases is a game of
dice, mystery and deduction
that offers you the challenge of
not only solving the homicide
of one of the Berwick twins…
but also of orchestrating the
murder of the other one.
In each of the cases you will
lead a different role. The first investigator to WHO killed
answer these questions Beatrice/Berenice
correctly: Berwick?

In one case you will be


the mastermind WHY did they do it?
that ORCHESTRATES
the murder of one HOW did they
of the twins, end her life?

wins the game.


while in the other
case, you will be the
investigator
that tries to SOLVE the
murder of the other twin. 2 PLAYERS 12+ 30’-40’

THE BERWICK CASES


55
Imagen 3: Dados de consulta.

Image 1: Suspect cards.

Image 2: Notebook with tracking


This rulebook. sheets (double sided)
3 inquiry dice.
6 suspect cards.
1 notebook with tracking sheets (double sided). Image 3: Inquiry board
1 inquiry board (double sided). (double sided).
2 screens to prevent “awkward glances”.
60 game cards, divided into two sets,
one for each case.

Image 4:
Inquiry
dice.

THE BERWICK CASES


6
Each inquiry die has the Image 5: Screens to prevent
following sides: “awkward glances”.
forensics

evidence

testimonies

interrogations

the help

the help

Image 6: Game cards of the Berenice case Image 7: Game cards of the Beatrice case

10 forensic sign cards 10 forensic sign cards

1 “I’ll keep 1 “I’ll keep


investigating” investigating”
18 connection card 18 connection card
cards cards

1 “I resolve” card 1 “I resolve” card

THE BERWICK CASES


7
Images 8 and 9:
tracking sheet
Each side of the AWKWARD
GUESTS 2: The Berwick Cases
tracking sheet represents one
of the murder cases of the Berwick
sisters: Beatrice and Berenice.
Both cases have exactly the same
elements except for the blueprints
of the mansions, which are mirror
images of each other. Let’s look at
one of the two sides in detail.

Image 8: Beatrice case side

Image 9: Berenice case side


THE BERWICK CASES
8
Role Area to mark your role in this case: These checkboxes are used to This header specifies what Solution Area
keep track of your failed attempts case this side of the board to write the solution for this case:
mastermind or investigator. to solve this case. Killer, motive, and weapon.
corresponds to.

Suspects Area to register


information about their
motives and their favorite
types of weapons.

Map of the mansion to jot


down the information
provided by the help and
the alibi rooms used by
the suspects.

Forensics Area to keep


track of information
regarding the crime
weapon.

THE BERWICK CASES


9
Suspects Area
Motive identifier Name of the guest.
number.

These are the testimony


boxes. They indicate
whether or not
The symbols testimonies associated
with numbers on them with a certain motive have
represent the suspect’s been made. For example,
possible motives for Desmond Duncan could
murdering the Berwick testify against Remedios
Sisters. del Real by declaring that
she had motive #12 to
commit the crime.

These are the evidence


boxes. They indicate These are the favorite
whether or not the type of weapon boxes.
evidence associated with They indicate a suspect’s
a motive has been found. favorite type of weapon
Evidence of motive #10 (the only weapon
can be found in the dining they would use if they
room. committed the murder).
Forensics Area
Signs Types of weapons
Strong Burn marks
Weapon type odor
Blunt
and identifier
number Heavy Cyanosis or
bleeding bruises Firearms
Illustration of Oily Defensive
the weapon substance wounds Blades

Signs of Rictus
These are a fight grin Poisons
the signs the
weapon leaves
on the corpse Attacked from Torn
behind clothing Suffocating
when used.

THE BERWICK CASES


10
Blueprint of the mansion

Each room has a The bedroom is the Crime scene, the room where both Beatrice These connections are the possible paths
distinctive symbol and Berenice were killed. the killer could have taken to cross from
assigned to it. one room to another.

These footprints with


the suspects’ initials
are crossed out during
Crime scene room the game to mark what
suspects did not pass
through that room.
Bedroom They are only present in
walk-in rooms.

These numbers represent


Walk-in rooms the weapons found
in the room.
To identify them, see
Greenhouse the Forensics Area.

Gallery
A suspect’s alibi room
is where they say they
Dining room were at the time of
the murder. For the
murderer, it is the room
Study from which they began
their journey to the
bedroom.
Bathroom

This is the murderer’s


alibi box.
Starting rooms When orchestrating
the murder, this is
where you will write the
Guest house murderer’s initial
to identify it as their
alibi room.
Porch

Tea Room These are the suspects’ alibi boxes.


These are the starting rooms. They are the only ones that During the investigation, this is where you will write the
Vestibule the suspects can identify as their alibi rooms. initials of the suspects who say they were in that room at
the time of the murder

THE BERWICK CASES


11
Place your tracking sheets
showing the side of the case of
which you are each investigators.
Sit facing each other at the game table. In the Role Area, circle the
For each case, assign a role to each player: Investigator box.

The goal of the game is to solve Take the “I resolve” and I’ll keep investigating”
If you are the investigator cards that correspond to each of your cases.
the murder orchestrated by your for the Beatrice case, your rival will be
opponent before they solve the the mastermind
one you orchestrated for them. Then flip over your tracking
The solution must answer the It will be the other way around sheet. Circle the mastermind
following questions correctly: for the Berenice case; box in the Role Area on this side
you will be the mastermind of the sheet.
and they will be the investigator.
On this side you are going to orchestrate the
WHO killed Beatrice/ Place the Inquiry board between the two of crime that your rival will try to solve. Victory
Berenice Berwick? you face up, showing the side of the Beatrice will depend on your deduction skills and also
case. Place it so the arrows point to the player on how well you design your rival’s challenge.
WHAT WAS THE MOTIVE? with the correct role.
Take the connection and forensic sign decks
WHICH WEAPON Leave the suspect cards next to the inquiry that correspond to each of your cases.
was used to end their life? board.
Let the game begin!
Take a screen and one tracking sheet each.
You will also need pencils to write with.

THE BERWICK CASES


12
The inquiry board is then placed between them, with the Beatrice case side facing up
as shown below:
GAME
SETUP
EXAMPLE
Paz and Ron are going to play a game of
AWKWARD GUESTS 2: The Berwick Cases.

The first thing they have to do is assign the roles


for each case.

This is how they do it:

In the Beatrice case, Paz will be the investigator


and Ron the mastermind .
Then in the Berenice case, Ron will be In the Berenice case, the roles are switched and the sheets and board are flipped to
the investigator and Paz the mastermind the other side.
This is how the Role Areas in the tracking sheets
look now:

PAZ

RON

THE BERWICK CASES


13
1. Choose a MURDERER from among
the 6 suspects 1. Paz chooses Yoriko Yagami (Y) as the MURDERER.
DEQRYZ
Write their initial in the designated Y
space in the Solution Area.

2. Choose the CRIME MOTIVE among 2. Yoriko Yagami’s (Y)


possible motives are #13,
the 3 possible options #14 and #15.
available for that suspect.

Use a checkmark to verify the Paz picks motive 


two testimony boxes and the evidence
as the crime
motive.
15
box that belong to that crime motive.
The following pages explain Y 15
the 8 steps that must be
followed to orchestrate the
murder that your rival must 3. Designate one of the starting rooms as 3. Paz designates the tea room as
solve. the murderer’s ALIBI ROOM. the murderer’s (Yoriko Yagami
Parallel to the explanation, (Y)) alibi room.
we will see how Paz
followed these steps when
designing Berenice’s murder. This is the room they will say they
Simultaneously, Ron will were in at the time of the murder.
have followed the same steps Write the murderer’s initial in that
to plan Beatrice’s murder. room’s murderer’s alibi box and cross
out one of the suspects’ alibi boxes. No
more than 3 suspects can be placed in Y
the same room (2 if the killer claims to
be in it).

THE BERWICK CASES


14
4. Paz traces the murderer’s path following the restrictions.

4. Trace the PATH followed by the murderer


starting from their alibi room
and ending in the bedroom (the
crime scene). The path must
fulfill these conditions:
• It MUST use EXACTLY 4 connections.
• It CANNOT pass through the same
room twice.
Check the boxes of the connections
used by the murderer to get to the crime
scene and circle their footprint in the
walk-in rooms they have crossed.

Then, take that case’s connection deck Y


and return the 4 cards (face down) The path traced by Paz requires
that correspond to the connections used by removing these cards from the
your killer to the game box. They will not be game:

This is where Paz places her cards


This is where Ron places his cards
used in the game. Shuffle the rest and place
them face down next to the inquiry board
on your rival’s side of the table.

Paz then shuffles the rest of the cards and places


them next to the inquiry board on her rival’s side
of the table.

THE BERWICK CASES


15
5. Taking into account the rooms crossed by Yoriko Yagami, the murderer,
5. Choose the CRIME WEAPON among those
available in the rooms crossed by the murderer
on their path to the crime scene.
these are the weapons 1 5 10 16 3 7 14 18
available on her way to

7
the crime scene:

Y 15
Write the identifier number of the chosen
crime weapon in the space designated for it in Paz chooses the revolver
the Solution Area. found in the Study.

She marks that type of weapon as


In the Suspects Area, in the killer’s profile, Yoriko’s favorite in her profile in the
mark  that type of weapon as their favorite Suspects Area.

Find the crime weapon in the Forensics Area


and circle its identifier number. Then draw
a checkmark  inside the boxes of the two
signs it leaves on the corpse.

Then, take the deck of forensic


sign cards of the case you are
orchestrating and, remove the 2 cards that
Since the crime weapon
correspond to the signs left by your crime chosen by Paz was the
weapon. Place them face down inside the revolver, she must now
game box, they will not be used in the game. remove these cards from the
game.
Shuffle the rest and place them face down
next to the inquiry board, on your rival’s side
of the table.

THE BERWICK CASES


16
The murder has been committed, 6. Paz marks 8 false clues to mislead Ron 5 3
all you have to do now is follow the
remaining steps to complete the crime
scene to create a challenge worthy of
your rival:
6. Add false clues to mislead your rival.
Mark 5 testimony and 3 evidence
boxes related to motives different
from the actual crime motive. If
you like, you can mark boxes from IMPORTANT: No suspect, including the
the other 2 motives available in the murderer, can have more than one motive fully NO YES
murderer’s profile. checkmarked (2 testimonies and 1 evidence).

7. Assign a favorite type of weapon 7. Paz assigns a favorite type of weapon to all the other innocent suspects.
to each of the innocent suspects. A
suspect may have the same favorite
type of weapon as other suspects
(including the killer).
8. Assign a starting room to each of the 8. Paz distributes the innocent suspects among the 4 starting rooms.
innocent suspects to show where they
were at the time of the murder and
write their initial in an empty alibi box.
Q

RZ ED Y
IMPORTANT: It is not allowed to place
more than 3 suspects in the same room
(2 if the killer claims to be inside).

All set to go! You have now finished orchestrating the murders. Double check everything because from this moment on, it is strictly
forbidden to make any modifications. You’ll find a summarized help guide of this whole process on the player screens.
IMPORTANT: Once you have finished orchestrating the murder, all remaining boxes without a checkmark are considered crossed out
Place both of your tracking sheets with the Beatrice case facing up and you are now ready to start the game rounds. THE BERWICK CASES
17
The investigation phases for both cases are carried out similarly. In each investigation phase the investigator takes
action while the mastermind provides them with information. At the beginning of any investigation phase, it is
ESSENTIAL that the inquiry board and the tracking sheets all show the side of the case being investigated.
As the investigator, you must perform the following actions:

1. Roll the 3 inquiry dice and reserve, if you like, the ones 1. Paz has obtained these results after
rolling the inquiry dice and decides to
with results that interest you. reserve one of the results:

2. (Optional) Re-roll all the dice you did not reserve.


You may do this only once.

3. (Optional) Discard an inquiry die to modify the result of


another die.

4. Raise
Once both murders have been queries.
planned out, the investigations With the results obtained in the roll, the investigator
begin. These are played out over 2. Paz rerolls the dice
will formulate up to 3 queries. To do this, they must place the she had not reserved
an undetermined number of dice on spaces of the inquiry board that match the results obtaining these new
rounds until one investigator (or obtained (see section “Inquiries” further down). results:
both) solves their case. Each round
consists of the following phases:
5. Solving queries.
The investigator chooses the order in which the
• Investigation phase of the
Beatrice case.
queries are resolved and writes the information obtained
on their tracking sheet. When required to intervene, the
3. Paz has 3 available dice to use, but
mastermind must always share TRUTHFUL decides to discard one of them in order
• Investigation phase of the
Berenice case.
information about the murder they orchestrated. to change the result of another. This
leaves her with 2 available dice.

• Resolution Phase. 6. Flip over the inquiry board and the tracking sheets.
Once the queries are resolved, the dice are set aside and the
inquiry board and tracking sheets are flipped over, ready for
the investigation phase of the other case.

THE BERWICK CASES


18
The investigator
in addition to placing the die on
a space, also picks 2 suspect cards
that they have not yet used in
To raise a query, the any other query of that turn.
investigator must place
an inquiry die in one of the How are they useful?
spaces of the inquiry board They reveal if the chosen
that matches the symbol suspects have testified against
obtained on the die. each other regarding any of their

+
We will now see the different motives.
types of queries that an
investigator can raise and How is it played out?
how they are played out. The mastermind
will reveal whether or not the
chosen suspects have testified
testimonies against each other: meaning,
which of the boxes under their
evidence motives that show each other’s
initials have a checkmark
interrogations and which ones do not. If there
is more than one box with
the help the other suspect’s initial, the
forensics
mastermind is obliged to reveal
the information in each one of ?
those boxes.

THE BERWICK CASES


19
How are they useful?
They reveal if there was evidence found in the
chosen room, related to specific motives.
How is it played out?
After the investigator places the die in a room,
the mastermind  will reveal whether or
not evidence was found in that room associated
to any of the suspects’ motives. In other words, ?
which of the evidence boxes with a matching icon
have a checkmark and which ones do not.

The investigator in addition to


placing the die on a space, also picks 2
suspect cards that they have not yet used in
any other query of that turn.
How are they useful?
They reveal the chosen suspects’ favorite
type of weapon or alibi rooms.
How is it played out? Q
The investigator chooses between R
favorite type of weapon or alibi room and ,

+
the mastermind will reveal that
information for both suspects. Q
R

THE BERWICK CASES


20
2x
How are they useful?
They reveal information regarding where the suspects
have moved around inside the mansion.
How is it played out?
It depends on the space where the investigator
places the die:

• Ifconnections 3

the investigator places it in the
space, they draw, face down, 2x
of the case they are investigating and cross out those
corresponding connections on their tracking sheet.
2º 2
• If they place the die in a room, the mastermind
will then reveal the names of 3 suspects who did not
pass through that room.The second time this result
is used in the same room, the mastermind
will reveal the names of 2 other suspects who did not
pass through that room. This result CANNOT be used
more than 2 times in the same room.

Optional rule:
The investigator  , in addition to placing the die
on a space, may also play 2 suspect cards that they
have not yet used in any other query of that turn so
the mastermind  reveals which of them did not
pass through that room. The cards of suspects that
+
have already been determined to have not passed
through that room cannot be used.

THE BERWICK CASES


21
1x
1x
How are they useful?
They reveal signs that were NOT found on the
corpse and therefore help rule out weapons that
are not the murder weapon.
How is it played out?
The investigator secretly draws 1x
of the case they are investigating and discards all
the weapons associated with the sign shown on
the card.

THE BERWICK CASES


22
At this phase of the game you will decide whether to solve the case orchestrated What’s the penalty for
by your rival or continue investigating. Throughout the game, each investigator answering incorrectly
will have only 3 attempts to solve the murder. If a player fails to solve the case on when trying to resolve?
their third attempt, they automatically lose the game.
During this phase, you will both take your “I resolve” and “I’ll keep investigating”
cards, and secretly choose the one that matches your intentions before If both investigators try to
simultaneously revealing them to each other. solve and both fail, they will
both cross out a failed attempt
• If you both decide to continue investigating, start a new round as box on the investigator side of
described earlier.
their tracking sheets.
• If at least one of you decides to resolve, that player (or players) must
write their hypothesis in the Solution Area of their tracking sheet. If only one of the
This is composed of: MURDERER’S INITIAL, MOTIVE IDENTIFIER investigators attempts
NUMBER AND WEAPON IDENTIFIER NUMBER. They will then reveal their to resolve and fails, only
hypothesis to their opponent. they will cross out a
failed attempt box on the
• If all 3 pieces of information are correct, and ONLY then, will the mastermind investigator side of their
say: “The case has been solved.” The player acting as the investigator wins and tracking sheet. Their rival
the game ends. If both players resolve correctly during the same resolution will then immediately receive a
phase, the one who has used the least attempts wins. If they have both used the bonus query in which they will
same number of attempts, whoever drew the least number of cards (adding roll 3 inquiry dice and ONLY USE
connection and forensic signs) wins. If they both drew the same number of cards, THE RESULT OF ONE of them.
whoever can reveal the correct path followed by the murderer wins. If the tie still After that, they will be given
persists, both players share the victory. the option to try to solve their
• Every time a player fails to solve, they must cross out one of the failed case. If they take it and fail, they
attempt boxes on their tracking sheet. When they cross out the third box, they will cross out a failed attempt
automatically lose the game. box on the investigator side of
• In any other case, the mastermind will say: “Keep investigating!”, without their tracking sheet.
providing any additional information. Then start a new round as described
earlier. After no one resolves correctly,
start a new round.
THE BERWICK CASES
23
Emily Signs Types of weapons
Desmond Quinton
Duncan Eckhart Quills Strong
odor
Blunt

Heavy Firearms

1 Ancestral affront:
Mr. Duncan had never gotten
4 Profitable kidnapping:
One of Mrs. Eckhart’s sons was
7 Avenged pets:
Mr. Quills blamed
bleeding
Oily
Blades
over the ridicule his ancestor “retained” by the Berwicks in the Berwicks for the substance Poisons
had suffered from one of the order to extort her. disappearance of his kittens.
Berwick sisters’ ancestors. Signs of
a fight Suffocating
2 Compromised honor:
Senator Duncan’s political
5 Convicted witness:
Mrs. Eckhart held a grudge
8 Gastronomic outrage:
The Berwicks’ had had the
Attack from
behind
career was in jeopardy because against the Berwicks for audacity to make culinary Crime
of a certain piece of information testifying against her during changes to Mr. Quill’s favorite scene room
held by the Berwick sisters. a trial. dish. Burn marks

3 Psychedelic migraines: 6 Congregation threat: 9 Wounded heart: Cyanosis or


bruises
Bedroom
Mr. Duncan never forgave Mrs. Eckhart was irritated Mr. Quills was spiteful towards
the Berwick sisters for by the Berwick’s lack the Berwicks because of his Defensive
providing his wife with illegal of contributions to her unrequited love towards them. wounds
medication. fundraisers. Walk-in rooms
Rictus
grin Greenhouse
Remedios del Yoriko Zachariah
Torn
Real Yagami Zilber clothing Gallery

Dining room
Each inquiry die has
10 Culinary espionage:
Ms. del Real accused the
13 Narcotic competition:
Mrs. Yagami had lost the
16 Sickening completism:
Mr. Zilber obsessed over
the following sides: Study
Berwicks of stealing her secret monopoly over “recreational a collection piece in the forensics
recipes to write a book. medicine” because of the Berwicks’ possession. Bathroom
Berwicks.

11 Perverse blackmail:
Ms. del Real was suspicious
14 Insurmountable debt:
Mrs. Yagami claimed payment
17 Crushed pride:
Mr. Zilber did not tolerate
evidence
Starting rooms
that the Berwicks had leaked from the Berwicks over many how the Berwicks constantly testimonies Guest house
compromising photos of her. of her artistic creations. mocked him.
interrogations Porch
12 Lethal jealousy: 15 Compromising sect: 18 Fatal property:
Tea room
Ms. del Real couldn’t stand Mrs. Yagami wanted to punish Mr. Zilber longed to get the help
seeing the Berwicks wooed by the Berwicks for leaving her ahold of some real estate that
other suitors. collective meditation group. belonged to his deceased wife, Vestibule
aunt of the Berwicks. the help

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