Game Info
Players
2-4
Age
14+
Playtime
180 min
Collection
Mechanic profile
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Vibe profile
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Description
No description available.
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Rules Teach
Batman: Everybody Lies - How To Play
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
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Video 2R3c6p2qAZo
watch it played Rules Teach at 0:14 sentiment: positive
video_pk 64382 · mention_pk 157832
Click to watch at 0:14 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Warm-up case that is accessible for new players
- Cooperative play with private goals adds flavor and tension
- Episodic structure allows for multiple cases and ongoing narrative
- Website integration provides online clues and files
- Encourages discussion and sharing insights
Cons
- Some leads can be repetitive or a time sink
- Not fully spoiler-free; you need to manage many rules and cards
Thematic elements
- crime investigation, secret task force, personal goals
- Gotham City
- episodic, case-based with leads and scene cards
Comparison games
none
Mechanics (from transcript analysis)
- character abilities — Characters can spend evidence tokens to gain a character token or advance their personal goal.
- Deck building — Each case uses its own lead deck; leads specify a number and a scene perspective; scene decks provide stories and clues.
- End of investigation and scoring — Investigations end when players feel they have enough answers; a final report is filled out and scoring is charted.
- Evidence tokens and invest actions — Evidence tokens are collected via leads or an 'investigate' action and used to pay costs or advance personal goals.
- Files on the website — The game uses an online database to read files (police reports) related to leads.
- investigation track — An investigation token advances along a track whenever leads are followed; faster progression yields a better final score.
- Lead costs and resolution — Following leads may require paying a cost printed on its location tile; costs are paid by tokens and may unlock new leads.
- Lead deck and case structure — Each case uses its own lead deck; leads specify a number and a scene perspective; scene decks provide stories and clues.
- Non-turn, collaborative action — Players decide together what to do next instead of traditional turns.
- Personal goals and informants — Each player may gain personal goal cards; some tiles show an 'informant' side granting different abilities; only controlling player can read their personal card.
- Track advancement — An investigation token advances along a track whenever leads are followed; faster progression yields a better final score.
- Unique player powers — Characters can spend evidence tokens to gain a character token or advance their personal goal.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Batman Everybody Lies is made up of four episodes that you play in order starting with the prologue which is technically numbered as case zero
- the game itself isn't played in turns
- this first episode is really meant as a warm-up it won't be too challenging but it will help you get a sense of the game
- you and the other players will be working towards a shared goal in this case
- this game is assisted by a website
References (from this video)
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