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Château Noir - 1920's Detective Themed Table Idea

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  • Château Noir - 1920's Detective Themed Table Idea

    Chateau Noir is a murder mystery table set in the 1920’s. Gordon Umshoe is first on the scene to the grand Chateau Noir, where the murder of Mr Black has occurred. It’s Gordons task to search the chateau for clues, as well as interrogating potential killers to work out who did the murder, in what room it took place and which murder weapon was used.

    At the beginning of the game, RNG picks a scenario in which Mr Black was killed. There are 216 possibilities.

    The investigation sinkhole traps the ball and lets you pick with the flippers which avenue of investigations you would like to follow, as well as letting you “Solve Crime” when you think you have the correct answer. Trying to solve the crime and getting it wrong instantly results in a game over. The categories you can pick are Suspect, Location and murder weapons.

    Hitting a skillshot rewards the player with points and also deducts 1 possibility from the overall outcome of the crime.

    There are 6 suspects in the game. Each suspect has a set of requirements.

    Miss Rosso - HIt an orbit combo of 5.
    Lecturer Lilac - Hit the Lecturer Lilac target in the Observatory mini playing field.
    Mrs. Azure - Light the targets on ramp posts “M”, “R”, “S”, “A”, “Z”, “U”, “R” and “E”.
    Reverend Emerald - Drop the drop targets in the Study.
    Field Marshal Lemon - Hit the mushrooms on the shooting range a set amount of times.
    Mrs. Fuschia - Light up all the hoops on the croquet lawn.

    Upon completing any of these tasks, the “Interrogate” sinkhole uncovers and allows you to hear what they have to say.

    However, one of these suspects will tell you a lie when interrogated. If Rosso tells you she was playing Croquet with Lilac and then Lilac tells you he was shooting with Lemon, you have to ask Lemon and see what he says. If he says they were shooting it puts Lilac in the clear and breaks Rosso’s alibi. 1 person will always lie, 2 people will be vague and 3 people will always tell you the truth. Some lines from the stories told might tip you off on murder weapons and locations.

    Completing and verifying a person's story removes their option from the “Solve Crime”

    Above the flippers is a tally of the people you’ve interrogated. Lit suspects are guilty, flashing suspects are a possibility and unlit suspects are no longer part of the investigation.

    Any suspects not interrogated add their score to the jackpot for solving the crime, so listen carefully when suspects are telling their story and look for contradictions.

    Searching for the Murder Weapon
    Use the investigation sinkhole to switch your investigation targets to the murder weapons.

    Paperweight - Score a set amount of points in the Observatory
    Knife - Score a set amount of points from ramps.
    Fire poker - Score a set amount of points from Study targets
    Rifle - Score a set amount of points from the Shooting Range
    Poison - Score a set amount of points from orbits.
    Croquet Mallet - Score a set amount of points from Croquet related targets

    Once a weapon has been found the “Examine” sinkhole will uncover and you can shoot it to get Gordon to say his piece on it. One weapon will be the item used in the crime, two weapons will be a possibility and the remaining 3 weapons have nothing to do with the murder..

    Above the flippers is a tally of the weapons you’ve examined. Lit weapons are the murder weapon, flashing weapons are a possibility and unlit weapons are no longer part of the investigation.

    Any weapons not examined will add their score to the jackpot of solving the crime, so pay attention to what Gordon has to say when he’s giving them the once over.

    Searching for the Murder Location

    Use the investigation sinkhole to switch your investigation targets to the murder location.

    The Study - Hit the Study drop targets to reveal a secret passage behind the bookcase, hit the secret passageway to discover this areas secrets.
    The Observatory - Beat the mini playing field in one passthrough and hit the sinkhole to discover this areas secrets.
    The Shooting Range - The area around the mushrooms, the mushrooms rotate with each time they hit. On a complete revolution they sink into the table, sink all 4 and give up this areas secrets.
    The Hall - Light up all the posts on either side of the ramps and then hit the uncovered “examine” sinkhole to uncover this areas secrets
    The Croquet Lawn - Pass through all six hoops to give up their secrets.
    The Lounge - Build a combo to x5 and then hit an orbit to find the secret entrance OR hit the orbit and skillfully find the hidden path to give up this areas secrets.

    When finishing examining a room Gordon will say his piece on it. One room will be the murder location, two rooms will be possible locations and the final three rooms will no longer be part of the investigation.

    Above the flippers is a tally of the rooms you’ve examined. Lit rooms are the murder location, flashing rooms are a possibility and unlit rooms are no longer part of the investigation.

    Any rooms not examined will add their score to the jackpot of solving the crime, so pay attention to what Gordon has to say when he’s giving them the once over.

    Extra balls.
    There are no extra balls in this game, however at certain score intervals you will be offered a sinkhole randomly selected on the table to give you a free clue which will eliminate either a suspect, weapon or location.

    Multipliers
    There are no score multipliers in this game, however lighting all rollovers on the inlanes (can be unlit be progressive rollovers) will give Gordon more information than he would usually get when interrogating or examining. For instance a suspect who might not have anything to do with it may have leads you can follow, similarly with weapons and locations.

    When all clues have been collected, or the player has worked out who the killer is, what they used and in which location the murder took place, they can hit the “Investigate hole and select “Solve Crime”. Any eliminated evidence is removed from the possibility, leaving the player with only possible cases. Solving the crime correctly resets the table and pays out any bonuses to the jackpot. Having a stab at solving the crime and getting it wrong ends the game. Make sure you have your facts before laying your cards on the table.

    If you liked this idea, then have a read over my other idea for a table based around rock n roll excess called ROCK HARD https://forum.zenstudios.com/showthr...med-Table-Idea

    Other table idea will be coming soon. Thanks for taking the time to read my ideas and I look forwards to seeing you next time.
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