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Witnesses wanted! Over the weekend, the crime rate climed immensely. Who can give evidence to the following crimes: wrongful parking on Park Lane, Tooth Fairy mugged at the dentist, trick thieves rob magic shop, City Park bank robbed?
Amongst 4 suspects there is always a culprit who has to be identified with the help of evidence from the witnesses. Each suspect has 5-6 distinctive marks, with which he can be identified. The witness who delivers the most correct evidence (and thereby scoring the most points) wins.
I bought alibi for a thirteen year old niece and a twenty-one year old daughter. Subsequently, my son bought the game for me. Now I have a friend who wants to know where he can get one. This game is destined to become a family cult favorite as 'Golfmania' has become. The game is quick to learn, quick to set up and quick to play. A typical round takes about half an hour. There is a certain degree of luck to the game, but also a decent amount of strategy as you decide which cards to play right away and which to hold for the moment when they might score you the most points. There have been occasions when holding a card to long has allowed another player to steal points I was counting on collecting. The lead changes often enough, even in this short game, to keep everyone interested to the end. Beware that the rules (at least the ones in English) do not tell you to replenish your hand after each turn; if you don't you soon have no cards to play with! In addition, some sort of system or 'laying pattern' must be established as you play because each player must be able to identify each and every card he or she has played so scoring is kept straight. These are minor concerns that clever gamers can decide to address in whatever way they wish. If you've got a half hour or an hour an a half, Alibi is a great choice . . . . and it fits in your back pocket!
Four of the 12 suspect cards are always in the lineup. Forty-eight clue cards show a characteristic of the culprit: gender, hair length, clothing, or item carried. Each turn, discard a card matching a characteristic of one or more current suspects. A suspect is guilty, and replaced by another sucker, when someone lays a fifth distinct clue against him or her. Earn a point for each clue card you played that fits the culprit. Highest score after all suspects are locked up wins. Laying contradictory clues ensures that you'll get at least some points for the eventual culprit. Special clue cards allow you to eliminate a suspect from current deliberations, or to remove an opponent's clues. Unreliable witnesses have never been so entertaining!