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Who Stole Ed's Pants?
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Who Stole Ed's Pants?

2nd edition

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Product Awards:  

Ages Play Time Players
12+ 60 minutes 3-4

Designer(s): Jim Doherty

Manufacturer(s): Eight Foot Llama

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Product Description

Never one to clamor for attention, Ed was happy to ignore the embarrassing theft of his pants and just climb into bed.

But today, he awakens to find that word of the crime is all over town, and everyone is eager to point fingers. Rumors are flying. Wild accusations are made at the drop of a hat. And the police will arrest anyone just to quell the uproar.

You need to make sure the mobs don't come after you. Better yet, plant some evidence on your friends and drop hints as to their less-than-stellar character. Anything goes, because in all the excitement, no one has even bothered to ask Ed the details of the crime. If you can keep your own record clean, you might even become the hero for turning in the thief of Ed's pants!

But you'll need supporters to back you up. Fortunately, there's plenty of townsfolk who owe you favors and government officials who need allies. Plus, the circus is in town. Choose your friends wisely, because the wrong acquaintances can make you a target for others....

Product Awards

Product Information

  • Designer(s): Jim Doherty

  • Manufacturer(s): Eight Foot Llama

  • Year: 2001

  • Players: 3 - 4

  • Time: 60 minutes

  • Ages: 12 and up

  • Weight: 220 grams

  • All-Time Sales Rank: #179


  • 95 cards
  • 4 player mats
  • 14 glass gaming stones
  • 1 rulebook

Product Reviews


Average Rating: 3.8 in 8 reviews

Got Pants?
July 23, 2002

This is a nice card game of framing your playmates. Everyone is a suspect in stealing the pants and you want the change your alibis and other's alibis so you can change the facts of the case to your advantage and plant evidence on other players to incriminate them. Easy to learn. Has 2 different ways to play. 3 player free for all or 4 player with 2 teams of 2. Both are enjoyable and a lot of fun.

Note: this review refers to a different release of this product.
Deceptively Strategic
July 01, 2002

The farcical subject matter belies the wide range of play choices that make Who Stole Ed's Pants? a significantly more complex game then it would appear.

Basically there are three card types: Evidence, Facts and Witnesses. Evidence and Facts are broken down further into Who, What and Where categories. All seven of these card types are distinguishable from the backs of the cards. This makes it so that you can tell the basic composition of the other players hands. It also allows you to see the type of Evidence or Fact card that is available for draw from the corresponding draw pile (there is an individual draw pile for each of the three basic card types) and you are allowed to choose which draw pile to replenish from (and affect the end of a hand since the hand ends when any draw pile is exhausted).

An example of the complexity of play: The primary focus is on playing as many evidence cards on the other players as possible, but your ability to do this is based upon witness cards that you are dealt at the beginning of the game, one in each category: who, what and where. Your witness in the category of the evidence card you wish to play must be considered 'more credible' than the target's. Witness are ranked 1 to 6 in 6 different categories and the categories are assigned relative credibility randomly at the start of the game (such that a rank 6 in the law enforcer category could be outranked by a rank 1 in the circus performers category if the circus performer witness category is 'more credible' than the law enforcers categeory). If your witness is not credible enough in relation to your target's then you can play a witness card from your hand to 1) change your witness, as long as the new card's rank is lower than or equal to your current card's (but presumably of a higher category) , 2) change your opponent's witness, as long as the new card's rank is higher than or equal to their current card's (but presumably of a lower category) or 3) play a witness card that allows you to shift the order of that category up or down in credibility (based upon the rank of the card).

The complexity of play makes it somewhat difficult to teach to non-gamers/children, and makes it somewhat daunting for these people to play against a more experienced, strategic player. The luck inherent in a card game and the potential to be ganged up on can somewhat level the playing field but the off the wall subject matter may lead people to believe this game is more simple than it is.

In the long run, however, the game is fun to play and has enough play options that every person is actively participating.

Note: this review refers to a different release of this product.
by Peggy
Ed's pants - More fun than a barrel of pantless monkeys!
February 28, 2002

This is a deceptive little game. It seems silly, at first glance. But it's got layers of strategy and gets more complex with each playing. The two team game (4 player) is a different animal than the 3 player free-for-all. New players may stick to planting evidence and changing facts. Experienced players will find new challenges and fun in playing with the witness credibility scale.

A fun little game, and well worth picking up.

Note: this review refers to a different release of this product.

Show all 8 reviews >
Jim Doherty
November 18, 2001

Despite its light theme, WSEP is very much a strategy game. Players are trying to frame each other for the theft of Ed's pants while keeping their own apparent guilt at a minimum. In a 4-person game, players will win or lose along with their partner, while in a 3-person game it is everyone for themselves.

The crime is described by three categories: When it happened, Where it happened, and Who the thief resembled. Players plant evidence on each other in each of these categories. In addition, they can change the focus of the police investigation so that certain evidence cards are the most damaging. The idea of course is to keep the police more interested in your opponents than yourself.

These actions can only be taken, however, if your own supporters have sufficient credibility. Each player has three witnesses on their team, one per crime category. The credibility of these witnesses can be altered, or the witnesses themselves replaced, through card play.

As such, players have a lot of options in advancing their position, but they may only perform one action per turn. After two scoring rounds, the guiltiest player is arrested for the theft, while the most innocent player claims victory for identifying the thief.

Note: this review refers to a different release of this product.

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