Who Stole Ed's Pants?
Notify me if/when this item becomes available:
(you will be asked to log in first)
from 7 customer reviews
Please Login to use shopping lists.
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....
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.
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.
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.
Last year's category Runner-Up still has us trying to change the initial random "Facts" about Who, When, and Where. It's a zany but complex investigation that would have both bemused and challenged Sherlock Holmes. Evidence cards planted on someone will stick, but they only count if they match a current Fact. The initial ranking of Witnesses can be changed by shrewd cardplay, so your witness can suddenly become more credible and able to deflect attention from you by changing an inconvenient Fact. When cards are depleted, whoever has fewest valid accusations wins (the one without pants, perhaps?). After all, in this intense struggle to prove your innocence, nobody cares who actually did the crime!
Everyone in town knows one of you did it, but rumors abound about Who, When, and Where. The initial "Facts" of each category and the credibility of Witnesses can be changed by shrewd cardplay. Groups of Witnesses are randomly ranked in order of credibility. Discarding a Witness card alters its group's standing. Change an uncomfortable Fact with another if your Witness's credibility is sufficiently high. Evidence planted on someone sticks, but is only detrimental when it agrees with a current Fact. When the cards are depleted, the suspect with fewest accusations wins. This zany brawl to avoid conviction will leave you with new respect for gumshoes.