With the Chief Detective now retired, their position is up for grabs. The first Detective to gather enough evidence to arrest their suspect will be offered the job. But beware – with so much at stake, your fellow detectives may use deception to secure the role. If they successfully fool you, they’ll win the race and claim the title of Chief Detective.
Lay your suspect card face-up in front of you, ensuring there’s enough space on the left, right, and below the card to add evidence cards later.
Suspect cards feature three different colors/icons. If your suspect card displays red, orange, and pink, your objective is to lay a matching evidence card for two of these colors face-up next to its corresponding color on your suspect card, as shown below. There are different rules for the third card you lay (we’ll explain that in a moment)!
The player to the dealer’s left goes first. On your turn, you can do one of the following:
a. Play one matching evidence card from your hand (place it face-up next to the same color on your suspect card).
b. Discard an unwanted card from your hand into the discard pile.
c. Play a special card from your hand (explained later).
After playing or discarding a card, draw a new card so that you always have 3 cards in hand. It’s now the next player’s turn.
Some evidence cards have a counter symbol (double arrows in the top left corner). These can be used to “jump in” and force a rival detective to discard an evidence card they’ve just placed next to their suspect. Jumping in with a counter card is only allowed if done before the next player has started taking their turn.
To use a counter card, the color of the counter card must match the color of the evidence card being placed.
a. Example: If someone places a red evidence card, you can counter it with a red counter card, forcing them to discard their red evidence card.
If a counter is played, both the original evidence card and the counter card are discarded, and both players must draw new cards to have 3 in hand.
If multiple players try to counter, only the first counter is accepted. Others return their counter cards to their hand.
The player who placed the original face-up evidence card can counter a counter if they have a counter card of the same color. When this happens, both counter cards are discarded, and the original evidence card remains in place. This evidence card can no longer be countered. Players can only counter a counter before replenishing their hand, not after.
Even when a player jumps in with a counter card, play still proceeds with the player to the left of the one who just took their turn.
Select a player and force them to discard all of their face-up evidence cards. The targeted player can counter the burn card by immediately playing a burn card if they have one.
Select a player and force them to discard one of their face-up evidence cards of your choice. The targeted player can counter the tamper card by immediately playing a tamper card if they have one.
Serve this card to any one of your rivals. The chosen player is now blocked, and must play this card into the discard pile as their next turn. While blocked, they cannot do anything, and the block is deactivated as soon as the card is discarded. The targeted player can counter the block card by immediately playing a block card if they have one. Blocks cannot be stacked.
Acts as any evidence color of your choice, but cannot be used to counter anything (including other wild cards). Declare your chosen color when playing the wild card – It remains this color until it is burnt or its color is changed. You can use a turn to change the color of a wildcard. For example, if it’s blue, you can move it to the red side of your suspect card, but this allows rivals to counter it using a red counter card.
Being a good detective isn’t just about gathering hard evidence, sometimes it’s about catching liars, and sometimes it’s about fooling others into a false sense of security to get what you want. After placing two evidence cards face-up beside your suspect, you must place your third evidence card face-down and attempt to fool your rivals. You are not required to place your third card on the turn immediately after placing your second card. You can choose to wait until a later turn if you prefer. Note: The face-down evidence card cannot be countered.
In the scenario pictured, the player has two options:
a. Lay the correct colour evidence card (i.e. an orange card, or a wild card, since wild cards are always the correct color).
b. Place any other card and pretend that it’s an orange card.
In both cases, you will declare: “I have all of the evidence I need”.
Your opponents will now collectively decide whether you’re telling the truth or if they have their suspicions. In both cases, you only win if you fool your rivals.
a. You win if the evidence card is not the correct color (you fooled them).
b. If it is the correct color, you lose that evidence card and miss your next turn.
a. You win if the evidence card is the correct color (you fooled them).
b. If it is not the correct color, you lose that evidence card and miss your next turn.
Lay your suspect card face-up in front of you, ensuring there’s enough space on the left, right, and below the card to add evidence cards later.
Suspect cards feature three different colors/icons. If your suspect card displays red, orange, and pink, your objective is to lay a matching evidence card for two of these colors face-up next to its corresponding color on your suspect card, as shown below. There are different rules for the third card you lay (we’ll explain that in a moment)!
The player to the dealer’s left goes first. On your turn, you can do one of the following:
a. Play one matching evidence card from your hand (place it face-up next to the same color on your suspect card).
b. Discard an unwanted card from your hand into the discard pile.
c. Play a special card from your hand (explained later).
After playing or discarding a card, draw a new card so that you always have 3 cards in hand. It’s now the next player’s turn.
Some evidence cards have a counter symbol (double arrows in the top left corner). These can be used to “jump in” and force a rival detective to discard an evidence card they’ve just placed next to their suspect. Jumping in with a counter card is only allowed if done before the next player has started taking their turn.
To use a counter card, the color of the counter card must match the color of the evidence card being placed.
a. Example: If someone places a red evidence card, you can counter it with a red counter card, forcing them to discard their red evidence card.
If a counter is played, both the original evidence card and the counter card are discarded, and both players must draw new cards to have 3 in hand.
If multiple players try to counter, only the first counter is accepted. Others return their counter cards to their hand.
The player who placed the original face-up evidence card can counter a counter if they have a counter card of the same color. When this happens, both counter cards are discarded, and the original evidence card remains in place. This evidence card can no longer be countered. Players can only counter a counter before replenishing their hand, not after.
Even when a player jumps in with a counter card, play still proceeds with the player to the left of the one who just took their turn.
Select a player and force them to discard all of their face-up evidence cards. The targeted player can counter the burn card by immediately playing a burn card if they have one.
Select a player and force them to discard one of their face-up evidence cards of your choice. The targeted player can counter the tamper card by immediately playing a tamper card if they have one.
Serve this card to any one of your rivals. The chosen player is now blocked, and must play this card into the discard pile as their next turn. While blocked, they cannot do anything, and the block is deactivated as soon as the card is discarded. The targeted player can counter the block card by immediately playing a block card if they have one. Blocks cannot be stacked.
Acts as any evidence color of your choice, but cannot be used to counter anything (including other wild cards). Declare your chosen color when playing the wild card – It remains this color until it is burnt or its color is changed. You can use a turn to change the color of a wildcard. For example, if it’s blue, you can move it to the red side of your suspect card, but this allows rivals to counter it using a red counter card.
Being a good detective isn’t just about gathering hard evidence, sometimes it’s about catching liars, and sometimes it’s about fooling others into a false sense of security to get what you want. After placing two evidence cards face-up beside your suspect, you must place your third evidence card face-down and attempt to fool your rivals. You are not required to place your third card on the turn immediately after placing your second card. You can choose to wait until a later turn if you prefer. Note: The face-down evidence card cannot be countered.
In the scenario pictured, the player has two options:
a. Lay the correct colour evidence card (i.e. an orange card, or a wild card, since wild cards are always the correct color).
b. Place any other card and pretend that it’s an orange card.
In both cases, you will declare: “I have all of the evidence I need”.
Your opponents will now collectively decide whether you’re telling the truth or if they have their suspicions. In both cases, you only win if you fool your rivals.
a. You win if the evidence card is not the correct color (you fooled them).
b. If it is the correct color, you lose that evidence card and miss your next turn.
a. You win if the evidence card is the correct color (you fooled them).
b. If it is not the correct color, you lose that evidence card and miss your next turn.
The Suspicion deck can be used for a variety of games—some similar to Suspicion, and others entirely different. Here are our favorite games to play with the Suspicion deck:
Medium
Do you love Suspicion but want a little more… sabotage? Criminal Edition allows you to arrest other players’ suspects rather than your own.
Medium
Fancy a more simple, laid-back version of Suspicion? No-Bluff allows you to play without the intensity of a final bluff.
Easy
Arrest Race is a fast-paced, luck-based game that is sure to get you and your friends/family hooked! With gameplay that is completely unique compared to other Suspicion games, Arrest Race is a must-try.
Bluff, deceive, and outsmart your friends with Suspicion — the perfect fast-paced card game for your next game night!
Bluff, deceive, and outsmart your friends with Suspicion — the perfect fast-paced card game for your next game night!