A–Z
Accusation. Your one attempt per game to name the three stash cards. Made from inside a location; right wins, wrong puts you out.
Bots. Computer players at Easy, Normal or Hard. They see only what their seat would see.
Case log. The record of the game: every roll, interrogation, "no match", shown card and accusation, in order.
Case notes. Your private sheet of all 21 cards, with a column for each player.
Crew. The six suspects: Selim, Rafael, Adriana, Céleste, Lena and Marcus.
Interrogation. Your question on a turn: one crew member, one method and the location you are standing in.
Learn by playing. A ten-minute coached game against two easy bots.
Location. One of the nine rooms of the safehouse: Garage, Workshop, Kitchen, Lounge, Office, Lab, Rooftop, Storage room and Bathroom.
Method. How the safe was cracked: Master key, Crowbar, Spy cam, Drill kit, Safe sensor or Liquid nitrogen.
No match. What a player says when they hold none of the three cards in a question. It tells everyone something.
Notes assistant. An optional helper that fills in your case notes with what you have seen.
Private room. A table only people with its code or link can join. Three to six seats.
Two-player mode. A separate mode for two players. Coming soon.
Public table. A table anyone can join through Play online. Starts at four players; bots fill seats after a minute.
Reactions. Four quick emotes you can send at the table.
Room code. The short code that lets friends join a private room.
Secret passage. A shortcut between opposite corner locations, used instead of rolling.
Show a card. Revealing one matching card, privately, to the player who asked. You have 15 seconds to choose.
The stash. Where the three answer cards are hidden: one crew member, one method and one location.
Turn timer. 45 seconds by default; 30, 60 or off in private rooms.
