Ten passengers. Nine innocent. One imposter — and you get one accusation.
The Blue Falcon diamond is gone, and the airship Zephyr is four hours from land. Ten passengers sit in your cabin — nine hold real tickets, and one boarded with forged papers. You are the detective, and you have exactly four legs of the flight to find the liar.
Ask. Compare. Accuse. Each leg allows three questions: check a boarding pass, a ticket stub, a carry-on, or ask where someone spent the evening. Every answer lands in your case notes — and the purser's manifest tells you what the truth is supposed to look like. Ten seats, issued once. Three first-class tickets. Ten registered carry-on items. Nobody spent the night alone. When a passenger's story breaks one of those rules, your notes flag it in red.
One accusation. No second chances. Name the imposter before the wheels touch and earn the bounty — five coins, plus one for every contradiction you proved. Name wrong, and the imposter walks off the airship and into the fog with the diamond.
Then spend it. Coins decorate the Aviator Lounge, your private hangar retreat — a sunburst rug here, a brass telescope there, a gramophone for the goodbyes. Every case is freshly generated: new imposter, new forged papers, new lies to untangle.
Entre para deixar um comentário.
Nenhum comentário ainda. Seja o primeiro!
Descreva sua ideia de jogo em português simples e veja ela ganhar vida.
Comece GrátisDesenvolvido por Tesana