The Indigo Bar – Introduction

The Indigo Bar is the first story we released at Intrigue Inn, and the first Francesca Palandri mystery. The DCI Palandri mysteries take place in Sussex, UK, with fictional town names.

Billy Grahame has been found murdered at a small hipster bar. He was the host of a small board gaming group who met at the bar every week. His body was found slumped over the prototype of a tarot inspired board game he had created…

Click here to start reading Day 1 of this mystery!

We’ve included bonus content with this mystery – five reviews of board games you might like to try after you’ve read the story!

The Indigo Bar was a live mystery when it was released, allowing readers to comment and interact with the story as installments were published, and readers could send in their accusations before the culprit was revealed. Feel free to comment on the installments with your suspicions as you progress!

The Indigo Bar – Board Games

Did The Indigo Bar Mystery spark an interest in the world of board gaming? Or add to an existing interest in the hobby? We’ve written five reviews of games we recommended you try! We’ve listed these reviews from simplest game to the most challenging.

 

Timeline

Deliberating when barbed wire was invented may not sound like the most thrilling game, but Timeline makes history fun again.

It’s a card game with a minimal learning curve (literally a minute or two) that can last five minutes or an hour depending on how many rounds you want to get through.

Timeline consists of cards depicting a historical event, invention, discovery, movie release or musical composition on one side, and the date on the other. You can buy themed packs depending on your interests. A good place to begin is the Diversity pack which involves a little of everything mentioned above. I’m partial to the movies and music set but only because that’s where my strengths lie (i.e. I’ll win).

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The way we play is by dealing four to six cards to each player from a shuffled deck with the date side face down. Place one card in the middle of the table date-face down – this will be the starting point of your timeline. It’s then up to each player to guess the date of this card. When everyone’s guessed, flip the card over and the player with the closest guess begins. In the unlikely event of a tie, establish who looks more the distinguished historian, and get on with the game. This first player will look at their set of cards, choose one and place it on either side of the starting card chronologically. If you’re right, well done for being a history buff – sit back and relax. If you’re wrong, move the card to the correct place on the timeline and take a new card from the deck. The first player with no cards remaining wins the round. As the timeline grows, it becomes more difficult to slot cards into their correct place.

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Being knowledgeable about your dates is one thing, but being completely off is often more fun. Try being 8000 years out for the domestication of cattle. I don’t know that I’ll ever be allowed to live that one down. Competitive players who feel confident with their cards can also employ a little strategic element and slot in cards with dates close to each other, making it tricky for other players. To help yourself, playing cards you’re more uncertain about first, when the timeline is smaller, always helps. Sometimes you’ll inadvertently help other players, however. I played the ‘Start of the Hundred Years’ War’ card, revealing the date. What did one of my opponents have? ‘End of the Hundred Years’ War’…

After a round ends, you can clear the slate and begin a new timeline, but maybe you’ll want to challenge (or embarrass) yourself further by keeping the existing timeline in play. It will get messy, but you’ll feel an even greater sense of achievement when you get one right.

The potential drawback to Timeline is that after a few plays you may begin to remember the dates of some cards, affecting overall replayability. On the flip-side, you’ll be able to impress everyone at dinner parties with tons of pointless information. While this might be a concern for some players, it hasn’t made much difference for me, as I shuffle four different sets into one game, each set being 109 cards. Plus I have a terrible memory, which helps.

 

Lost Cities

Pick up your map and safari hat. You’re now an intrepid explorer, ready to embark on expeditions to far-flung corners of the globe and make the discoveries you’ve been dreaming of! Set out towards the Himalayas, the bottom of the ocean, the Central American rain forest, volcanic islands and harsh Egyptian desert climates to unearth lost cities. Your globetrotting jaunts won’t come cheap, though. You’ll need financial backing first due to a limited supply of resources. Let’s hope you can pay back those investments, otherwise you’ll be returning home in severe debt…

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Lost cities is a two-player hand management game that revolves around the risk and reward factor of playing cards into your own set. The game consists of a board placed between the two players and 5 sets of  12 cards. Each card set is a different colour – red, blue, green, yellow and white – representing the 5 different locations mentioned above. Each coloured set has cards numbered from 2 – 10 plus three investment cards. 45 expedition cards and 15 investment cards in total.

At the start of the game you’ll shuffle all 60 cards and place them face down next to the game board. Each player then receives 8 cards. Looking at the game board, you’ll notice 5 card spaces, one of each colour. These will be used as discard piles and also to indicate where you should begin expeditions of a corresponding colour.

On your turn you have two options. You may use one of the cards in your hand to begin a new expedition, or you can discard a card face up on the game board.  You’ll probably be eager to start your journey, but remember the costs! Each expedition costs $20,000. Are you sure you can make that money back and not incur a loss? During an expedition you’ll lay down cards of a certain colour in a column, beginning from the same coloured space on the game board. You must ensure that by the end of the game the combined total of each expedition equals more than 20 (i.e. $20,000) in order to score points. The problem is, once you’ve placed a card the next one must always be higher in value. Remember, each set of cards is numbered from 2 -10. Beginning an expedition with an 8 would be unwise, unless you have both the 9 and 10 in your hand, or you feel confident you can obtain them from either the discard piles or the draw pile. If your opponent secretly has those cards in their hand and is venturing on the same expedition, you’re in trouble. Ideally, you’ll want to begin an expedition with lowest value possible.

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What if you’ve started a red expedition with a 4 and then later pick up a 3? Well, it’s too late, that card is no use to you now. Best to discard that card on the game board. Be sure to check you’re opponent’s progress, though. Perhaps they’ve also begun a red expedition with a 2. If you discard the 3 then you may as well place the card right in their hand. There is a benefit, therefore, to keeping cards in your hand that you don’t need if it prevents your opponent from accessing them.

Lost Cities has an extremely simple mechanic but creates interesting dilemmas and engaging game-play. You want to get going with a green expedition but you’re waiting for low value cards, let’s say. Should you continue to bide your time or just begin with a 6 and hope for the best? Look at what your opponent has played so far. How likely is it that there are green cards you need at the top of the draw pile? Throughout the game you’ll frequently be lacking the cards you need at the right time and must consider your moves with all the information available to you.

Risk-takers will appreciate the added investment aspect of the game. If you’re feeling particularly confident about your Nepalese mountain trek then why not secure a large investment first? If you place an investment card at the start of your expedition it will multiply that column’s total score. Sounds great, but if you don’t break even on that expedition then you’ll be multiplying your loss. Ouch. There are 3 investment cards of each colour and you can use more than one per expedition. If you make a profit on an expedition backed by more than one investment then you’ll really be making it rain, but score lower than 20 and you may as well stay in the Himalayas and start living out your life with only the Abominable Snowman for company.

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The game ends when the draw pile expires. You can manipulate the length of the game and either draw out proceedings by taking cards from the discard piles instead, or speed things up by choosing the draw pile every turn. What suits your purpose will depend on your progress. I love the rounds that create a hilarious desperation as they get closer to concluding. There may be five cards left in the draw pile, but if you don’t start a yellow expedition now with a card value of 7 then you’re opponent will finish with the upper hand. Can you make a profit before time is up?

Some may find the math-heavy scoring system a little awkward or off-putting, especially when investment cards are involved. It took me a few minutes to make sense of it as I’m woefully inept when it comes to maths. I’m also aware that the theme is completely tacked on – this is nothing but a game of numerical organisation. However, I love using my imagination when I play board games so I still like to embrace the story. Paper-thin theme and maths homework aside, I really think this is an excellent 2-player game. The gamble of drawing the cards you need to fulfil expeditions, especially when you’ve added investment modifiers, allows for agonising decisions and a high stress factor in a 10-15 minute game.

Good luck on your worldwide quest for high value cards!

 

Ticket to Ride

I bypassed Ticket to Ride for the longest time. I knew how popular it was, but the idea of connecting railway routes sounded like an express train to boredom. That was until my friend selected it at a board game cafe several years ago. I was surprised at how much I loved the game’s simplicity and the competitive stress it creates in trying to complete all your routes in time. It was a lesson in being open-minded towards themes that might not strike me as interesting at first glance.

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The original game includes a map of the USA. Subsequent editions – and there are a lot of them – have added new rules and features. Having tried them all, the one I always find myself coming back to is Ticket to Ride: Europe. I find the Europe edition still retains the game’s accessibility while offering a few tweaks to make things more interesting. If you’re new to the game, either USA or Europe is the best starting point. You can then try out the expansion maps if you’re keen for more rail exploration. Ticket to Ride has a well designed app featuring most of the expansions, so checking those out first to see what you enjoy is a good idea cost-wise. 

Regardless of which edition you’re playing, the basic rules remain the same throughout. You’re given a set of destination tickets at the start worth various point values. You must then try and complete these tickets by collecting coloured train cards and claiming routes with those cards along the map, marking a route with your own set of train shaped counters. You may also collect more destination tickets as the game progresses, but become too ambitious and you run the risk of not completing them all, and those points are deducted from your final score. In the USA, connecting from city to city is simple enough. In Europe, however, you’ll be crossing seas and heading through mountain ranges, adding variants to the way you claim routes.

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The best part about Ticket to Ride is the stress in trying to build routes before your opponents either take them or block them, sometimes deliberately by players with a loco-motive of their own, feeling mischievous and/or open to ruining friendships. You’ll be surprised at how much tension this game creates, especially when routes start getting claimed in highly sought after areas of the map. You’ll be scrambling for sets of coloured train cards and crossing your fingers in the hope that a route you desperately need isn’t taken before your next turn. 

It’s probably down to an uncountable number of plays, but I have a high win rate with Ticket to Ride. My trick is to quietly build up my routes and collect destination tickets while other players start blocking each other, causing mass pile ups. Meanwhile, I made it from Edinburgh to Athens without an obstruction in sight! However, this is a game where you can also derail in grand style. One time I confidently declared I was on track for victory and then proceeded to not score even one of my destination tickets. The lesson there? Bad conduct won’t help you reach your destination.

Ticket to Ride is often referred to as a gateway game, a name given to board games with simple rules that can attract newcomers to the hobby.  This is certainly true from my experience of introducing Ticket to Ride to others. Most new players enjoy the base game and are often eager to try out other maps. India and Switzerland are my recommendations, but there are so many expansions to choose from. Enjoy your journey, and may the course you take be full of 20 point destination tickets!

 

Castles of Mad King Ludwig

It’s the 1800s in Bavaria and reclusive King Ludwig II’s personal fortune has been rapidly depleted thanks to his obsession with medieval castles. Head of state duties? What are those? Better to spend time on the throne thinking up designs for a home so magnificent that it goes far beyond the private needs of any normal ruler! Neuschwanstein Castle is already under construction, elevated on a hill above the village of Hohenschwangau so it can be admired in all it’s glory when it’s finally completed. But it’s not enough. Ludwig wants you to oversee the construction of a new castle with even more guest rooms, servants quarters, grottos and entertainment areas than Neuschwanstein. Are you up to the challenge?

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Castles of Mad King Ludwig is not simply a castle builder, although that’s naturally a huge part of this game’s appeal. As a contractor, you’ll need to be sharp and thrifty as you try to find the best deals on rooms and sell your services to other contractors, all while thinking about landscaping and floor plans. There are many different ways to score points in the game so think carefully about the layout of your creation and which rooms offer the best value for money. You’ll also need to accommodate Ludwig’s whims as he’ll be providing you with his room preferences at the start. Perhaps he’ll decide that square shaped rooms are in vogue, or that utility rooms should be ubiquitous in his new dream home. If you complete more of the King’s favours than your opponents then you’ll be rewarded for it at the end of the game.

Rooms for the castle come in all sorts of shapes, sizes and types. Consider the King’s favours and your own personal bonus cards, but you’re probably quite keen to build a castle that suits your style as well. Some contractors may be looking for a sensible layout – a comfortable bedchamber with a private garden, all the necessities such as a pantry and a bathroom, and a few individual touches like a sauna or a french gazebo. Others will happily allow their designs to spiral out of control, ending up with two fungus rooms, a buttery and a secret lair with no where to sleep.

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Each round, rooms will be selected from a draw pile and placed on a bidding chart by the master builder – a role that moves clockwise around the table. So don’t become too consumed by your own creation. You should think about what your rivals are up to, and as a result how you would like to price your rooms. When another contractor purchases a room during that auction they’ll be paying you directly for it. Can you preempt which room will tempt them the most and place it in a lucrative spot on the chart? Over the course of the game you’ll collect rooms, bonuses and Deutsche marks according to your objectives, all before the final room gets taken to auction. Then it’s time to see if you’ve done enough to please the mysterious King!

Not happy with your castle? Well, Castles of Mad King Ludwig allows for plenty of replays as your castles will be vastly different every time. New rooms will make it to the auction and a fresh combination of King’s favours will be drawn, creating a unique set of objectives that will affect your final masterpiece. There may be a little downtime while contractors overthink their options, especially when it comes to the auction – that includes the master builder’s decision of where to place rooms and the purchaser’s decision of what to buy. I personally find the auction aspect of the game a little tricky, but seeing the shape and theme of my castle come together makes it worth it. Now, shall I place a panic room next to my tapestry chamber or a crypt?

 

Shadows Over Camelot

As one of the first co-operative board games I ever played, as well as a provider of many fun memories, Shadows Over Camelot is a perfect choice for Intrigue Inn’s first board game review. Prepare to divide and conquer, but beware! There’s a traitor in your midst…

In Shadows Over Camelot you play as Knights of the Round Table, heading off on various quests while dark forces close in on Camelot – Mordred, Morgan, the Saxons, the Picts, and myriad others are always looking to disrupt your quests in their own nefarious ways. Even Guinevere is an antagonist here, cutting your quests short with a delinquent pout because you’ve been gallivanting around instead of spending quality time with her.

Throughout the game knights must fill up the round table with white swords by successfully completing quests such as the search for Excalibur or the search for the Holy Grail. Failing quests results in black swords being placed on the table. Six black swords means disaster, and the traitor emerges triumphant whether they’ve been unmasked or not.

How does the traitor aspect work? At the beginning of the game each player is given a loyalty card which is kept secret. One lucky (depending how you look at it) guy or girl gets to be the traitor. The traitor must try to derail things by encouraging other players to partake in never-ending quests, hold back useful cards, waste time and resources without the others realising, and do anything else that could potentially disrupt or slow down everyone’s progress. Knights can accuse each other of being the traitor but should exercise caution; a false accusation means placing a black sword down on the table and a general feeling of mistrust.

From my experience, some people relish playing the traitor and excel where others fail. One memorable game involved the traitor cracking under the pressure when it was hinted that she could be a traitor, causing her to throw her hands up in the air and cry out ”Yes! You’ve got me!”

Other players have wreaked total havoc, yet managed to remain undetected. It’s possible to have games without a traitor, where no one draws the black traitor card. This makes for a very interesting game as suspicions fly around despite everyone being on the same side.

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Each turn evil progresses, and players are allowed a single heroic action. The progression of evil can mean picking up a black card resulting in some unfortunate event or summoning a villain to cause trouble, losing life points, or placing a siege engine around the walls of Camelot. Ah, the dreaded siege engines. Place a twelfth siege engine down and the loyal knights automatically lose. And those siege engines build up quickly.

With so many quests, events, and opportunities for failure, Shadows Over Camelot requires teamwork and coordination from the brave knights who attempt the challenge. It’s an immersive game and players get out of it what they put in, like stepping into character and addressing their follow knights in proper medieval fashion. Mount your steeds and gallop into Camelot, gallant knights!

 

 

 

 

 

The Indigo Bar – Day 7

I feel a certain level of sympathy for the murderer as I approach their house. Either I’m becoming softer or I simply empathise with the cause, as abhorrent and desperate as murder is. It’s true that this case involved a leech of a man, to use Pablo Whitten’s words. A man who in someone’s eyes had to be stopped, violently, in order to protect both themselves and another.  An attempt was also made to frame someone else in the process. I knock on the door, which opens a few seconds later.

“Hello, Craig. Can I come in and chat, please?”

Craig nods slowly. Perhaps he knows what I’m here for.

It’s not easy arresting Craig, a young man with his whole life ahead of him. He knew what he was doing, however. This wasn’t an intently thought out act, but it also wasn’t spur of the moment. He denies everything at first, as expected, but quickly breaks down and acquiesces. It’s not a pleasant conversation. I’m glad his mother is asleep while we talk. I call Mick afterwards.

“The tarot card was a ploy, Mick. A diversion set in place to frame someone who knew about that world in order to take the heat off Jon and Craig. Specifically targeting Phoebe after she rejected him and made him feel like a fool when she accused him of stalking her. She’s now back with her ex-boyfriend, and the unfairness of it, in his eyes, seeped through him. Humiliation turned into anger. After a few days of interviewing suspects, I started to wonder if the board game and the tarot card were really that important at all, as everything had been deliberately set up to point to this game being the cause of his death. It was all a show.”

“I see. But he didn’t kill Billy simply to go after Phoebe Moore, I assume?”

      “Oh no, that was just an additional thought in his process. No, Craig killed Billy to protect Jon and his business – a man and a venue that had done so much for Craig. It became quite clear to me that Billy was looking for his next big idea. Even though the board game was in its early stages, he was already keen to move on to the next thing, especially after being rejected by Sirius Games. After spending some time at The Indigo Bar, Billy had his eye on these new, exciting cocktails Jon was working on. It seems like Billy was a man who just couldn’t help himself when something new and shiny came along. And those cocktails were certainly unique and imaginative, however bizarre they seemed to me. Billy had expressed an interest in these creations, even snooped around to potentially copy some of the ideas. Craig saw what Billy had done with the board game, how he had a way of getting close to people and pumping ideas out of them, as Maria Banks put it. He was terrified of Billy copying their ideas next – the very project that Craig was so excited about, producing these flashy drinks with Jon, who was not just a mentor but really a sort of father figure. Together, they could move towards big things and away from mediocrity, and Billy could have spoiled everything. Jon really saved Craig. He’s a 22-year-old man, struggling to look after his mother, and Jon went above and beyond to assist in looking after her, as well as helping Craig achieve his goals. I imagine Craig felt indebted to Jon. He clearly cares for his mother and Jon’s help would have been a huge relief. And now, with these cocktails, along comes an opportunity that in the long run could help Craig to support himself and his mother financially.”

“Craig correctly suspected that Billy wanted to come to Indigo early on Monday and have the place to himself so he could snoop until his heart was content, all under the pretence of needing some extra time to prepare his prototype. He’d seen Billy prying. Even Maria Banks mentioned her confusion at Billy wanting that extra time beforehand. It was the time to strike, and only Craig was fully aware of Billy’s intentions. Craig must have known how Jon tends not to notice the problems right in front of him. I certainly did. Jon realises there are issues but doesn’t look beyond them. It would be so easy to fix up that bar, for example! He knows it’s failing but he can’t see why, as plain as it may be to others. In the same vein, he could tell Billy was potentially bad trouble, but he had no idea he was looking to steal his ideas. Even I became a little infuriated this week as I noticed how unobservant he is, so it must have been painful for Craig as he foresaw what was happening.”

“Craig couldn’t just stand back and watch Billy take advantage of Jon and his plans, then,” Mick says. “Stealing them, repackaging them as his own. Seems a bit drastic to kill him perhaps? I would have just sat Billy down and told him what’s what.”

I laugh. “You’re a middle-aged man, the Superintendent! Craig is a shy, lonely and sensitive young man. In his eyes, Billy had to go. Murder was the easier route. A coward’s way, attacking from behind rather than attempting a confrontation.”

“And meanwhile his mother was none the wiser?”

“His mother said he was at home, as any trusting mother would do, and this is a mother who was bedridden upstairs. Craig could have snuck out or made up anything he liked, before and after the murder. Talking with Billy’s mother, Miriam, and thinking of Phoebe’s, I was reminded of how mothers always want to see the best in their children. Craig’s alibi was his mother. A mother shocked at the suggestion of him being involved. A suffering, housebound mother who may not have always been aware of what Craig was doing. When I thought about it, it was surely the weakest of the alibis. Now, Dora Murphy didn’t even have an alibi, but I ruled her out early on, despite her knowledge of tarot. It just seemed too obvious. All the alibis I called spoke with conviction, but Craig’s mother could have been fooled easily. What do mothers really know, Phoebe told me. It made me think of my own mother, too. But that’s another story.”

“Framing Phoebe just made sense as he got carried away with his plan. He naturally rifled through Phoebe’s shopping bag once he found out she’d left it behind the week before. That bag contained the pack of tarot cards from which the card in Billy’s hand came from. When you’re infatuated with someone you often can’t help being nosy. At this point, days before Billy’s death, the crazy idea of murder had already taken hold I imagine, and now a new idea of framing the girl who had just hurt him was presenting itself. Throw the suspicion onto her. Make the motive look tarot related. A quick internet search will tell you which tarot cards represent betrayal. It was easy enough for me to pick up. Plus, Phoebe’s a chatterbox who loved to talk about her new hobby and would have shared various details with Craig. She was trying to get him into it. So, Craig was able to select a card from the pack that suited his purpose with ease. Not only was the Seven of Swords true for what he preempted Billy doing to Jon, but he’d seen it happen with his own eyes when Billy presented the game prototype to the gamers. The swords were all their ideas, and he’d run off with them, or was planning to, anyway. It was perfect for Craig to throw suspicion onto the gamers and away from him and Jon after witnessing this. Next step, use a weapon that out of all the gamers, only Phoebe knew where it was stored – the ashtray.”

“You know, I think you’re feeling a bit sorry for the kid, Fran,” Mick tells me. “You’re changing! You usually don’t like anyone. And this one bashed a man’s head in. Thank you, though. You’ve put this one to rest with speed and efficiency.”

“That’s my job,” I reply simply.

“I know, I know. Listen, fancy joining Helen and I for dinner tonight? You need to get out of that flat of yours more. Maybe the new restaurant on the seafront I mentioned?”

“Wow, so you liked it, then?”

“I surprised myself. I was going to play it safe with a salmon pasta but I tried some kind of seafood stew – chopini? It was decent.”

I try not to wince at his pronunciation. If there’s anything I’ve learnt during this investigation it’s that less surliness and a greater tolerance for these small town Brits would serve me well. After all, understanding the importance of Craig’s desire to go beyond his cul-de-sac and embrace greater things is partly what helped me solve this case.

 “Cioppino. I’m impressed,” I tell Mick. “My mother would be happy to know that. Maybe it’s time you join one of our weekly meals.”

“Well, your mother sounds quite formidable, I wouldn’t want to offend. Then again, I’ve been dealing with you for the better part of a decade now, and you’ve become formidable enough yourself.”

“I hope you mean that in reference to my detective work.”

“Oh, absolutely, Fran.”

I laugh. “Well, I’d love to join you and Helen tonight. Thank you.” He’s right. I’m one cat away from becoming a lonely, grumpy stereotype. A nice meal out is a start, but it may not cut it. I think it’s time for a holiday soon.

Before all that though, I have a date with David Attenborough and a glass of Chianti.

 

© Intrigue Inn

The Indigo Bar – Day 6

My first stop of the day is Maria Banks’ house. She looks nervously behind her, the door ajar.

“Look, give me two minutes. We can talk at a cafe,” she whispers.

She returns shortly, having left the twins with her husband, and accompanies me to a small Portuguese cafe nearby, ordering a large gin and tonic on arrival. It’s Saturday morning. I try not to raise an eyebrow. I’ve lived in Britain long enough now to understand the drinking habits here. As far as I’m concerned, when it comes to daytime drinking, a glass of wine is acceptable at lunchtime followed by an aperitivo later in the day, early evening usually. 11 am is a little classless. She has reason to calm her nerves, though, so I try to be sympathetic.

“So you sussed out the affair did you?” Her drink arrives on the table and she takes a big gulp.

“I wondered if you were the new woman in Billy’s life, yes. His mother mentioned she thought he’d met someone. A few other clues fell into place after that. Other people’s comments. And you seem a little out of place in the gaming group.”

“Look, it got out of hand. We met at a bar one night while Adrian was flying to Morocco. I didn’t even find Billy that attractive. He’s reckless and all over the place. I don’t even know how I ended up back at his… he just, he knew what to say, I suppose. I needed to feel wanted and he knew how to do it. I suppose that’s why I let it continue, despite my suspicions about what kind of man he really was. Those questions I suppressed like why has he moved around so much? Why is he pumping ideas out of these people and they don’t even realize? He does it to everybody. He even liked to snoop around The Indigo Bar when no one was around. He told me these board game nights would be fun, but really I was befuddled most of the time. This card means I can take that artefact, that artefact means I can take this card… it’s too confusing. I guess you probably realized how little I knew about these games and wondered why I was there, then? If you want to know why I lied about it, well of course I lied, I don’t want news of this breaking and I’m asking you, please, do not let it.”

I almost laugh out loud, she’s asking me – ordering me, even, to keep this quiet when she’s committed perjury here. I feel the sympathy I mustered up earlier ebb away.

“The other gamers assured me they wouldn’t mention it. It was sort of unspoken universal knowledge that something was going on between Billy and me, and the rest of the group knew how incriminating it would look after his death. Dora told me she’d keep everyone quiet.”

Even better, group perjury.

She laughs bitterly. “I couldn’t contribute anything to that silly board game so I contributed to his life in other ways. And no, it does not give me more reason to kill him. Why would I want to get rid of one of the only things making me happy? Having an affair didn’t make me any wiser about tarot cards, anyway… I’m clueless either way. I honestly have no idea what the three of knives or whatever card was stuck in his hand means at all. Adrian said you checked in with him as an alibi anyway. He told you I was at home, and that’s the truth. He’s definitely suspicious of an affair happening, though.”

She stops talking and finishes the rest of her drink while I suddenly feel grateful to be living a romance-free life. Adrian did confirm yesterday that Maria was at home, but how reliable is the testimony of a loved one? The same could be said for the other alibis, too. All the family and friends I contacted certainly sounded sincere, though, and I’m inclined to trust their words. If they were sure of what they were saying then it’s possible these alibis have been hoodwinked themselves, somehow.  Only Dora has no alibi. She was alone before Phoebe arrived at her cottage to pick her up. 

“It was horrible seeing his body like that,” Maria says. “What was interesting, mind you, was seeing Phoebe, Dora and Albert shocked, but not sad. None of them were! The gamers anyway. Jon looked upset. Bet he regrets letting us all in every week now, eh?”

She sighs heavily. “Look, I know what Billy was like. He didn’t involve me in that board game because he knew I wouldn’t be able to help much, I was there for him, not the games, but I think he also wanted to keep me somewhat separate from his ulterior motives. I’m not stupid, though. Anyone could see what he was doing. Dora was furious when he presented that tarot game to everyone. You could see it in her eyes. She’s an old spinster, but she would have been quite happy quietly plotting her revenge as she calmly claimed a monastery in a game of Carcassonne. Oh, that’s one of the few games I did understand. It was shoved down my throat so much I had no choice! But tarot? No, I knew nothing about that. This was some sort of symbolic death involving the meaning of tarot. I couldn’t tell you anything about it, except for the fact it’s a load of rubbish.”

*

Following Maria’s admission, it’s time to get one out of Albert. I digest Maria’s info dump and debate her innocence before Albert arrives at the same cafe thirty minutes later. I’m fed up with all the back and forth over the last few days. I told him he can come to me, his lie about his involvement is the reason we’re speaking, after all.

Albert looks nervous when I place his CV in front of him.

“What’s this about?” he asks, confused.

“I found this behind Indigo’s bar and I’m curious to know about your work history. In particular, your time spent at Room Xcape West End last summer.”

Albert opens his mouth to challenge me but then changes his mind and closes it. He nods slowly before responding, having rethought his answer.

“Look, I guess I’m guilty of something, but I don’t know what, exactly. I love board games. That’s true. But, uh… I didn’t join this group because of my personal interest. There was another reason, but truly, honestly, I don’t know the full extent of it. I was in the dark a little. I was told to join the gamers by my former manager at Xcape. I wouldn’t have participated otherwise. Why would I? I mean, I have my good friends to play board games with. I’d rather play an intense session of Eldritch Horror with Coral than have Maria asking questions over Takenoko every two minutes. I don’t really need that dysfunctional group. And now… what have I gotten myself into?” He’s beginning to look distressed. “Pablo asked me to keep an eye on Billy and report back to him. We were planning to meet and discuss what Billy was up to a few days ago, in fact. But my news ended up being that Billy had died. Pablo wanted me to note down anything shady, and, well, I had a list. Especially after the game reveal last week. But that’s all that happened, I swear.” He breaks eye contact and starts looking out the window.

I nod and tell him I’ll be in touch. It could be that he was simply asked to keep an eye on Billy and didn’t see why not, especially as it allowed him to network with fellow board gamers. He must have had some idea what was going on, though. Then again, this is a young man with his head in the clouds, wrapped up in his geek life. After he leaves, I give Pablo a call and tell him to meet me at the cafe also. It’s not just laziness. They make the best cappuccinos I’ve had all week.

*

“I didn’t think it was worth mentioning,” Pablo says a little while later, sat down in the seat occupied by his partner in crime Albert earlier. I just nod. It’s a shame, really. I was toying with the idea of getting to know Pablo better, on a personal level. But now he just looks nervous, stressed and caught out. Most off-putting.

“Honestly, though, it was just building up information to strengthen our case. That would have been great for us in court – proof that Billy was continuing to steal other people’s ideas – this time at a poky bar in Nutbourne. Or an admission of what he’d done to us, perhaps. A long shot, I know. I tracked Billy’s whereabouts on social media and when I found out he was back in his hometown, where Albert also lived, I got in touch with Albert and asked if he would be interested. It was perfect for him to join up as a board game fan. Well, I hadn’t spoken to Albert in a while, not since he worked for us, but Albert’s a yes man so he agreed. And we learned a lot from that. I came down on Tuesday, as I already told you. Albert met me at the train station – I wasn’t expecting that – and told me Billy was dead. Poor kid was nervous as hell. Thought he’d become caught up in some murder plot. I assured him that it wasn’t anything to do with me or the court case. As I said, looks like someone else Billy ticked off decided to take a more dramatic revenge.”

Possibly, unless there’s more to Albert and Pablo’s story. They’ve omitted information already, so maybe there’s more to be revealed. I take some notes after Pablo leaves. It’s probably time to get going. Three cappuccinos is certainly enough.

Before leaving, I decide to call Jon Montgomery to check the details of Phoebe’s left behind shopping bag containing her steampunk tarot set.

“So you placed the bag behind the bar and it remained there for a couple of days before Phoebe picked it up?” I ask Jon over the phone.

“Right. I suppose anyone could have come in and looked through it as we always have the front door open. I don’t really expect anyone to be walking in when I’m in the back. Especially not anyone suspicious. Not in Nutbourne, anyway. I mean, most people walk past Indigo without even realizing it’s there.”

Because you’ve done nothing to make it stand out, that’s why. It’s an interesting pattern I’ve noticed with Jon. He seems aware that problems exist but he doesn’t have any idea why. Issues so glaring but he just can’t spot them. It should be so obvious that the front display needs a makeover. It’s almost infuriating to see his business failing when it could so easily be fixed.

“And you never saw anyone snoop around the bar? One of the gamers, perhaps?”

“No. Not that I can think of. According to Craig, Billy himself liked to snoop, although I never noticed. But I’m guessing that doesn’t help you. I was very focused on testing a new cocktail idea that week. A bacon flavoured vodka served in a quail’s egg.”

“Oh, right. Interesting.” How do you respond to that? It doesn’t even sound practical. It’s certainly novel. “Thank you, Jon.”

I hang up and tap my thumb on the side of the table as I think. The loose threads are coming together, and I’m almost certain I have all the information I need. I just need to go home and dissect it all to be sure.

 

© Intrigue Inn

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