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Russell Street PT: Rules

I have sometimes played a board game called Scotland Yard. In it, several detectives have to go around London by train, bus and taxi and apprehend "Mr X" - simply by being on the same street corner as him. Well, I thought I'd make a Melbourne version. Here it is. Anyone want to try it? I've only done it once, on a weekend, and it failed for lack of service frequency. If you can be in place some time, email me!

The game is played by several people each with a Daily Zone 1 Metcard. One person, "Mr X", must visit several points around the CBD and pick up the "secret plans", and return with them to a pre-arranged place - all without being apprehended by the other people, the detectives.

All travel is to be by tram, but nobody is to go outside the area bordered by Spencer, Latrobe, Spring and Flinders Streets, except to use the M>Tram Super Stop outside Flinders Street Station (which is the only stop used by Swanson Street trams at that corner).

In changing vehicle, the two stops must be at the same street corner.

Everyone must stay on the streets - no hiding in buildings, including City Loop railway stations.

Nobody is to change their clothes or disguise themselves.

Everyone must validate tickets whenever boarding.

There is to be no running or other anti-social behaviour - we don't want to get in trouble!

Before Starting
All players assemble "under the clocks" at Flinders Street, with Metcards bought. Roles must be selected: Mr X, detectives and Control.

Control must hide the secret plans at various tram stops around the CBD. The plans may either be chalked messages or pieces of paper, but must secure against wind and the general public. Also we don't want to be fined for littering. In each plan is the destination of the next one; in the last one must be Mr X's final "escape" destination.

When everything is ready, he tells Mr X the position of the first of the secret plans (without letting the detectives hear him) and the game starts.

Playing the Game
When Control gives the word, Mr X departs and is given 30 seconds start, then the detectives give chase. The detectives may watch the direction Mr X takes, so he should attempt to put them off the scent by changing direction as soon as he is out of sight.

The Detectives
The detectives do not know where the secret plans are hidden and must therefore plant themselves at strategic points so as to apprehend Mr X.

They are allowed to communicate with each other as much as they like; however Mr X may listen to their conversations.

If any detective sees Mr X, he is to arrest him by tapping his shoulder and saying, "I arrest you in the name of pollution-free public transport". Remember that neither Mr X nor the detectives is allowed to run, either to effect or evade an arrest.

Mr X
Mr X is to "surface" (report his position) every five minutes. This involves reporting to "Control" by walkie-talkie or mobile phone. Control will then pass this information on to each detective.

If he collects all the secret plans and reaches his final destination without being arrested, he informs Control and wins the game.

Control
Control must stay under the clocks and co-ordinate all information distribution. He must also ensure that the rules are observed, eg Mr X surfacing every five minutes. He must not take sides with either the detectives or Mr X.


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