Core-E Games
Casebook: A Study in Pursuit
A new detective chase every Monday. Follow the trail across gaslit London, mind the clock, and swear the warrant — you get one shot.
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One mystery a week. One warrant. No second chances.
Something has been stolen, and the thief is ahead of you — booked out of England on tomorrow's boat-trains. Read the testimony, choose which district to chase into next, and spend your hours well: witnesses steer, they never spell it out, and a wrong turn costs real time off a clock that really runs out.
- Follow the trail. Every clue points somewhere — if you read it right. The cab that smelled of hops, the torn directory page, the first train after ten. Nothing is labeled; everything is knowable.
- Narrow the registry. Six names from Scotland Yard's files. Every clue fits three of them; every pair still fits two; only all of them together name one. Strike the cards yourself — the notebook records what was said, verbatim, and never draws your conclusions for you.
- Send the Irregulars. The Baker Street boys will scout one district and report back — if you'll spend the hours.
- A fresh pack every Monday. Three chases a week — warm-up, standard and hard — and every puzzle has exactly one provable solution.
Prefer it on paper?
A printable detective chase — a gamebook you play flat on the table. Four districts are open, only one holds the scent, and travel costs hours whether you choose well or badly. Enquiries pay in marks, one true thing about the thief each, and only one name in the registry carries all three. When a single name is left standing, you swear the warrant. You get one. Every answer prints upside-down in a labelled panel, so choosing first and rotating the page makes it impossible to spoil by accident, and the verdicts sit behind a gate page at the end of each chase. Same engine as the weekly game: every chase is machine-proven solvable inside its own clock before it ships. Two volumes so far — each stands alone.

Volume Two — The Gallions Papers
Three new chases: a medal-winning orchid stolen alive in its travelling-glass, a company's treasured portrait drying under a second coat of paint, and four thousand sovereigns racing an emigrant steamer at Gallions Reach that sails Thursday.
4 PDFs, US Letter · three chases at difficulty 1–3 plus the full 42-page book · about 8 sheets a chase printed double-sided, and it prints clean in grayscale · 30–60 minutes a chase, solo or two detectives over one notebook
$11.99 instant download — nothing ships

Volume One — the first three chases
Where the pursuit begins: The Adventure of the Bermondsey Chalice, The Adventure of the Falconbridge Emerald, and The Adventure of the Gravesend Consignment. The method is taught on the first pages of either volume — start with whichever theft takes your fancy.
4 PDFs, US Letter · three chases at difficulty 1–3 plus the full 42-page book · about 8 sheets a chase printed double-sided, and it prints clean in grayscale
$11.99 instant download — nothing ships
The characters of Sherlock Holmes and Dr. Watson appear as published in the public-domain stories of Arthur Conan Doyle. The mysteries are original. These packs are not affiliated with or endorsed by any estate or adaptation.
CORE-E