Race to unravel the truth — and outwit everyone else. In Smoking Gun, every clue, theory, and bluff can turn the tide.


As a junior detective on this high-profile case, you’re racing rivals to solve it first. Search the manor, question suspects, study the victim, and piece together clues to reveal the weapon, scene, motive, and killer.
It’s a contest of logic and misdirection, where every claim is a gamble and any clue could be bait. Follow the leads. Build your case. Reveal the Smoking Gun!
Here’s what you know about the suspects—and the victim.

The Shared Case Board is Smoking Gun’s spotlight—where players reveal theories, bluff boldly, and push the investigation in their favor. Each card builds suspense as rivals wonder: evidence or deception?

Prompts help every player become a confident storyteller, and tension spikes as verified evidence stack up. Then comes the final twist—someone unveils all four truths (who, how, where, and why) and drops this Smoking Gun, ending the case in dramatic fashion.
Blending deduction, misdirection, and narrative flair, Smoking Gun lets players feel the thrill, pressure, and satisfaction of cracking a realistic murder case.
In Smoking Gun, stating your case isn't just an action—it is a performance. Inspired by the storytelling mechanics of the highly acclaimed Smalltown Tales, Smoking Gun gives players the tools to craft bold, dramatic stories with just the right mix of logic and flair.

Knowing that Mrs. Gelp was murdered in the Greenhouse by electrocution, how would you use the cards above to cast suspicion on Mr. Gelp?
Built for sleuthful storytelling, Smoking Gun lets you craft bold accusations through deduction, creativity, and smart use of Suspect and Plot cards—each offering guidance for clever theories, twists, and memorable reveals.

The real fun starts when you’re no longer sure what to believe. Players plant doubt, bluff with confidence, and slip fake “evidence” into the case—sparking suspicion, laughter, and sudden twists. It’s the moment you feel clever, devious, and one step ahead… or realize someone else just outplayed you.
Each player gets a one-time Special Ability with two narrative ways to activate it, adding strategic choice, replayability, and thematic storytelling to your case.


Every game begins with a new configuration of hidden clues, motives, and suspect connections—there are over 1,200 unique murder plots and thousands of randomized combinations, so memorization is useless and stacking the deck is impossible. What matters is how you interpret the evidence—and how convincingly you spin it.

The game ends when any one of the following occurs:
At the end of the game, the player with the most Credibility points wins. Credibility points come from one source:
In the Solo Version of Smoking Gun, you are the lone junior detective assigned to a murder at Gelp Manor. Your opponent is the Lead Detective—represented by the Plot Deck and a single Lead Detective Rule Card. The Lead Detective applies pressure, muddies clues, and advances the investigation with each Plot card you draw.
This solo variatant:
Smoking Gun delivers the tension of a tightening, real-world investigation—bluffs, surprises, and shifting suspicion at every turn. Players feel the thrill of uncovering clues, the satisfaction of catching someone in a lie, and the joy of crafting a clever story that just might fool the table, and ultimately deliver the Smoking Gun that solves the case.
How closely does Smoking Gun match real investigative work?
| Investigation Element | How It Works in a Real Murder Case | How Smoking Gun Recreates It |
|---|---|---|
| Crime Scene Search | Investigators document the scene, gather partial forensic clues, and avoid early assumptions. | Players Search for Clues to reveal partial, incomplete weapon/location leads. No single clue is conclusive. |
| Pursuing Leads | Detectives piece together fragments from multiple sources to see patterns. | Players Pursue Clues through Detective cards—insights that require corroboration. |
| Interviews & Motive Building | Detectives question suspects, probing motives, relationships, and inconsistencies. | Players Question a Suspect to learn their possible motives—used later to identify the killer. |
| Corroboration | Evidence must repeat, align, and be verified before it’s trusted. | Players need 3 matching weapon/location clues or 2 matching motive clues to verify evidence. |
| Theory Building | Teams construct narrative theories and debate their validity. | Players State Their Case by presenting narrative theories on a Case Board supported by evidence. |
| False Leads | Real cases involve misleading details, contradictory witness info, and red herrings. | Red Herring Tokens and hidden discard cards introduce genuine uncertainty and misdirection. |
| Case Progression | Investigations move from scene work → analysis → suspect focus → arrest. | Four escalating Case Levels mirror this process: Crime Scene → Investigative → Accusation → Smoking Gun. |
| Final Accusation | Prosecutors require motive, means, opportunity, and corroborated evidence. | The Smoking Gun case requires all 4 verified evidence types: suspect, location, weapon, and motive. |
| Internal Tension | Detectives debate theories and interpret clues differently. | Competitive play recreates differing interpretations, strategic secrecy, and timing decisions. |

| Component | Quantity | Photo |
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| {{item.name}} | {{item.quantity}} |
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| Average Rating | 0 reviews |
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| Publish Date | April 16, 2025 |
| Edition | V3.3.1 |
| Department | Games |
| Tags | {{tag.properties.name}} |
| More Info | Smoking Gun web site |
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