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How to Play

DANSEO

A Multiplayer K-pop mystery game

The short version

Solve the case first

DANSEO is a multiplayer K-pop mystery game. At the start, the game secretly hides one suspect, one weapon, and one room in the case file. Every other card is dealt to the players.

Your job is to use your cards, movement, suggestions, and private card reveals to figure out exactly which three cards are missing from everyone's hands.

Goal

Figure out which suspect, weapon, and room are hidden in the case file before everyone else.

Core clue

Any card in your hand, or any card shown to you, cannot be part of the final answer.

Win condition

Make one correct accusation with all three hidden cards: suspect, weapon, and room.

The cards

Three things make the answer

SuspectsWho did it?
  • Each player uses an idol as their character.
  • Suspect cards are possible people involved in the mystery.
  • Suggestions and accusations always include one suspect.
WeaponsWhat was used?
  • Weapon cards are possible tools used in the case.
  • Weapons are chosen during suggestions and accusations.
  • If someone shows you a weapon card, cross it off.
RoomsWhere did it happen?
  • Room cards match the named rooms on the board.
  • You must be inside a room to make a suggestion.
  • The suggested room is your current room.
Turn flow

What happens on your turn

01
Roll and move

When it is your turn, roll the dice and tap a highlighted space or room. Moving into rooms is important because rooms unlock suggestions.

02
Enter rooms

Rooms are where the real deduction happens. If you can reach a room, use it to test a theory about one suspect and one weapon.

03
Make a suggestion

A suggestion asks: “Was it this suspect, with this weapon, in this room?” The room is based on where your token is standing.

04
Watch the refute

Players are checked in turn order. The first player with a matching card must show one card privately to the player who suggested.

05
End your turn

After you move, suggest, or decide you are done, end your turn so the next player can continue the investigation.

Most important distinction

Suggestion vs accusation

Suggestion

A suggestion is a test. You make it from inside a room, choose one suspect and one weapon, and the room is the room you are currently in.

Use suggestions often. They are how you collect information.
Accusation

An accusation is your final answer. You choose the suspect, weapon, and room you believe are hidden in the case file.

A correct accusation wins. A wrong accusation removes you from active turns.
Rooms and movement

Why rooms matter

The board is split between corridors and rooms. Corridors help you move around, but rooms are where you can make suggestions.

Highlighted spaces are legal movesAfter rolling, tap one of the available spaces or rooms shown on the board.
Suggestions require a roomYou cannot choose any room you want during a suggestion. The room comes from your current position.
Secret passages are shortcutsSome rooms may allow instant travel to a connected room. Use them to test rooms faster.
Detective notebook

How to track clues

Your cards are safe to eliminate

If a card is in your hand, it cannot be in the case file. Mark it as known immediately.

Shown cards are also eliminated

When someone privately shows you a card, that card is not the answer. Your notebook should treat it as seen.

Unrefuted suggestions matter

If nobody can refute a suggestion, those cards become much more suspicious. They are not guaranteed, but they are worth watching.

Track patterns, not just cards

Notice who could not refute. A player passing on a suggestion can be just as useful as a player showing a card.

First game plan

A simple beginner strategy

Start with your own hand

Before your first turn, cross off every card you were dealt.

Visit different rooms

Testing several rooms gives you more information than repeating the same room too early.

Suggest cards you do not own

A suggestion is stronger when it tests unknown cards instead of cards already in your hand.

Do not accuse too early

A wrong accusation removes you from active turns. Accuse only when you have a strong read on all three categories.

Quick reference

Terms you will see

Case file

The hidden answer: one suspect, one weapon, and one room.

Suggestion

A test made from inside a room to learn whether another player has one of the named cards.

Refute

Showing one matching card privately to disprove a suggestion.

Accusation

Your final guess. A correct accusation wins. A wrong one eliminates you from active turns.

Notebook

Your deduction helper for tracking owned, seen, unlikely, possible, and eliminated cards.

Secret passage

A shortcut from one room to another when the board allows it.