01
Beginner guide: work a case without guessing
Start a Dupery case, separate observed statements from assumptions, choose useful investigations and avoid unsupported arrests.
The field guide
Start with the question in front of you. Each guide turns a clue or mechanic into a usable next step.
01
Start a Dupery case, separate observed statements from assumptions, choose useful investigations and avoid unsupported arrests.
02
Understand unreliable information in Dupery, why good roles can lie, and how to test a clue before using it as a constraint.
03
Separate good or evil alignment from Innocent, Meddler, Underling and Traitor categories, and understand what a disguise changes.
04
Work through the four address sets that sum to seven, narrow them with independent clues, and interpret zero or unique conditional results.
05
Decide whether an arrest is supported, account for Critic and other modifiers, and avoid treating a clue’s evil label as a verdict.
06
Use pins, strings and a simple note legend to track statements, assumptions, changing information and address-sum constraints.
07
Understand Dupery’s three region campaigns, general confrontations, tier unlocks and final Syndicate run without using obsolete Demo case-selection advice.
08
Compare the published Demo scope with the full-game plan, distinguish playable roles from localization entries, and check the launch Demo notice.