Killing me softly
I spent last Friday, playing Kill Doctor Lucky with some friends. The game concept was excellent. The typical murder mystery game, except that the murder hasn't happened yet. The objective is to (if the title didn't give it away) kill Doctor Lucky before another player does. In order to do so, no one else can witness the deed and the other players will attempt to thwart you with certain "failure cards."
I enjoyed the concept and play of the game, but the game doesn't scale well. With 3-4 players, you can expect Dr. Lucky to be pushing daisies in 45 minutes. With more players (we played with 7), expect a two hour game with some players not even having a turn for ten minutes. Two
problems I saw was that everyone starts at the same place and weapons don't scale to the number of people trying to make you fail.
Naturally players will cluster in groups to prevent each other from having some necessary alone time with Dr. Lucky. With all the players starting out in a cluster, it takes some time before people can break away. I would suggest that players should be spaced apart in the beginning of larger games.
The failure card scalability problem results from of the possible number of failure cards get dealt each round, while the weapon's success rating stays constant (usually 6). If each player drew a failure card in a single round, a weapon attack in a small game, of three people, would face 2 failures. While the same round in a seven player game, the attacker would face 6 failures. Thus the larger the game, the number of failure cards that enter and remain in play escalates to the point where a game of 5 or more players has to exhaust all the failure cards before the game can be over (or in our case, I didn't play any failure card because I wanted the game to end).
Despite these issues, I think this would be an enjoyable game for 4 players.



