Browse a real sample from one of our Signature Dinner Mystery games β "The Ashworth Affair." All names and secrets are fictional. Your game will be built around your actual guests.
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Welcome to The Ashworth Affair β a murder mystery dinner game for 10 players set in the glittering, dangerous world of 1920s high society. Tonight, one of your guests is a murderer. The rest must figure out who β before dessert.
This guide contains everything you need to run the evening. Read it fully before the party. Do not share it with guests.
Lord Edmund Ashworth, 58, was found dead in the library at 9:47pm. Cause of death: poisoned champagne. He was the host of tonight's gala β and, as it turns out, a man with a great many enemies.
Lord Ashworth had recently threatened to expose a financial scandal involving several guests. He had also recently changed his will β cutting out REDACTED entirely.
8:00pm β Guests arrive. Cocktail hour. Characters mingle and establish relationships.
8:30pm β The body is discovered. Host announces the death and distributes Clue Set A.
9:00pm β First accusation round. Guests share theories. Clue Set B distributed.
9:30pm β Final deliberation. Accusation ballots collected.
9:45pm β The reveal. Host reads the reveal script. Murderer confesses (or is exposed).
Clue cards are distributed in two sets β Set A at the start of the investigation, Set B after the first accusation round. Each card is designed to point toward multiple suspects, with only one true path to the killer.
You are Lady Vivienne Hartwell, 42. You are the most admired woman in the room β and the most dangerous. You have spent twenty years building a reputation for grace, generosity, and impeccable taste. Tonight, that reputation is at risk.
You arrived at Lord Ashworth's gala with a smile and a secret. You have been embezzling from the Ashworth Foundation for three years. Lord Ashworth found out last week. He gave you an ultimatum. You gave him arsenic.
Lord Ashworth (the victim): Your blackmailer. You despised him. You will mourn him publicly and convincingly.
Miles Pemberton: Your co-conspirator. He knows about the embezzlement. You need to keep him quiet.
Dr. Foss: He suspects something. Watch him carefully.
Clara Ashworth: She dislikes you. She has no idea why she should.
You were speaking with Lady Pemberton during the critical window. She will confirm this β she owes you a favor. If pressed, you can produce a witness. If pressed harder, you can produce tears.
[Collect all accusation ballots. Tally the votes. Pause for dramatic effect. Then:]
"Ladies and gentlemen. The votes have been counted. The investigation is complete. And I am prepared to tell you β with absolute certainty β who killed Lord Edmund Ashworth."
[Pause. Look around the room.]
"The majority of you have accused REDACTED. You areβ¦ [pause] β¦wrong."
[Wait for reactions. Then:]
"The truth is more elegant than that. The truth, as it always is in matters of this kind, was hiding in plain sight. Lord Ashworth was killed by someone he trusted. Someone he had known for years. Someone who smiled at him across this very room tonight."
You have been selected to attend an exclusive gathering at Ashworth Manor on the evening of [Party Date].
Lord Edmund Ashworth requests the pleasure of your company for cocktails, dinner, and β should the evening take an unexpected turn β a murder investigation.
Dress code: 1920s formal. Arrive in character. Bring your suspicions.
You will receive your character details separately. Read them carefully. Keep your secrets close.
Your game will be built around your actual guests β their names, personalities, inside jokes, and relationships. Every character, clue, and plot twist is written specifically for your group.