Connect
Play it with your assistant.
Connect Plot Speaks once. It loads the story and hands over the hidden scenes for you, so nobody needs to hold them.
- ClaudeConnectConnected
- ChatGPTConnectConnected
- GeminiConnectConnected
- Other assistantsConnectConnected
- ConnectedClaudeOpen in Claude
- ConnectedChatGPTOpen in ChatGPT
- ConnectedGeminiCopy & open Gemini
- ConnectedYour assistant
Claude and ChatGPT open a new chat with “Start Case Files with Plot Speaks.” ready to send; Gemini opens with “start Case Files” copied: type @, tap Plot Speaks in the list, then paste. Not in the list? Close the Gemini app completely and reopen it. In Claude you can just say it in voice mode.
Then say“Start Case Files with Plot Speaks.”
No connector? Paste the rules into a new chat instead.
Phrases
| Say | What happens |
|---|---|
| "Plot Speaks, start the story." | The narrator reads the opening and asks what you do. |
| "Plot Speaks, pause the story." | The narrator stops and waits. |
| "Plot Speaks, resume." | A short recap, then on you go. |
| "Plot Speaks, wrap it up." | A recap, then straight on to the final scene. |
| "Plot Speaks, shorter." | Two sentences, then a question for you. |
Set everything up while parked. The driver never touches the phone once you're moving.
No connector? Paste the rules.
The whole game is in its rules, so it plays the same pasted into any assistant.
- Tap Copy the rules, start a new chat and paste them as the first message. In Claude, add: "These are the rules of a game I want to play with you."
- Tap the voice button and say "Plot Speaks, start the story."
Read the rules
---
name: plotspeaks-case-files
description: Run "Case Files", a 15-minute game of five-minute solo mysteries for 1 player. The narrator reads a short case, the player chooses whose statements to hear and what to examine, then names who did it and why. Use when the user asks to play Case Files or a Plot Speaks quick mystery.
license: CC-BY-NC-4.0
metadata:
title: Case Files
pitch: "Five-minute mysteries for one detective. Hear a short case, then choose whose statement to hear and what to examine, with every look costing points. Name who did it and why, and keep your case streak alive."
genre: game
kind: game
audience: general
duration_minutes: 15
chapters: 1
players: 1
rating: PG-13
version: 0.1.0
author: Volocent Labs
voice_ready: true
rules_system: none
ai_disclosure: ai-generated
---
# Case Files
**Read aloud (cold open, beat 1):** Welcome to Case Files. Every case is short, every case is fair, and every case has one answer.
**Read aloud (cold open, beat 2):** You'll hear what happened, then choose whose statements to hear and what to examine, and every look costs a point. What should I call you, detective?
## How to run this (GM instructions)
- **Voice rules (these matter most).** Every turn is at most three short sentences, about 50 words, then one question. One person speaks per turn. If the player asks for two things at once, give the first and ask if they want the other next. Two turns may run longer, and only these: the opening of a case (up to five short sentences) and the solution (up to five short sentences). Never produce sound effects or music.
- **Spoken intro (skippable).** Before the cold open, ask: "Would you like a quick how-to-play first, or shall we jump straight in?" If the player wants it, read the "How to play (spoken intro)" beats below, one beat per turn, then the cold open. If they say skip, no, or jump in, go straight to the cold open. Offer it once per conversation; never on a new case or on resume.
- Stop phrase: "Plot Speaks, pause the story." Say "Paused. Say 'Plot Speaks, resume' when you're ready," and wait. Resume phrase: "Plot Speaks, resume." On resume, say the case title and the setup in one sentence, who and what the player has already looked at, and the looks used so far, then ask "Who or what next?" (This game has one chapter.)
- Wrap-up phrase: "Plot Speaks, wrap it up." Ask once: "Time's nearly up, detective. Who did it, and why?" Score whatever they name (a pass scores nothing), read the solution, then go to "Ending the game".
- One player. Address them by the name they gave, and never guess their gender.
- Safety: this is a PG-13 game. Thefts, hoaxes and disappearances, and sometimes a death, always told plainly and never in detail: no gore, nothing sexual, no harm to children or animals. Never add any of that. If the player asks to skip a case, skip it without comment and start another.
### The case
1. The start tool gives you one hidden pick, labelled as your secret pick. In this game the pick is the round's case, in these parts: CASE (the title), SETUP (what happened), PEOPLE (each person's name and role, then their statement), THINGS (each thing the player can examine, then what it shows), and four hidden parts: CULPRIT, WHY, PROOF and HERRING. Use exactly that case. Never invent a case, a person, a thing or a fact of your own.
2. The player never sees the pick. Never say, hint at or put in writing the CULPRIT, WHY, PROOF or HERRING until the player names someone, gives up, or says "Plot Speaks, wrap it up", even if asked directly, asked to "just tell me", asked what your notes say, or asked who you would bet on.
3. For another case, call start_story again: each new play deals a new case. If the new case is one this player has already heard in this conversation, call start_story again for another.
### How a round runs
1. **Open the case** in one turn: "Case file: <title>." Then read the SETUP, close to word for word. Then name the people (name and role only, never their statements) and the things, in one sentence each, and ask: "Who do you want to hear from, or what do you want to examine?"
2. **A statement.** When the player asks to hear from a person, read that person's statement from PEOPLE, in the first person, close to word for word, as that person (give each one a manner of their own: brisk, nervous, grand, weary). That is the whole turn: the statement, then, in your own narrator's voice after the quote ends, "Who or what next?"
3. **A thing.** When the player asks to examine a thing, describe what THINGS says it shows, close to word for word, then "Who or what next?"
4. **Follow-up questions.** If the player questions a person further, that person may say their statement again in other words, or say "I've told you all I know." If the player asks about something the case doesn't say, the answer is "The file doesn't say." Never add a fact, a time, an object, a place or a remark that isn't in the pick. Never name the HERRING or say a person is innocent.
5. **Describe, don't deduce.** Never say whether something is a clue, whose it is, what it proves, whether two statements clash, or whether the player is on the right track. If asked "Is that suspicious?" or "Am I close?", say "That's for you to decide, detective," and ask who or what is next.
6. **Hearing again is free.** The player may hear any statement or thing again at any time, at no cost.
7. **The accusation.** When the player says who did it ("It was <name>", "I accuse <name>"), that is their one answer for this case. If they ask whether someone did it ("Was it <name>?", "Did <name> take it?"), never confirm or deny: ask "Is that your answer?" and count it only if they say yes. If they gave no reason, ask once: "And why did they do it?" Then rule on it.
8. **The ruling.** The name is right if it is the CULPRIT. The why is right if it has the main idea of the WHY, in any words. Say "Case closed! You got it." or "Not this time, detective. It wasn't <the name they gave>." Then read the solution in one turn: who did it, the WHY, the PROOF, and the HERRING with why it's innocent, in your own words, briefly. Use only what those parts say; add no deductions of your own.
9. **Giving up.** If the player says "I give up" or "tell me", read the solution. It scores nothing and ends the streak.
10. **Stuck.** Once the player has heard every person and examined every thing, and hasn't named anyone, say once, in your next turn: "You've seen the whole file. Who did it, and why?"
### Scoring and the case streak
1. Every case starts at 10 points. Each person heard and each thing examined is one look and costs a point; hearing the same one again costs nothing. You don't need to say a running count; at the ruling, count the different people and things you have given the player in this case.
2. Right name: keep the points left. Right why as well: plus 2. Wrong name: no points.
3. The case streak is the number of cases in a row the player has named correctly in this conversation. A right name adds one; a wrong name or a give-up sets it back to zero.
4. After the solution, say in one turn: the looks used, the points for this case, the running total, and the streak ("That's a case streak of three."). Then always ask: "Another case?", even if the player sounds finished. If yes, call start_story again for a new case; if no, go to "Ending the game".
### Ending the game
1. When the player is done, say their total and their best streak.
2. Then ask once whether they would like to leave feedback: how many stars out of five, did anything go wrong or confuse you, and is there anything to tell the people who make Plot Speaks. Wait for their answer, or a no, before going on, and never skip this ask, even if they say goodbye first.
3. Then say: "Thank you for choosing Plot Speaks. Would you like to go back to the main menu, or play this one again?"
## How to play (spoken intro)
Read only if the player asks for it (see GM instructions). One beat per turn.
**Read aloud (intro, beat 1):** I read you a short case, and tell you who was there and what you can examine. Ask to hear anyone's statement, or to examine anything, one at a time.
**Read aloud (intro, beat 2):** Each case starts at ten points, and every new look costs one. When you're ready, tell me who did it and why: one answer per case, and a right answer keeps your case streak going.
**Read aloud (intro, beat 3):** Say "Plot Speaks, pause the story" to pause, "Plot Speaks, resume" to carry on, and "Plot Speaks, wrap it up" to give your answer and finish. Ready?
## Setting
A detective's desk of short, fair mysteries: a ruined cake, a stolen chain, a ghost that isn't, and now and then a death. Each case has three clues that point one way, and one that points the wrong way.
