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Case Tracker: Instructions v1.0 · 31 Oct 2026

5150 is a game by Ed Teixeira, published by Two Hour Wargames. Please support Two Hour Wargames by buying their products. The Case Tracker follows the book's "Clues Revisited" rules and Case table (5150: New Beginnings p.187). You'll need the book to play.

← Back to the Case Tracker

1. Quick start

  1. Press + New Case, choose the kind (Kidnapping, Murder, Robbery, Theft, or something else) and give it a name.
  2. Press Roll the Difficulty: the Case needs 2 × Difficulty Clues.
  3. When you get to a building or meet someone, type the place and press Move here.
  4. Each time you get a Clue, type what you learned and press Add a Clue.

2. Finding Clues

Question the NPCs at the target building (the PEFs there are ordinary NPCs): succeed at Interaction, then at Further Interaction, and you get a Clue. Some people and rules give more (the book's sample campaign has a few).

After each Clue the tracker rolls 1d6: at most the Clues found in this building and you can try for more here; higher, and that's all here: move on. Press Move here at the next place to start counting again.

3. Solving a Case

With enough Clues, you know what happened: press Mark it solved. Catching whoever did it is another Job, maybe for the Police. Got them early? Keep playing your Encounters in order. Not enough by the last one? Replay Encounters of your choice until you have them (p.187).

Cases are kept in this browser. Each session (until you press Finished) goes into the play log: Save log (.txt).

4. In the Guided Campaign

During any Encounter in the Guided Campaign, press Cases and Clues: the same Cases, with the place already filled in from the Encounter. What you did goes into the Encounter's notes and the play log.

5150 is a game by Ed Teixeira, published by Two Hour Wargames. Please support Two Hour Wargames by buying their products.