What Is a Red-Handed Puzzle? The Whodunnit Where One Statement Is a Lie
Red-Handed guide · 5 min read
A Red-Handed puzzle hands you a crime, six or so suspects, and one sentence from each of them about where they were that evening. Every account but one is true. The person who lied is the person who did it, and they were alone at the scene when it happened, which is the whole reason they needed a story.
Your job is not to guess a name. It is to rebuild the evening until only one version of it fits.
The board
People sit in rooms. Each room has a fixed number of chairs and every chair is taken. A two-chair room holds exactly two people. Not one, not three. That sounds like a small rule and it does an enormous amount of work, because it turns a vague "who was where" into arithmetic you can actually finish.
Objects sit in rooms too. Every room has one evidence slot, so no room holds two objects and no object turns up in two places. A kettle, a revolver, a bloodied cloth: each was found somewhere specific.
One room is the scene, and it has a single chair. Whoever sat there was alone, with nobody to confirm anything they say. That is the person with a motive to lie, and the puzzle guarantees that they did.
The two assignments lean on each other, which is where the pleasure comes from. Working out that the lantern was at the workshop can tell you who was standing next to it. Working out who was at the workshop can tell you which object they could not have been near. Neither grid finishes on its own.
The statements
You get two kinds of sentence, and the difference is the entire game.
Forensic lines come from the investigators. "The bee smoker turned up at the back office." "Nothing puts the revolver at the bakery." These are facts. They cannot be lies, because nobody with something to hide is saying them. Read them first and place whatever they settle.
Accounts come from the suspects, one each. "I was at the bakery." "Ask Kit, we were together." "I never touched the kettle." Exactly one of these is false, and you do not know which.
That single unknown is what separates Red-Handed from a normal logic puzzle. In a logic grid, every clue is true and the work is combining them. Here you have to decide what to throw away before you can use anything at all.
Why the liar has to be the culprit
This trips people up at first, so it is worth being precise about.
The scene has one chair. Whoever was in it had no company, and therefore no alibi. Everybody else was with somebody, or at least somewhere with other people who can place them. So the person at the scene is the only one whose whereabouts nobody else can confirm, and they are the only one who needs to lie about it.
The false account and the empty room are the same fact seen from two directions. Find either one and you have found the other.
How you actually solve it
The method is the one Sherlock Holmes is famous for, and here it is literal rather than decorative: eliminate the impossible, and whatever remains is your answer.
Pick a suspect. Assume they are the liar. That puts them alone at the scene and empties that room of everyone else. Now read the remaining accounts as true, because if this suspect is the liar then by definition nobody else is. Push those facts around the board and see whether anything breaks. If a second person ends up in that one-chair room, the assumption was wrong and you can cross that suspect off for good.
Do that for each suspect in turn. Every wrong assumption dies of a contradiction you can point at. The one that survives is the answer, and you will be able to explain exactly why rather than just feeling that it fits.
There is a shortcut worth knowing. If you can find two accounts that cannot both be true, the liar is one of those two, which means every other account in the case is now a hard fact. Most solvers reach for the clue that looks most informative. Narrowing the lie to a pair is usually worth more than any single clue, because it converts four or five statements from "maybe" to "yes" in one move.
What it is not
It is not a riddle. Nothing depends on a pun, a trick reading, or a fact you were supposed to know. Every case is solvable from what is printed in front of you.
It is not a guessing game either. Every puzzle has exactly one arrangement that fits, and a separate program checks each case before it ships: it assumes each suspect in turn and confirms that the wrong assumptions die of contradictions rather than merely failing to work out. If you are stuck, there is a deduction still available. That is a guarantee, not encouragement.
And it is not a memory test. When a forensic line describes somebody instead of naming them, everything you need to resolve the description is on the screen.
Where to start
Easy cases use four suspects, three rooms and two objects. Six placements and four short accounts, which is small enough to hold in your head while you learn the shape of the reasoning. From there the ladder adds suspects, then objects, then length: Medium, Hard, Expert, and finally Sherlock, where two accounts are false instead of one and only one of the two liars is the killer.
If you would rather work on paper, the printable packs put six cases in a PDF with a seating worksheet and an answer key. The rules guide covers all seven solving techniques in order.