Nowhere to go
The Ocean Liner is a small town afloat. The captain keeps to the bridge and the chart room behind it, passengers dine in the saloon and take the air on the promenade deck, and the lounge is where cards are played until the stewards turn down the lamps. Below the waterline the galley never cools, the engine room is too loud to hear yourself think and the cargo hold is full of trunks that belong to nobody on the passenger list.
No one boards or leaves between ports. Everyone who could have done it is still on the ship, and the clues know where each of them was.
How it plays
Two places here are decks: people are "on the Bridge" or "on the Promenade Deck", never inside them, and the clues read that way. The promenade deck often runs as a long strip along the side of the board, so once someone is placed on it, the rest of that row or column closes. Deckchairs, benches and bunks can be sat on. Crates, barrels, trunks and the odd anchor block their squares, which makes the hold and the galley tighter than they look.
Start with the chart room or the engine room, usually the small ones, and let a single placement there settle a column.


















