Letters from Whitechapel

Nexus Editrice, Sir Chester Cobblepot, 999 Games · Board game · 2011
2–6 · best 2 90 min Weight 2.6/5
8.0 rating Ludopedia
7.3 rating BGG
STEP BY STEP

Objective of the Game

Welcome to Whitechapel, 1888! The air is thick with fog and fear, and the infamous Jack the Ripper stalks the gaslit streets. In Letters from Whitechapel, one player takes on the chilling role of Jack the Ripper, while the rest become a team of determined Police Detectives. Jack's gruesome goal is to claim five victims before the police can catch him. The detectives, on the other hand, must cooperate to track down and arrest Jack before he can complete his murderous spree. It's a thrilling game of deduction, bluffing, and cat-and-mouse in the dark alleys of London!

Preparation (Setup)

Let's get this investigation started! Here's how to set up your game:

  1. Place the large game board, depicting Whitechapel in 1888, at the center of your table. Notice the 195 numbered circles linked by dotted lines – these are the streets and crossings where all the action happens!
  2. One player will be Jack the Ripper. We recommend the most experienced player takes this role for maximum suspense! The remaining players are the detectives and will work together.
  3. The detectives distribute the five colored Policeman pawns (blue, yellow, brown, red, and green) among themselves as they see fit.
  4. Jack takes a fresh move track sheet from the pad and places it behind his Jack the Ripper screen. He'll also need a pencil (not included) for secret tracking.
  5. Jack places a black Jack the Ripper pawn on the first Night space of the game board's Night track.
  6. Jack secretly chooses his Hideout. This is crucial! He picks any numbered circle on the game board, *except* a red numbered circle. He then writes this number in the prominent oval at the top of his move track sheet. Remember, Jack's ultimate goal is to return to this Hideout after each murder without being caught.
  7. Jack collects the following tokens:
    • 5 red Crime Scene tokens
    • 19 transparent Clue tokens
    • 8 white Woman tokens (5 marked with red, 3 unmarked)
    • 5 Special Movement tokens (3 Coach and 2 Alley)
    • 1 red Time of the Crime token
    • If using optional rules (see "Dicas para Vencer"), Jack also collects the Jack's Letter tiles and transparent yellow False Clue tokens.
  8. The five Police sheets are distributed to the detective players, matching the colors of the pawns they control.
  9. One detective player shuffles the Head of the Investigation tiles and places them face-down in a stack on the designated space on the board.
  10. The detective players collect the five white Wretched pawns and the seven black Police Patrol tokens.

And with that, the stage is set for a night of terror and pursuit!

The Game Turn

The game unfolds over several nights, each with Jack committing a murder and the police hot on his heels. While the manual doesn't detail the full turn structure, we know a few key elements:

  • Jack's Movement: Jack moves stealthily between numbered circles along the dotted lines. His goal is to reach his Hideout after a murder.
  • Policemen Movement: Policemen move on their patrols between crossings (which are the intersections of dotted lines), regardless of whether they have colored borders.
  • The Wretched: These white pawns wander alone between numbered circles. Jack will place the Wretched on red numbered circles.
  • Clues and Arrests: Detectives will be looking for clues and attempting arrests. If a detective's Policeman pawn is in a location adjacent to Jack's current location during an arrest attempt, Jack is caught!

Optional Rules in Play:

For an even deeper game, consider these optional rules:

To help Jack the Ripper

  • The Jack's Letters: On the second, third, and fourth Nights, Jack can use one of his Jack's Letter tiles to manipulate Police Patrols after they've been placed.
    • "Dear Boss": Jack moves a Police Patrol token from the A/a or C/b section of the board to any unoccupied yellow-bordered Crossing.
    • "Saucy Jacky": Jack chooses two Police Patrol tokens from the B/a or B/b sections. The Head of the Investigation moves both to any other unoccupied yellow-bordered Crossings.
    • "From Hell": Jack moves a Police Patrol token from the A/b or C/a section to any unoccupied yellow-bordered Crossing.
    • "Goulston Street": Played during the Hunting phase, immediately after Jack moves. Jack chooses a red, green, or blue Policeman pawn. The Head of the Investigation then moves either that chosen pawn or the brown pawn to Goulston Street (red-bordered Crossing at A5/b8).
  • False Clues: For every five Clues Jack reveals to the Police during a Night, he gains a yellow False Clue token. At the beginning of the Police: Clues and Suspicion phase, Jack can place one of these on any numbered circle, blocking it for the rest of the Night, preventing Policemen from looking for clues or making arrests there.

To help the Police

  • Rushing: During the Police: Clues and Suspicion phase, each detective can declare "rushing" for a Policeman pawn they control. This allows them to move that pawn to an adjacent Crossing, ignoring numbered circles.
  • Area Arrests: When executing an arrest, the detective announces all numbered circles directly adjacent to their Policeman pawn's location. If Jack is in any of those circles, he's arrested!
  • Catch Me, If You Can: During setup, Jack cannot choose red numbered circles or circles adjacent to them as his Hideout.
  • I Know Your Address: If the revealed Head of the Investigation tile is Swanson (brown) or Abberline (red) during the Police: Patrolling the Streets phase, the Head of the Investigation can immediately declare an arrest on a murder charge for a numbered circle. If that circle is Jack's Hideout, the detectives win! This ability can only be used once per game.

End of Game and Scoring

The game ends in one of two ways:

  • Jack Wins: If Jack the Ripper successfully takes five victims (meaning he commits five murders and returns to his Hideout after each without being caught), he wins the game!
  • Detectives Win: If the Police Detectives manage to catch and arrest Jack the Ripper at any point before he claims his fifth victim, the detectives win!

There's no complex scoring here – it's a direct race against time and wits!

Tips for Winning

Whether you're the elusive Jack or a determined detective, these tips can give you an edge:

  1. As Jack, Master Your Hideout: Your Hideout is your sanctuary. Choose it wisely during setup, ideally a location that offers multiple escape routes and isn't too obvious. Remember, your entire strategy revolves around returning there safely after each murder.
  2. As Detectives, Communicate and Coordinate: You are a team! Share information, discuss potential routes Jack might take, and plan your Policeman pawn movements together. Don't let Jack slip through the cracks due to a lack of communication.
  3. Utilize Optional Rules (if playing with them!): If you're using the optional rules, don't forget them! Jack's Letters can be powerful tools for misdirection, and the detectives' Rushing and Area Arrests can significantly increase their chances of a capture.

Good luck, and may the fog of Whitechapel conceal or reveal your fate!

Rules videos

In English

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