The Detective's objective is to narrow down the list of suspects and successfully arrest Mr. Jack before the end of the 8th round. This involves using character abilities and witness declarations to eliminate innocent characters. Mr. Jack's objective is to either escape the Whitechapel district under the cover of darkness or to remain uncaught until the end of the 8th round. If Jack successfully escapes or is not identified by the end of the 8th round, Jack wins. If the Detective correctly identifies and arrests Jack, the Detective wins.
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FromRON 119
✓ Joculescu · How to play
Cum se joaca Mr. Jack? Tutorial & Reguli pe scurt [#105]
Joculescu· 11 min· published Dec 5, 2023Partner
the rules in 60 seconds▶ auto · 1/6
🧩
01
Setup
Place the game board, character tokens, covered manhole tokens, and numbered lantern tokens as shown in the image. Shuffle the 8 character cards and place them face down. Shuffle the 8 alibi cards and place them face down. Place the witness card face up and the round marker on round 1. The Jack player draws an alibi card in secret.
The game board is placed in the center, representing the Whitechapel district. The 8 character tokens, 2 covered manhole tokens, and 6 lantern tokens (4 numbered 1-4, 2 unnumbered) are placed on the board as shown in the image. The 8 character cards are shuffled and placed face down to form a draw pile. The 8 alibi cards are shuffled and placed face down next to the character card pile. The witness card is placed face up for the first round. The round marker is placed on the 'Round 1' space on the turn track. The player playing as Mr. Jack secretly draws one alibi card, which represents their hidden identity for the game, and places it face down in front of them.
Objective
The Detective's objective is to narrow down the list of suspects and successfully arrest Mr. Jack before the end of the 8th round. This involves using character abilities and witness declarations to eliminate innocent characters. Mr. Jack's objective is to either escape the Whitechapel district under the cover of darkness or to remain uncaught until the end of the 8th round. If Jack successfully escapes or is not identified by the end of the 8th round, Jack wins. If the Detective correctly identifies and arrests Jack, the Detective wins.
On your turn
Each round consists of four phases: 1. Choosing and using characters: Four characters are activated per round, two by the Detective and two by Jack. In odd-numbered rounds, the Detective chooses first, then Jack chooses two, and finally the Detective chooses the last one. In even-numbered rounds, Jack chooses first, then the Detective chooses two, and finally Jack chooses the last one. Each chosen character must move and/or use their special ability. 2. Calling the witness: After all four characters are played, Jack must declare if their character is visible or invisible. Based on this, the Detective flips innocent character tokens face-up. 3. Extinguishing lanterns: One numbered lantern token is removed from the board each round, as indicated on the turn track, reducing visibility. 4. End of the round: The round marker is advanced, and character cards are reset for the next round.
Scoring
Mr. Jack is a game of deduction and hidden identities, not traditional scoring. The game is won by achieving specific objectives rather than accumulating points. The Detective wins by correctly identifying and arresting Mr. Jack. Mr. Jack wins by escaping the district or by remaining unidentified until the end of the game.
Game end
The game can end in three ways: 1. Jack escapes: If Mr. Jack's character is invisible at the end of a round and can move off the board through an unblocked exit, Jack wins. 2. Detective arrests Jack: If the Detective moves one of their characters onto the same hex as a suspect and declares them to be Jack, and the accusation is correct, the Detective wins. If the accusation is incorrect, Jack wins. 3. Jack is not caught: If Mr. Jack is not arrested and has not escaped by the end of the 8th round, Jack wins.
Tips
Each of the 8 characters has unique movement capabilities and a special ability. Movement is indicated by a silver circle, and abilities by a gold circle. The symbols around the gold circle indicate when the ability can be used: before/after movement, instead of movement, or during movement. Sherlock Holmes moves 1-3 hexes and then looks at the top alibi card. John H. Watson moves 1-3 hexes and then shines his lamp in one direction, illuminating characters in a straight line. John Smith moves 1-3 hexes and then moves a lit lantern to an unlit hex. Inspector Lestrade moves 1-3 hexes and then moves a police cordon token. Miss Stealthy moves 1-4 hexes, passing through buildings, lanterns, or gardens, but must end on a street hex. Sergeant Goodley moves 1-3 hexes and then gains 3 movement points to move any character(s). Sir William Gull moves 1-3 hexes or swaps places with any other character. Jeremy Bert moves 1-3 hexes and then swaps a covered manhole token with an open manhole token.
🔬 game anatomy
Complexity2.2 / 5
BGG rating7.0 / 10
Vibe
Couples
Language dependence
No in-game text needed
🌐 plays without English
Play time
30 min
Players
2
Recommended age
9+ yrs
BGG rank
#807
✨ from Trișache · verified
Frequently asked questions
Q1What is the goal of the game?
The Detective's objective is to narrow down the list of suspects and successfully arrest Mr. Jack before the end of the 8th round. This involves using character abilities and witness declarations to eliminate innocent characters. Mr. Jack's objective is to either escape the Whitechapel district under the cover of darkness or to remain uncaught until the end of the 8th round. If Jack successfully escapes or is not identified by the end of the 8th round, Jack wins. If the Detective correctly identifies and arrests Jack, the Detective wins.
Q2How do you set up the game?
The game board is placed in the center, representing the Whitechapel district. The 8 character tokens, 2 covered manhole tokens, and 6 lantern tokens (4 numbered 1-4, 2 unnumbered) are placed on the board as shown in the image. The 8 character cards are shuffled and placed face down to form a draw pile. The 8 alibi cards are shuffled and placed face down next to the character card pile. The witness card is placed face up for the first round. The round marker is placed on the 'Round 1' space on the turn track. The player playing as Mr. Jack secretly draws one alibi card, which represents their hidden identity for the game, and places it face down in front of them.
Q3How does a turn work?
Each round consists of four phases: 1. Choosing and using characters: Four characters are activated per round, two by the Detective and two by Jack. In odd-numbered rounds, the Detective chooses first, then Jack chooses two, and finally the Detective chooses the last one. In even-numbered rounds, Jack chooses first, then the Detective chooses two, and finally Jack chooses the last one. Each chosen character must move and/or use their special ability. 2. Calling the witness: After all four characters are played, Jack must declare if their character is visible or invisible. Based on this, the Detective flips innocent character tokens face-up. 3. Extinguishing lanterns: One numbered lantern token is removed from the board each round, as indicated on the turn track, reducing visibility. 4. End of the round: The round marker is advanced, and character cards are reset for the next round.
Q4How is scoring calculated?
Mr. Jack is a game of deduction and hidden identities, not traditional scoring. The game is won by achieving specific objectives rather than accumulating points. The Detective wins by correctly identifying and arresting Mr. Jack. Mr. Jack wins by escaping the district or by remaining unidentified until the end of the game.
Q5When and how does the game end?
The game can end in three ways: 1. Jack escapes: If Mr. Jack's character is invisible at the end of a round and can move off the board through an unblocked exit, Jack wins. 2. Detective arrests Jack: If the Detective moves one of their characters onto the same hex as a suspect and declares them to be Jack, and the accusation is correct, the Detective wins. If the accusation is incorrect, Jack wins. 3. Jack is not caught: If Mr. Jack is not arrested and has not escaped by the end of the 8th round, Jack wins.
Q6What tips are there for beginners?
Each of the 8 characters has unique movement capabilities and a special ability. Movement is indicated by a silver circle, and abilities by a gold circle. The symbols around the gold circle indicate when the ability can be used: before/after movement, instead of movement, or during movement. Sherlock Holmes moves 1-3 hexes and then looks at the top alibi card. John H. Watson moves 1-3 hexes and then shines his lamp in one direction, illuminating characters in a straight line. John Smith moves 1-3 hexes and then moves a lit lantern to an unlit hex. Inspector Lestrade moves 1-3 hexes and then moves a police cordon token. Miss Stealthy moves 1-4 hexes, passing through buildings, lanterns, or gardens, but must end on a street hex. Sergeant Goodley moves 1-3 hexes and then gains 3 movement points to move any character(s). Sir William Gull moves 1-3 hexes or swaps places with any other character. Jeremy Bert moves 1-3 hexes and then swaps a covered manhole token with an open manhole token.
Q7How much does Mr. Jack cost?
Mr. Jack costs around 119 RON in Romania.
Q8Where can I buy Mr. Jack cheapest?
The lowest price for Mr. Jack right now is 119 RON at Regatul Jocurilor. The Prices tab lists every store currently tracking it.
Q9How do you play Mr. Jack?
Mr. Jack is a deduction game, for 2 players, taking ~30 minutes, featuring grid movement. Check the Rules tab for setup, gameplay, and scoring, or ask Trișache anything about Mr. Jack — our AI assistant built by howtoplay.ro and trained specifically on board game rulebooks.
Q10How many players does Mr. Jack support?
Mr. Jack is played by 2 players.
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