Letters from Whitechapel

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Letters from Whitechapel is a hidden-movement deduction game set in 1888 London. One player is Jack the Ripper, secretly moving through the streets of Whitechapel to commit murders and return to a hidden hideout. The other players are police detectives who must deduce Jack’s location and movements through clue-gathering and patrol coordination. The game plays over 4 nights; Jack wins by completing all murders and escaping, while the detectives win by catching him.

Components

Setup

  1. Place the board. Jack sits behind the screen with a move track sheet.
  2. Jack secretly chooses a hideout (one numbered circle on the board) and records it.
  3. Place Woman tokens on designated Wretched spaces.
  4. Place Policeman pawns at their starting patrol positions.
  5. The detective players divide the 5 policemen among themselves.

Turn Structure

The game plays over 4 nights, each with 2 parts:

Part 1: The Hunt

  1. Wretched move: Jack controls the Woman tokens, moving them one space along connections.
  2. Patrol placement: Detectives place Police Patrol tokens (face-down) at intersections.
  3. Jack chooses victim: Jack selects which Wretched (red-marked woman) to murder by placing the Time of Crime token.
  4. Crime scene: A Crime Scene marker is placed. The murdered woman is removed.
  5. Ready to hunt: Jack’s starting position for escape is the crime scene location.

Part 2: The Chase

Jack and detectives alternate turns:

Jack’s Turn:

Detectives’ Turn: Each detective may perform one of two actions:

  1. Move: Move their policeman up to 2 spaces along connections.
  2. Search for Clues: Name a numbered circle adjacent to the policeman. Jack must answer truthfully whether he has passed through (or is currently on) that circle during this night. If yes, place a yellow Clue marker. If no, nothing.
  3. Arrest Attempt: If a policeman is adjacent to a numbered circle and a detective suspects Jack is there, they may attempt an arrest. Jack must reveal whether he is on that circle. If correct, Jack is caught and detectives win.

Actions

Jack’s Special Actions

Detective Actions

Scoring / Victory Conditions

Special Rules & Edge Cases

Player Reference

Night Summary:

  1. Move Wretched tokens
  2. Place police patrol tokens
  3. Jack commits murder
  4. Chase: alternate Jack moves and detective actions
  5. Night ends when Jack reaches hideout or is caught

Jack’s Special Tokens (per night):

Token Uses Effect
Coach 3 Move 2 spaces instead of 1
Alley 2 Use alley shortcut connections

Detective Action Options (choose 1 per policeman per turn):

  1. Move (up to 2 spaces)
  2. Search for Clues (ask about 1 adjacent circle)
  3. Attempt Arrest (name specific circle)

Game End Conditions:

Condition Winner
Jack reaches hideout all 4 nights Jack
Detectives correctly arrest Jack Detectives
Jack is trapped with no legal moves Detectives