Mr. Jack Pocket
Overview
Mr. Jack Pocket is a two-player asymmetric deduction game set in Whitechapel. One player is Mr. Jack, hiding among 9 suspects; the other is the Investigator trying to identify Jack’s disguise. The game uses a 3x3 grid of double-sided street tiles and 3 Detective tokens that observe from the edges. Each turn, players take 2 of 4 available actions, then conduct an Appeal for Witnesses to eliminate suspects. The game lasts at most 8 turns.
Components
- 9 double-sided street tiles (Empty side / Suspect side)
- 3 Detective tokens (Holmes, Watson, Toby the dog)
- 9 Alibi cards (1 per character, showing 0-2 hourglasses)
- 4 double-sided Action tokens
- 8 double-sided Turn tokens (numbered 1-8 / hourglass)
Setup
- Shuffle the 9 tiles and arrange in a 3x3 grid, Suspect side up, with random orientation.
- Place Holmes next to the top-left area, Watson next to the top-right area, and Toby next to the bottom-center area. Rotate adjacent tiles so each Detective token is next to a wall.
- Mr. Jack draws 1 Alibi card secretly (his disguise) and places it face down.
- Place remaining Alibi cards in a pile nearby.
- Place 8 Turn tokens in a line, numbered 1-8, face up.
Turn Structure
Each turn has two stages:
Stage 1: The Manhunt
Odd turns (1, 3, 5, 7) – Investigator starts:
- Investigator throws 4 Action tokens (random sides showing).
- Investigator picks 1 action and executes it.
- Mr. Jack picks 2 actions from the remaining 3 and executes them (any order).
- Investigator executes the last remaining action.
Even turns (2, 4, 6, 8) – Mr. Jack starts:
- Flip all 4 Action tokens to their opposite sides.
- Mr. Jack picks 1 action.
- Investigator picks 2 actions.
- Mr. Jack executes the last remaining action.
Stage 2: Appeal for Witnesses
Mr. Jack declares whether his character can or cannot be seen by any Detective.
- Can be seen: All Suspect tiles NOT in any Detective’s line of sight are flipped to Empty side. Investigator takes the Turn token.
- Cannot be seen: All Suspect tiles IN a Detective’s line of sight are flipped to Empty side. Mr. Jack takes the Turn token (hourglass side up).
Actions
| Action |
Effect |
| Holmes / Watson / Toby |
Move that Detective 1 or 2 spaces clockwise around the grid edge |
| Joker |
Investigator: move any 1 Detective 1 space clockwise. Mr. Jack: move any 1 Detective 1 space clockwise OR do nothing |
| Rotation |
Rotate any 1 tile 90 or 180 degrees. Cannot rotate a tile already rotated this turn. Two rotation actions exist |
| Exchange |
Swap 2 tiles without changing their orientation |
| Alibi |
Investigator: draw an Alibi card, reveal it, flip matching Suspect tile to Empty if still face up. Mr. Jack: draw an Alibi card secretly, keep it face down for hourglass count |
All actions are mandatory (must be performed).
Scoring / Victory Conditions
Investigator wins: Only 1 Suspect tile remains face up after an Appeal for Witnesses. That suspect is Mr. Jack.
Mr. Jack wins: Accumulates 6 or more hourglasses (from Turn tokens taken + Alibi card hourglasses) before being identified.
Special case: If both win on the same turn:
- On turn 8: Investigator wins if Mr. Jack can be seen; Mr. Jack wins if hidden.
- Before turn 8: Game continues – Investigator wins the first turn Mr. Jack is seen; Mr. Jack wins if hidden through turn 8.
Special Rules & Edge Cases
- Line of sight: A Detective can see all characters on tiles adjacent to their position, unless blocked by a wall. The barricade on the grey character’s tile is also a wall.
- When flipping tiles, ensure the wall faces the same direction before and after.
- Multiple Detectives can occupy the same edge space.
Player Reference
| Turn Phase |
Action |
| Manhunt |
Choose and execute 4 actions (split 1/2/1 between players) |
| Witnesses |
Mr. Jack declares visible/hidden; eliminate suspects accordingly |
| Win Check |
1 suspect left = Investigator wins. 6+ hourglasses = Mr. Jack wins |