Mr. Jack
Overview
Mr. Jack is an asymmetric two-player deduction game set in Whitechapel, 1888. One player is Jack (disguised as one of 8 characters) trying to escape or remain hidden; the other is the Detective trying to identify Jack before round 8 ends. Each round, both players activate characters to manipulate light and shadow on the hex-based board. After character actions, Jack declares visible or invisible, allowing the Detective to eliminate suspects.
Components
- 1 game board (Whitechapel hex grid with round counter)
- 8 character tokens (double-sided: Suspect / Innocent)
- 8 character cards (green backs, showing movement and abilities)
- 8 alibi cards (red backs)
- 1 witness card (Visible / Invisible)
- 1 round counter token
- 6 lit gaslight tiles (4 numbered, 2 unnumbered)
- 2 police cordon tokens
- 2 covered manhole tiles
Setup
- Place the game board and set up characters, gaslights, manholes, and police cordons in their starting positions.
- Place all 8 character tokens Suspect side up on their designated hexes.
- Jack draws 1 alibi card secretly (this is Jack’s identity) and keeps it hidden.
- Place remaining 7 alibi cards face down nearby.
- Set round counter to 1.
Turn Structure
Each round:
- Character Selection (4 characters activated per round):
- Odd rounds (1,3,5,7): Detective draws 4 character cards. Detective picks 1, Jack picks 2, Detective picks last 1.
- Even rounds (2,4,6,8): Jack draws 4 character cards. Jack picks 1, Detective picks 2, Jack picks last 1.
- Each selected character moves and uses their special ability.
- Witness Call: Jack declares Visible or Invisible.
- Detective eliminates suspects: characters whose visibility status contradicts Jack’s declaration are flipped to Innocent.
Actions
Movement
Each character moves 1-3 hexes (varies by character). Characters cannot pass through other characters, police cordons, or buildings.
Visibility Rules
- Visible: A character on a lit hex (adjacent to a lit gaslight) OR adjacent to another character.
- Invisible: A character not on a lit hex and not adjacent to any other character.
Character Special Abilities
Each of the 8 characters has a unique ability (moving gaslights, using manholes, moving police cordons, swapping positions, etc.).
Escape
Jack can attempt to escape by moving his character to one of the 4 exit hexes on the board edges during a round when his character is invisible. The exit must not be blocked by a police cordon.
Scoring / Victory Conditions
Detective wins if:
- All characters except one are flipped to Innocent (that one is Jack), OR
- The Detective correctly accuses Jack (moves a character onto Jack’s hex and declares an accusation – risky, only if certain).
Jack wins if:
- Jack escapes through an exit while invisible, OR
- Round 8 ends and the Detective has not identified Jack (more than 1 suspect remains).
Special Rules & Edge Cases
- Watson’s lamp provides an additional light source when he is activated.
- Manholes allow characters to teleport between covered manhole tiles.
- Police cordons block movement and exits.
- Once a character is flipped to Innocent, they remain so for the rest of the game.
- Jack can win by escape at any point during the round when his character is activated and invisible on an exit hex.
Player Reference
| Phase |
Action |
| Select |
Draw 4 character cards; alternate picking 1/2/1 |
| Activate |
Move each chosen character and use their ability |
| Witness |
Jack declares Visible or Invisible |
| Eliminate |
Flip non-matching suspects to Innocent |
| Jack Wins |
Escape via exit while invisible, or survive 8 rounds |
| Detective Wins |
Narrow to 1 suspect, or accuse correctly |