Mr. Jack

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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

Setup

  1. Place the game board and set up characters, gaslights, manholes, and police cordons in their starting positions.
  2. Place all 8 character tokens Suspect side up on their designated hexes.
  3. Jack draws 1 alibi card secretly (this is Jack’s identity) and keeps it hidden.
  4. Place remaining 7 alibi cards face down nearby.
  5. Set round counter to 1.

Turn Structure

Each round:

  1. 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.
  2. Each selected character moves and uses their special ability.
  3. Witness Call: Jack declares Visible or Invisible.
  4. 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

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:

Jack wins if:

Special Rules & Edge Cases

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