Whitechapel Rulebook EN.Pdf
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Rulebook Letters from Whitechapel London, 1888 As soon as you get off the coach, you realize this is the wrong stop. A few Letters from Whitechapel is a game of deduction and bluffi ng set in minutes ago you were in the posh 1888, in the London of Jack the Ripper. It is a game for two to six players, city center, but now crowded and ages 13 or older. smelly alleys branch off around you. Goal of the Game Hawkers, shouting merchants, and Five important detectives are on the trail of Jack the Ripper, the most dirty children covered in rags who dangerous serial killer of all time. They must chase the mysterious murderer through the tangled streets and alleys of the Whitechapel run through the crowd and pull your district. One player plays Jack the Ripper, and his goal is to take fi ve jacket, begging for money… all you victims before being caught. The rest of the players are police detectives, see is poverty and dreariness. Some who must cooperate to catch Jack the Ripper before the end of the game. people call this district hell. Some Contents of the Box others—less lucky—call it home. Here, This box contains: for a penny or less, you can see street — this rulebook; — 1 game board representing the Whitechapel district in 1888; acrobats and freak shows, or you can — 5 Police sheets (1 each of blue, yellow, brown, red, and green); get drunk in one of the pubs. Sex is — 1 Jack the Ripper sheet; for sale too; there are prostitutes on — 2 die-cut punchboards containing: — 5 Head of the Investigation tiles (1 each of blue, yellow, every street corner. They call them brown, red, and green); the wretched, and they couldn’t have — 7 black Police Patrol tokens (2 false tokens, and 1 each of blue, yellow, brown, red, and green); chosen a better name. — 8 white Woman tokens, 5 marked with red and 3 unmarked; — 1 red Time of the Crime token; Welcome to Whitechapel. — 5 Special Movement tokens (3 Coach and 2 Alley); — 4 Jack’s Letter tiles (“Dear Boss,” “Saucy Jacky,” “From Welcome to Jack the Hell,” and “Goulston Street”); — 5 white wooden Wretched pawns; Ripper’s streets. — 5 wooden Policeman pawns (1 each of blue, yellow, brown, red, w and green); — 2 black wooden Jack pawns; — 1 Jack the Ripper screen; — 1 pad of Jack the Ripper move track sheets; — 3 transparent yellow plastic False Clue tokens; — 19 transparent white plastic Clue tokens; and — 5 transparent red plastic Crime Scene tokens. h - 2 - Letters from Whitechapel Game Components Game Board Jack the Ripper Screen ¡ Jack’s Move Track Sheet A pad of 30 sheets Jack’s Sheet Back Front Police Sheets Z Z Z Z Z Z Z Z Back Fronts in fi ve colors (one per Policeman) Head of the Investigation Tiles Letters 25 Back Fronts of four types Back Fronts in fi ve colors (one per Policeman) Wooden Pawns Transparent Plastic Tokens Punchboard Tokens Clue Crime False Clue Woman Police Time of Coach Alley (19) Scene (5) (3) (8) Patrol the Crime (3) (2) Jack (2) Policemen in fi ve colors (one per Policeman) Wretched (5) (7) (1) - 3 - Letters from Whitechapel Preparing the Game Numbered circle Policeman pawn sPlace the game board representing Whitechapel at the time of Jack the Ripper at the center of the table. It is marked with 199 numbered circles linked together by dotted lines. Crossing Historical notes: they tell During play, Jack the Ripper, the Policemen, and the Wretched are moved about the events of 1888 along the dotted lines that represent Whitechapel streets. Jack the Ripper moves stealthily between circular numbered circles. Policemen move on their patrols between crossings (without worrying whether they have colored borders or not). The Wretched wander alone between circular Red numbered circle: Jack will numbered circles. place the Women here The Head of the Investigation decides how to arrange the Policeman pawns on the board One player becomes Jack the Ripper. (The most experienced player is a good choice.) The other players become the police detectives. The Head of the Investigation: detectives always work together. They distribute the fi ve Policeman pawns randomly determined as among themselves in any way they agree on. All fi ve Policemen are always tiles are revealed used no matter how many players there are. When there are fewer than six Move track: one of Jack’s black pawns keeps track of Jack’s players in the game, someone must control more than one Policeman. moves Jack the Ripper Jack takes a fresh move track sheet from the pad and places it in his Jack the Ripper screen. He will Jack the Ripper also need a pencil (not included). Jack secretly chooses his Hideout. He may choose any numbered circle on the Jack's screen with a move-track game board except a red numbered circle. When he has chosen his Hideout, sheet correctly placed. Jack writes its number on his move track sheet in the prominent oval at the top. Jack’s goal will be to return to his Hideout after each murder without being arrested by the police detectives. Jack the Ripper Example: Jack chooses numbered circle 90 as his Jack places a black Jack the Ripper pawn on the fi rst night space of the Hideout. game board’s night track. - 4 - Letters from Whitechapel Jack the Ripper Jack takescollects a new the redmove-track Crime Scene sheet tokens, from thethe block,transparent places Clue it in tokens,his screen the andwhite takes Woman a pencil tokens, (not the included). Coach and Alley Special Movement tokens, and the red Time of the Crime token. If the optional rules (see page 14) are being used Jack also collects the Jack’s Letters tiles and the transparent yellow False Clue tokens. Crossing 5 Crime Scene 19 Clue tokens (with a yellow border) tokens 8 Woman 5 Special Movement tokens: 1 Time of the Hideout (a different one is chosen by tokens (faces) 3 Coach and 2 Alley Crime token the Jack player in each game) Police Jack takes a new move-track sheet fromThe the fi veblock, Police places sheets it in are his screen Night track: one of Jack’s and takes a pencil (not included). distributed to the police detective black pawns keeps track of players the same way the pawns elapsing nights as the game proceeds were divided so that, for example, the same player has the red pawn and red sheet. Police One of the police detective players shuffl es the Head of the Investigation tiles and piles them face-down, in a random order, on the provided space of the board. Police 90 The police detective players collect the white Wretched pawns and the black Police Patrol tokens. The game begins! Jack’s Hideout recorded at the top of his move track sheet. 5 Wretched 7 Police Patrol pawns tokens (faces) - 5 - Letters from Whitechapel How to play How to Play A game of Letters from Whitechapel is divided into four nights: First night (August 31st, 1888) First Part: Hell Second night (September 8th, 1888) Third night (September 30th, 1888) — the “double event” Darkness falls on the notorious alleys of Whitechapel and fear becomes palpable for those who wander in the night. Every shadow could be Jack’s own. Fourth night (November 9th, 1888) g Each night is divided into two parts. Each part is composed of a number 1. Jack the Ripper: Preparing the Scene of different phases. Each phase names either Jack the Ripper or the Police as responsible for carrying out its particular activities. Jack collects Special Movement tokens (Coach and Alley) according to which night it is: First Part: HELL Night Tokens 1 Jack the Ripper: Preparing the Scene 1 August 31st, 1888 3 Coach tokens and 2 Alley tokens 2 Jack the Ripper: The Targets are Identifi ed 2 August 31st, 1888 2 Coach tokens and 2 Alley tokens 3 Police: Patrolling the Streets 3 September 30th, 1888 2 Coach tokens and 1 Alley tokens 4 Jack the Ripper: The Victims are Chosen 4 November 9th, 1888 1 Coach tokens and 1 Alley tokens 5 Jack the Ripper: Blood on the Streets 6 Police: Suspense Grows 2. Jack the Ripper: The Targets are Identifi ed Jack collects Woman tokens according to which night it is: 7 Jack the Ripper: Ready to Kill Night Tokens 8 Jack the Ripper: A Corpse on the Sidewalk 1 August 31st, 1888 8 Women, 5 of which are marked 9 Police: Alarm Whistles 2 September 8th, 1888 7 Women, 4 of which are marked 3 September 30th, 1888 6 Women, 3 of which are marked Second Part: HUNTING 4 November 9th, 1888 4 Women, 1 of which is marked 1 Jack the Ripper: Escape in the Night Jack places the Woman tokens face-down on red numbered circles of the board. 2 Police: Hunting the Monster He may arrange them any way he wishes. The tokens marked with red on their faces represent Jack the Ripper’s possible 3 Police: Clues and Suspicion targets. The completely white tokens are fake targets, used to confuse the police detectives, according to Jack’s strategy. Remember, the red-marked faces remain hidden as Jack places them. Jack is the Dear Boss, only one who knows the actual targets! I keep on hearing the police Note: On the second and subsequent nights of the game, Jack cannot place have caught me but they wont Woman tokens on the red numbered circles occupied by red Crime Scene fix me just yet.