Boardgames

Whitehall Mystery

Immerse yourself in the harrowing world of 1888 London, as you unravel the Whitehall Mystery - a thrilling board game of macabre intrigue and deduction.

60
minutes

2 - 4
player(s)

Medium

About the game

Whitehall Mystery is a thrilling, deduction-based board game that plunges you into the heart of Victorian London. Set against the backdrop of the historical Whitechapel district in 1888, players are immersed in a captivating game of cat and mouse where they either embody the infamous Jack the Ripper or the diligent investigators on his trail.

The game unfolds on a meticulously designed map of Whitechapel, with its labyrinthine network of streets, alleys, and waterways. The setting plays a pivotal role in the gameplay, providing a complex terrain for Jack to evade capture, and a challenging landscape for investigators to navigate.

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Setup and rules summary

Game setup Lay it out, line it up, let’s go

‘Whitehall Mystery’ is an engaging board game that takes place in the city of London. It’s a game of cat and mouse where one player takes on the role of the fugitive ‘Jack’, while the others play as the investigators trying to apprehend him. Here’s a step by step guide on how to set up the game:

Step 1: Determining Player Roles

Firstly, players must decide on their roles. One player will be ‘Jack’, the fugitive trying to avoid capture. The remaining players will be the investigators, who work together to apprehend ‘Jack’. The roles are not randomly assigned and can be decided upon by the players themselves.

Step 2: Preparing the Game Board

Place the game board in the center of the play area. The board represents the city of London and is divided into numbered circles, which represent locations ‘Jack’ can move to, and squares, which represent locations where investigators may move.

Step 3: Setting up ‘Jack’s’ Resources

‘Jack’ has access to a number of special movement tokens and additional resources. These include:

  • 15 numbered location discs, which ‘Jack’ will use to indicate his hidden location on his personal movement track.
  • 5 ‘alley’ tokens, which ‘Jack’ can use to move across a block of buildings in a single turn.
  • 2 ‘boat’ tokens, which allow ‘Jack’ to cross the River Thames.
  • 2 ‘carriage’ tokens, which allow ‘Jack’ to move two spaces in a single turn.

Step 4: Setting up Investigator’s Resources

Each investigator has a set of resource tokens. These include:

  • Arrest tokens, which investigators can use to attempt to arrest ‘Jack’ if they believe he is in a nearby location.
  • Search tokens, which investigators use to search for clues to ‘Jack’s’ whereabouts.

Step 5: Establishing ‘Jack’s’ Escape Points

‘Jack’ must choose four escape points on the board at the start of the game. These points are kept secret from the investigators. ‘Jack’s’ goal is to reach one of these points without being caught.

Step 6: Random Elements

The game starts with ‘Jack’ choosing his starting location, which must be one of the 199 numbered circles on the board, and writing it down on his personal movement track. This starting location isn’t revealed to the investigators and adds an element of randomness to the game.

Step 7: Starting the Game

Once the board and player resources are set up, and ‘Jack’s’ starting location and escape points are established, the game can begin. ‘Jack’ takes the first turn, followed by the investigators.

Game flow Round and round we go

Whitehall Mystery is a thrilling board game that is played between 2 to 4 players. The game is based in the city of London, where one player plays the role of the mysterious fugitive Jack the Ripper while the other players represent investigators who are trying to capture him. The game is divided into several rounds and phases.

The game begins with Jack choosing four locations on the board to be his hideouts. The first hideout is revealed and the game starts with Jack moving from it. The game proceeds in rounds, each having two main phases: the Jack’s Movement Phase and the Investigators’ Movement and Search Phase.

1. Jack’s Movement Phase:

  • During this phase, Jack can move one space along a dotted line or use a special movement token (Alley, Boat, or Coach).
  • The player then records their movement on the movement track on their screen, keeping it hidden from the investigators.
  • Jack may also choose to wait in his current location, marking a circle on the movement track instead of moving.

2. Investigators’ Movement and Search Phase:

  • Each investigator, in turn, moves up to two spaces along the dotted lines on the board.
  • After moving, an investigator can choose to search for clues or make an arrest attempt in their current location.
  • Searching for clues involves Jack revealing if he has been in that location during this round. An arrest attempt is an attempt to capture Jack if he is present at the location.

These phases continue in the same order until one of the two end conditions is met: Jack reaches his final hideout without being captured, in which case Jack wins. Or, an investigator correctly identifies Jack’s current location with an arrest attempt, in which case the investigators win.

Throughout the game, both Jack and the investigators have to strategically plan their moves and use their special abilities wisely to outsmart each other. The tension builds as Jack tries to slip through the net that the investigators are tightening around him, and the investigators race against time to prevent Jack from reaching his next hideout.

Players'turn One turn to rule them all

Whitehall Mystery is an intriguing board game that entails cat-and-mouse chases across London. The gameplay is divided into turns with each turn offering a range of possible actions for the players. The actions taken by the players, as well as their strategic choices, significantly influence the game’s outcome. Below is a detailed breakdown of what transpires during a player’s turn:

1. The Jack’s Move:

  • Jack’s Move: At the start of each turn, the player acting as Jack must move to an adjacent numbered circle on the board. This move is kept secret from the other players, but the move is recorded on Jack’s movement sheet.
  • Special Movement: Jack has the option to use one of his special movement tokens (Alley, Boat, or Coach) to make non-standard moves. However, these are limited resources and should be used strategically.

2. The Investigators’ Move:

  • Moving Investigators: Each investigator can move up to two spaces along the dotted lines on the board. The objective is to reach a circle where they suspect Jack might be or might have been.
  • Arresting: If an investigator believes they have located Jack, they can attempt an arrest on their current or any adjacent circle. If Jack is indeed on that circle, the investigators win the game.
  • Searching for Clues: Instead of arresting, an investigator can search for clues. If Jack has passed through the circle where an investigator is searching, Jack must reveal that he has been there, giving the investigators a hint about his path.

3. Strategy:

  • Jack’s Strategy: Jack must carefully balance speed and stealth. Quick, direct routes to the hideouts might be quicker but can provide clues to the investigators. Using special movements can provide a clean escape but are limited resources.
  • Investigators’ Strategy: The investigators must work together, sharing information and coordinating their movements to corner Jack. They must decide when to search for clues and when to attempt an arrest, based on their deductions about Jack’s location and movements.

As can be seen, every turn in Whitehall Mystery involves crucial decisions that can tip the balance of the game. Both Jack and the investigators must carefully consider their actions and strategies to outwit each other and emerge victorious.

End of the game All good games must come to an end

Whitehall Mystery is a thrilling hidden movement board game in which one player assumes the role of Jack the Ripper, while the rest of the players act as investigators trying to apprehend him. The game ends under two different conditions, resulting in either a victory for Jack the Ripper or the investigators.

Victory Condition for Jack the Ripper:

In Whitehall Mystery, the victory condition for Jack the Ripper is to successfully visit all four murder scenes without being arrested. The player controlling Jack the Ripper must skillfully evade the investigators, using the various abilities and resources available, while navigating through the streets of Whitehall. If Jack the Ripper can make it to the final murder scene without being captured, he wins the game.

Victory Condition for the Investigators:

The goal for the investigators is to capture Jack the Ripper before he can visit all four murder scenes. Investigators use deduction and strategic movement to corner and arrest Jack the Ripper. If the investigators successfully arrest Jack the Ripper before he reaches all of his murder scenes, the investigators win the game.

Actions Players Must Take Before Final Scoring:

  • Jack the Ripper: The player controlling Jack the Ripper must ensure that he has visited all four murder scene locations. Additionally, he must have successfully evaded capture by the investigators.
  • Investigators: The investigators must ensure that they have thoroughly checked all potential locations where Jack the Ripper could be hiding. They must also have made at least one successful arrest attempt.

It’s important to note that the final scoring is binary – either Jack the Ripper wins by visiting all murder scenes without capture, or the investigators win by arresting Jack the Ripper before he can complete his grisly tour of Whitehall.

Scoring Did you outsmart your rivals?

‘Whitehall Mystery’ is a thrilling deduction game where one player takes on the role of Jack the Ripper, while others play as investigators trying to apprehend him. The game does not follow a traditional scoring system; instead, the game ends when either Jack is caught by the investigators or Jack successfully completes his wicked mission. However, to facilitate a scoring system for multiple games, you can use the following guidelines.

For Jack:

  • Escape: If Jack manages to commit all four murders without being caught and escapes, he scores 4 points – one for each crime committed.
  • Partial Completion: If the game ends prematurely (due to time constraints or other reasons), Jack scores 1 point for each crime he has committed.
  • Capture: If Jack is caught by the investigators, he scores no points.

For the Investigators:

  • Capture: If the investigators capture Jack, they score 4 points, regardless of how many crimes Jack has committed.
  • Partial Capture: If the game ends prematurely, the investigators score points equal to the number of crimes Jack didn’t have the chance to commit.
  • Escape: If Jack escapes, the investigators score no points.

Tie-Breaking Rules:

In the event of a tie after multiple games, use the following rules to determine the winner.

  1. The player who has won the most games as Jack.
  2. If still tied, the player who has won the most games as an investigator.
  3. If there’s still a tie, the player who scored the most points in a single game as Jack.
  4. If a tie persists, the player who scored the most points in a single game as an investigator.

Keep in mind that the essence of ‘Whitehall Mystery’ lies in the thrilling chase, deduction, and mind games rather than the accumulation of points. The points system can be used to add an additional layer of competitiveness in a series of games.

Particular Cases and Exceptions Wait… is that legal?

Whitehall Mystery is a thrilling board game that involves a certain level of strategy and cunning. While the game’s rules are generally straightforward, there are some rare or special rules, exceptions, and important rule clarifications that players should be aware of:

1. Discovery of a Body Part: Jack’s location is revealed when a body part is discovered. However, the following round, Jack is invisible until he makes a move. This rule exception applies even if Jack is on a spot occupied by a detective.

2. Arresting Jack: Detectives can make an arrest on their current position or an adjacent spot, but they cannot make an arrest and move in the same turn. If a detective announces an arrest, Jack must declare if he is at that spot or not.

3. Use of Special Movement Tokens: Jack has the ability to use Alley tokens and Boat tokens to make special movements. However, these tokens are limited and should be used strategically. Jack cannot use both a Boat and an Alley token in the same turn.

4. The Special Movement Tokens Rule Clarification: It’s important to note that when Jack uses a Boat token, he can only move to an adjacent waterway point. Furthermore, when using an Alley token, Jack can only move to an adjacent alley spot. These movements do not count as regular moves.

5. The Pawns Rule Clarification: Detectives should remember that the brown pawn is used to track Jack’s movements and the other colored pawns represent the detectives. However, the brown pawn is only used if Jack is using the Special Movement Tokens or if he is arrested.

6. The Rule of Silence: During the game, Jack is not allowed to give any hints about his current location or his next destination. The only exception to this rule is when he is arrested or when a body part is discovered.

7. The False Clue Rule: If a detective ends his turn on a spot that Jack has visited during the current round, Jack must declare it, even if he is no longer there. However, Jack does not need to specify when he was there. This might give detectives a false clue about Jack’s current location.

Tips and tricks Play smarter, not harder!

Whitehall Mystery is an intense game of deduction and strategy where one player, the fugitive, attempts to escape from the other players, the investigators. To excel in this game, players need to know the essential strategies, tips, and common mistakes to avoid. Here are some insights that may help:

Advanced Strategies:

  • For the Fugitive: Use your special movement tokens wisely. The ‘Alley’ and ‘Boat’ tokens can help you cover a lot of ground quickly, but use them sparingly as they are limited.
  • For the Investigators: Try to narrow down the fugitive’s possible locations as much as possible. Remember that the fugitive cannot move diagonally, which can help eliminate certain possibilities.

Beginner Tips:

  • For the Fugitive: Try to avoid leaving a trail that leads directly to your hideout. Instead, try to move in a way that leaves multiple possibilities open for your next destination.
  • For the Investigators: Cooperation is key. Work with your fellow investigators to corner the fugitive and cut off their escape routes.

Common Mistakes to Avoid:

  • For the Fugitive: Avoid using your special movement tokens too early in the game. It might be tempting to get a head start, but you might need those tokens later on.
  • For the Investigators: Don’t concentrate all your efforts in one area. The fugitive can easily slip past you if you’re not careful.

Ways to Optimize Gameplay:

  • For the Fugitive: Plan your moves in advance. If you can predict where the investigators will go, you can plan your route accordingly to avoid them.
  • For the Investigators: Try to predict the fugitive’s movements. If you can anticipate their next move, you can get ahead and cut them off.