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Letters From Whitechapel Aid 2
Letters From Whitechapel Aid 2
HELL
JACK – collect Special Movement tokens: Coach [C] + Alley [A]
1 1st night – 3[C] + 2[A] 2nd night – 2[C] + 2[A] 3rd night – 2[C] + 1[A] 4th night – 1[C] + 1[A]
JACK – place the following Woman tokens face‐down on red circled spaces, except those occupied by Crime Scene tokens: Woman [W] / Marked Red [R]
2 1st night – 8[W] / 5[R] 2nd night – 7[W] / 4[R] 3rd night – 6[W] / 3[R] 4th night – 4[W] / 1[R]
POLICE – reveal a Head of the Investigation [HOTI] tile for this night. That player places 7 Police Patrol tokens face down on the board:
1st night – on the 7 yellow bordered squares.
3 2nd to 4th night – replacing the 5 police pawns on their actual locations (with any color or false tokens) + 2 empty yellow bordered squares.
JACK (optional rule) – from 2nd night onward, Jack can use 1 of his Letters each night (except for “Goulston Street” which is played during the Second Part).
7 JACK – reveal 1 Police Patrol token. Return to step 5.
9 POLICE – reveal all Police Patrol tokens and replace them with the corresponding Police pawns. Remove all Wretched pawns. Advance to the Second Part.
Second Part: HUNTING
If you are beginning this part while on the 3rd night, skip to Step 2.
JACK – must move (not optional) to an adjacent numbered circle. Can use available Coach or Alley tokens (see below) placing them in the move track. Cannot
cross a Police pawn unless using a Coach (if there are no valid options, Jack loses the game).
Coach – move 2 spaces instead of 1 (not optional). Cannot move back and forth. Write both space numbers on the sheet in separate spaces (ie. the
p )
move track will advance 2 spaces).
1 Alley – move to another numbered space through a block of houses (ie. without crossing any black dotted lines).
If Jack is now in the Hideout space and a Coach/Alley movement wasn’t used this turn, he can choose to end the night (go to END OF NIGHT) or to continue
playing. If the game continues (Jack hasn’t reached the Hideout or he chooses to keep playing), advance Jack’s pawn on the move track and write the new
space number on the sheet, to the right of the last one (if the 15 space of the sheet is used and Jack isn’t on the Hideout, Jack loses the game).
JACK (optional rule) – if no Letter was played in the First Part of the current night, Jack can now play “Goulston Street” .
2 POLICE – starting from the [HOTI] player and going clockwise, each player can move (optionally) his pawn up to 2 black squares. It is possible to cross other
Police pawns but the movement has to end in an empty black squared space.
JACK (optional rule) – place 1 yellow False Clue token on any space. The Police cannot look for clues or execute arrests in that space for the rest of the night.
POLICE – starting from the [HOTI] player and going clockwise, each player chooses only 1 of these options (go to Step 1 when all have done their action):
Look for clues – choose a circled number adjacent to your pawn (ie. one you can reach along the dotted lines without crossing other circle or square
spaces). Jack will then answer if he has that number written in the current night row. If answer is Yes, then place a Clue token on that space, ending
3 that Police actions. If answer is No, choose another adjacent space, until you have no more valid spaces or you place a Clue token.
Try to execute an arrest – choose a circled number that is adjacent to your pawn (same definition as above). If Jack is in that space, the game ends
and the Police wins. If not, that Police actions ends.
JACK ((optional rule) –
p ) for every 5 clue tokens placed in the same night, receive a yellow False Clue token.
y p g , y
END OF NIGHT
If this is the end of the 4th night, Jack wins, otherwise: ‐ leave Police pawns and red Crime Scene tokens in place.
‐ remove clue tokens from the board and the special movement tokens and Jack’s pawn from move track.
‐ discard unused False Clue tokens (if playing with this optional rule).