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==Setup==
For tips on how to play Mr Jack, see <b>[[Tips_mrjack]]</b>
 
== Setup ==
 
* All characters are placed suspect side up on the board, along with manholes, lit gaslights and police cordons.
* All characters are placed suspect side up on the board, along with manholes, lit gaslights and police cordons.
* Mr Jack draws an alibi. That is his identity. The rest of the alibis are placed in a stack next to the board.
* Mr Jack draws an alibi. That is his identity.
** The rest of the alibis are placed in a stack next to the board.
* Mr Jack starts visible.
* Mr Jack starts visible.


==Gameplay==
== Game play ==
 
* On odd rounds, the detective starts first. On even rounds, Mr Jack starts first.
* On odd rounds, the detective starts first. On even rounds, Mr Jack starts first.
* Draw 4 character cards from the deck and place them next to the board. On odd rounds, shuffle the deck first.
* Draw 4 character cards from the deck and place them next to the board. On odd rounds, shuffle the deck first.
* The starting player chooses a character and activates his ability. Then the opposite player chooses two characters and activates their abilities one by one. Finally, the starting player activates the last ability.
* The starting player chooses a character and activates their ability.
* Then, Jack must declare whether he is visible. He is visible if he is next to a gaslight or another character. According to his answer, the detective clears some people.
** Then the opposite player chooses two characters and activates their abilities one by one.
** Finally, the starting player activates the last ability.
* Then, Jack must declare whether he is visible.
** He is visible if he is next to a gaslight or another character.
** According to his answer, the detective clears some people.
* After that, some gaslights maybe shut off. Remove the lit token equal to the round number from the game.
* After that, some gaslights maybe shut off. Remove the lit token equal to the round number from the game.
* Some special tiles have different effects. Obstacles cannot be crossed by anyone except Stealthy.
** Police cordons block exits from available to escaping. Manholes can be used to travel to another manhole if not covered.


==End of the Game==
== End of the Game ==
* Once per game, the detective can move another character onto Jack and confronts him. If the detective is right, he wins. Otherwise, Jack wins.
 
* Once per game, the detective can move another character onto Jack and confronts him.
** If the detective is right, they win. Otherwise, Jack wins.
* If Jack escapes when he is invisible, he wins.
* If Jack escapes when he is invisible, he wins.
* If eight rounds have passed and Jack is not caught, he wins.
* If eight rounds have passed and Jack is not caught, he wins.


==Character Powers==
== Character Powers ==
* Sherlock Holmes: Move 1 to 3 spaces, then draw the first card from the alibi deck and look at it secretly.
 
* John Watson: Move 1 to 3 spaces then choose his final direction. All characters on the line (except Watson) are visible.
* '''Sherlock Holmes''': Move 1 to 3 spaces, then draw the first card from the alibi deck and look at it secretly.
* John Smith: Move 1 to 3 spaces. Must move a lit gaslight before or after moving.
* '''John Watson''': Move 1 to 3 spaces then choose his final direction. All characters on the line (except Watson) are visible.
* Inspector Lestrade: Move 1 to 3 spaces. Must move a cordon before or after moving.
* '''John Smith''': Move 1 to 3 spaces. Must move a lit gaslight before or after moving.
* Miss Stealthy: Move 1 to 4 spaces. May cross any hex while moving, but must stop on a street hex.
* '''Inspector Lestrade''': Move 1 to 3 spaces. Must move a cordon before or after moving.
* Sergeant Goodley: Move 1 to 3 spaces. Must use 3 moves to move any characters towards him before or after moving.
* '''Miss Stealthy''': Move 1 to 4 spaces. May cross any hex while moving, but must stop on a street hex.
* Sir William Gull: Move 1 to 3 spaces. May swap places with any other character instead.
* '''Sergeant Goodley''': Move 1 to 3 spaces. Must use 3 moves to move any characters towards him before or after moving.
* Jeremy Bert: Move 1 to 3 spaces. Must move a manhole cover before or after moving.
* '''Sir William Gull''': Move 1 to 3 spaces. May swap places with any other character instead.
* '''Jeremy Bert''': Move 1 to 3 spaces. Must move a manhole cover before or after moving.

Revision as of 18:56, 12 May 2023

For tips on how to play Mr Jack, see Tips_mrjack

Setup

  • All characters are placed suspect side up on the board, along with manholes, lit gaslights and police cordons.
  • Mr Jack draws an alibi. That is his identity.
    • The rest of the alibis are placed in a stack next to the board.
  • Mr Jack starts visible.

Game play

  • On odd rounds, the detective starts first. On even rounds, Mr Jack starts first.
  • Draw 4 character cards from the deck and place them next to the board. On odd rounds, shuffle the deck first.
  • The starting player chooses a character and activates their ability.
    • Then the opposite player chooses two characters and activates their abilities one by one.
    • Finally, the starting player activates the last ability.
  • Then, Jack must declare whether he is visible.
    • He is visible if he is next to a gaslight or another character.
    • According to his answer, the detective clears some people.
  • After that, some gaslights maybe shut off. Remove the lit token equal to the round number from the game.
  • Some special tiles have different effects. Obstacles cannot be crossed by anyone except Stealthy.
    • Police cordons block exits from available to escaping. Manholes can be used to travel to another manhole if not covered.

End of the Game

  • Once per game, the detective can move another character onto Jack and confronts him.
    • If the detective is right, they win. Otherwise, Jack wins.
  • If Jack escapes when he is invisible, he wins.
  • If eight rounds have passed and Jack is not caught, he wins.

Character Powers

  • Sherlock Holmes: Move 1 to 3 spaces, then draw the first card from the alibi deck and look at it secretly.
  • John Watson: Move 1 to 3 spaces then choose his final direction. All characters on the line (except Watson) are visible.
  • John Smith: Move 1 to 3 spaces. Must move a lit gaslight before or after moving.
  • Inspector Lestrade: Move 1 to 3 spaces. Must move a cordon before or after moving.
  • Miss Stealthy: Move 1 to 4 spaces. May cross any hex while moving, but must stop on a street hex.
  • Sergeant Goodley: Move 1 to 3 spaces. Must use 3 moves to move any characters towards him before or after moving.
  • Sir William Gull: Move 1 to 3 spaces. May swap places with any other character instead.
  • Jeremy Bert: Move 1 to 3 spaces. Must move a manhole cover before or after moving.