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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.
* Once per game, the detective can move another character onto Jack and confronts him. If the detective is right, he wins. Otherwise, Jack wins.
** 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.


=== Playing as a detective ===
== Character Powers ==


Try to split suspects as much as possible between light and dark. On odd turns, prefer to put suspects that are playable this turn in the dark, and other suspects in the light. That way Jack can't escape on the next turn.
* '''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.

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.