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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. | ||
== | == 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 his 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 | * 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, he wins. 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 12:10, 26 December 2021
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 his 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, he wins. 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.