LFH - Rules - Letter - EN Low Res PDF
LFH - Rules - Letter - EN Low Res PDF
LFH - Rules - Letter - EN Low Res PDF
Letters from ™
— r e v i s e d e d i t i o n —
Rulebook
Letters from Whitechapel
game design
Gabriele Mari and Gianluca Santopietro
Rules
London, 1888.
Gabriele Mari, Gianluca Santopietro,
and e-Nigma.it As soon as you get off the coach,
historical research
Gabriele Mari with Giacomo Santopietro you realize this is the wrong stop.
development
e-Nigma.it A few minutes ago you were in
Editing
Gabriele Mari the posh city center, but now
art direction
Gianluca Santopietro crowded and smelly alleys
Artwork
Gianluca Santopietro branch off around you. Hawkers,
graphic design
Demis Savini for e-Nigma.it shouting merchants, and dirty
photos
Alessandro Lonzi and Rob Robinson children covered in rags who
Playtesting
Andrea Chiarvesio, GiocaTorino crew,
Francesco Villani, Michele Patuelli,
run through the crowd and
Monica Socci, Alessandro Zandoli, Simona
Alessandri, Giacomo Giannotti, Thomas
pull your jacket, begging for
Franco, Massimiliano Rossi, Roberto
Argalia, Devil Pierantoni, Roberto Benelli, money... all you see is poverty
Katjuscia Ceccarelli, the players of Essen
Spiel 2009 and 2010, the players of La and dreariness. Some people call
this district hell. Some others–less
Ludoteca dei Cacciatori di Teste, the players
of Lucca Games 2010 led by Giada Ghetti,
Mario Cortese, Loris Casagrandi and
his crew, the players of BoardGameGeek
particularly Don C. Donelson, Chris
Norwood, Andrew Stanley-Jones, Peter
lucky-call it home.
Dalemans, Rob Robinson. All players of
Play 2012.
Here, for a penny or less,
collaborators
Monica Socci and Francesco Villani
you can see street acrobats and
production
Giacomo Santopietro for Sir Chester
freak shows, or you can get
Cobblepot, Silvio Negri-Clementi for Giochi
Uniti srl. drunk in one of the pubs.
FANTASY FLIGHT GAMES TEAM
Mark O’Connor and Steven Kimball Prostitutes, those lonely wretched
© 2012 Tiopi srl. Letters from Whitechapel and Sir Chester
Cobblepot are trademarks owned by Tiopi srl. All rights reserved.
Letters from Whitechapel is distributed worldwide in the English
language by Fantasy Flight Games. Fantasy Flight Games and the
souls, haunt every street corner.
FFG logo are trademarks of Fantasy Flight Publishing, Inc. All rights
Welcome to Whitechapel.
PRODUCT IS NOT A TOY. NOT INTENDED FOR USE OF
PERSONS 13 YEARS OF AGE OR YOUNGER.
SirChesterCobblepot.com
Welcome to Jack the Ripper’s streets.
GiochiUniti.it
FantasyFlightGames.com
-2-
Letters from Whitechapel
¡
in 1888, in the London of Jack the Ripper. It is a game for two to six
players, age 14 or older.
-3-
6 Game Com
Letters from Whitechapel
9
new components Referenc
In this revised edition of
Letters from Whitechapel™,
many components have been (one for each
improved from the previous Policeman and for
edition based on the comments Jack the Ripper)
and reviews of players from all
over the world.
Jack the Ripper screen: Its Tiles Game
usability is improved. The map
is bigger, and the chart of the Back
Special Movement tokens is now
shown on it, so players don’t
have to look at the rulebook
during the game. The new
physical design allows the screen
to stand up by itself and better
Front
protect the secret information of in five colors (one
Jack from the other players. for each Policeman)
Wooden tokens: Through
repeated use of the Women,
Patrol, and Time of the Crime
tokens, these components can
become marked. Now they are
made of wood to make it harder
for them to become damaged and
marked.
Markers: Some of the plastic
discs now are different colors to
help them stand out more on the
game board. The Clue markers
are now yellow and the False
Clue markers are blue.
Letters: The Letters’ effects
are now described in detail on the
Letters, so players don’t have to
refer to the rulebook during the
game to use them. Jack the Ripper screen Jack the Ripp
Rulebook: The rules of Pad o
the game are unchanged, but
the official errata have been
integrated into the rulebook.
9
Wooden tokens T
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Letters from Whitechapel
mponents
ce sheets
e board Letters
M
Dear Boss
¡
Saucy Jacky
h
From Hell
Goulston
Street
π
of 30 sheets
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Letters from Whitechapel
-6-
Letters from Whitechapel
Patrol token marked (green) Hideout (chosen by Jack for this game)
19 Clue markers
Woman token
marked
The six Reference sheets
are distributed to the
police detective players in the same
way the pawns were divided, and one
is given to the Jack player as well.
-7-
Letters from Whitechapel
9 How to Play 9
A game of Letters from Whitechapel™ is divided into four Nights:
≠
Fourth Night (November 9th, 1888)
Œ
Fay is said to have been found
2 Police: Hunting the Monster
in the Commercial Road Alley
[65]. However, there were no 3 Police: Clues and Suspicion
recorded murders in Whitechapel
on or around Christmas of that
year. Many contemporary
authors agree that Fairy Fay
was fabricated by the press of the
time.
-8-
-
Letters from Whitechapel
*
Brick Lane [84] in the early
becomes palpable for those who wander in the night. Every shadow could
hours of the day. She survived
be Jack’s own. the attack and managed to return
to her lodging house at 18 George
1. Jack the Ripper: Preparing the Scene
Street in Spitalfields. She was
taken to the London Hospital,
Jack collects Special Movement tokens (Coach and Alley): where she fell into a coma and
died the next day at 9:00 a.m. She
Night Special Movement tokens had claimed to have been attacked
1 August 31st, 1888 3 Coach tokens and 2 Alley tokens by three men.
Saturday the 7th. The inquest
2 September 8th, 1888 2 Coach tokens and 2 Alley tokens of Emma Smith’s death was
*
3 September 30th, 1888 2 Coach tokens and 1 Alley token conducted by the coroner for
East Middlesex, Wynne
4 November 9th, 1888 1 Coach token and 1 Alley token Edwin Baxter, and attended
by the local inspector of the
2. Jack the Ripper: The Targets are Identified Metropolitan Police Service,
H Division Whitechapel,
Jack collects Woman tokens according to which night it is: Edmund Reid [green Head of the
Investigation].
Night Woman tokens
1 August 31st, 1888 8 Women, 5 of which are marked 9
2 September 8th, 1888 7 Women, 4 of which are marked
3 September 30th, 1888 6 Women, 3 of which are marked
4 November 9th, 1888 4 Women, 1 of which is marked
Jack places the Woman tokens facedown on red numbered circles of the
game board. He may arrange them any way he wishes.
The Woman tokens marked with red on their faces represent Jack the
Ripper’s possible targets. The Woman tokens with only white on their faces are
fake targets, used to confuse the police detectives, according to Jack’s strategy.
I
Remember, the red-marked faces remain hidden as Jack places them. Jack is
the only one who knows the actual targets!
Note: On the second and subsequent Nights of the game, Jack cannot place
Woman tokens on the red numbered circles occupied by red Crime Scene
markers.
-9-
Letters from Whitechapel
AUGUST 1888
Tuesday the 7th. Martha
Tabram was murdered around
2:30 a.m. Her body was found near
George Yard Buildings, in George
Yard. She had died as a result of
multiple stab wounds.
Friday the 31st. Mary Ann
Nichols was murdered. Her body
was found around 3:45 a.m. lying
outside the entrance of a stable
Jack places Woman tokens facedown on red numbered circles. He is the
-
in Buck’s Row (later renamed
Durward Street)[21], not far only one who knows which ones are marked. His next victim is among
from the London Hospital. them!
Investigations were attended by
the Bethnal Green Division of
the Metropolitan Police. The 3. Police: Patrolling the Streets
possibility that this might be the The detectives turn over the top tile of the Head of the Investigation pile. The
work of a serial killer caught the player controlling the Policeman of the corresponding color is the Head of the
attention of some Scotland Yard Investigation for the current Night.
detectives, including Frederick
Abberline [red Head of the
The Head of the Investigation leads the investigation. On the first Night, he
Investigation]. places the seven Police Patrol tokens on the yellow-bordered Crossings in any
arrangement he wishes.
9 Some of the tokens have faces marked with the five colors of the Policeman
pawns. Two tokens (the completely black ones) are fake Patrols, used to
confuse Jack, according to the Head of the Investigation’s strategy.
Remember, the marked faces of the Police Patrol tokens remain hidden as
A
they are placed. The Head of the Investigation is the only one who knows the
actual positions of the Policemen!
The Head of the Investigation places the Police Patrol tokens on the
game board. Jack must guess where the Policemen are and try not to get
caught!
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Letters from Whitechapel
From the second Night on, the Head of the Investigation places the Police
Patrol tokens as he wishes among seven locations according to the following
restrictions: 9
– Five of the tokens must be placed on the positions that were occupied
by the Policeman pawns at the end of the previous Night. The tokens
September 1888
do not need to match the colors of the pawns that previously occupied the Saturday the 8th. Annie
positions, and they can also be fake patrols. Chapman’s body was found
at about 6:00 a.m., lying on the
– Two tokens must be placed on yellow-bordered Crossings that were not ground near a doorway in the
occupied by Policeman pawns at the end of the previous night. backyard on 29 Hanbury Street,
Spitalfields [3]. The autopsy
revealed that portions of her
internal organs were missing.
The pathologist, George Baxter
Phillips, believed the murderer
must have possessed notable
*
Optional Rule: From the second Night onward, after the Police Patrol tokens the chairmanship of George
have been placed, Jack can use one Jack’s Letter each Night (see “Jack’s Letters,” Lusk [yellow Head of the
page 22). Investigation], was founded,
and it offered a reward for the
apprehension of the killer. The
4. Jack the Ripper: The Victims are Chosen Committee employed two private
All of the Woman tokens are turned faceup. Those marked with red are detectives to investigate the case.
replaced with Wretched pawns. Those not marked are simply removed from
the game board. The Time of the Crime token is placed on the yellow Roman 9
A
numeral I of the move track.
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Letters from Whitechapel
9
September 1888
Thursday the 27th. The Central
News Agency received the
“Dear Boss” letter in which its
author, Jack the Ripper, claimed
responsibility for the murders.
Sunday the 30th. The body
of prostitute Elizabeth Stride
was discovered at about 1:00 a.m.
*
in Dutfield’s Yard [158], inside
the gateway of 40 Berner Street
(since renamed Henriques As the tokens are revealed, Jack’s strategy becomes clear.
Street). She had been killed just
9
A Jack chooses his victim and converts the Wretched pawn into a Crime
Scene marker. A corpse lies butchered on the street!
Note: On the third Night, September 30th, there are two murders. See “The
Third Night: The Double Event,” page 21, for the relevant rules.
If Jack decides to kill, the Night then continues with phase 8, “Jack the
Ripper: A Corpse on the Sidewalk.”
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-
Letters from Whitechapel
N
dotted lines to an adjacent, unoccupied numbered circle.
9
OCTOBER 1888
Monday the 1st. A postcard,
dubbed the “Saucy Jacky” postcard
and also signed “Jack the Ripper”
was received by the Central News
The Time of the Crime token is advanced to the next ascending Agency. It claimed responsibility
Roman numeral, and the Wretched pawns are moved by the Head of the for the most recent murders and
Investigation. described the murders of the two
women as the “double event.”
Tuesday the 2nd. An
unidentified female body was
found in the basement of New
Scotland Yard. It was linked to
the Whitechapel murders files.
This case became known as the
Whitehall Mystery.
]
The Wretched pawn on numbered circle 65 must move. The Head of the
Investigation must chose a destination from among numbered circles 63,
66, 51, 67, 84, 83, and 82. He chooses 82 and moves the Wretched pawn
there.
*
– cross a Police Patrol token during the Wretched’s movement; or
– end its movement in a circle containing a Crime Scene marker.
If a Wretched has no legal moves it remains in its current circle.
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Letters from Whitechapel
*
game board, faceup. Then, the game continues with another iteration of Hell
phase 5, “Jack the Ripper: Blood on the Streets.”
9
8. Jack the Ripper: A Corpse on the Sidewalk
NOVEMBER 1888 Using his pencil, Jack records on his sheet, in the space corresponding to the
Friday the 9th. Mary Jane Roman numeral currently marked by the Time of the Crime token, and on the
Kelly was murdered in the row corresponding to the current Night, the number from the numbered circle
single room where she lived at 13
that’s marked by the Crime Scene token he just placed on the game board. Jack is
Miller’s Court, behind 26 Dorset
Street, Spitalfields [27]. Kelly’s
now located at that numbered circle. For the rest of the Night he will be moving
body was discovered shortly after between circles, trying to get back to his Hideout without being caught. To
10:45 a.m., lying on the bed. prepare for the Hunting, Jack places the second Jack pawn on the game board’s
Sunday the 18th. Charles move track, on the space marked by the Time of the Crime token. That Jack pawn
Warren resigned as Commissioner is used to keep track of Jack’s moves while he tries to escape.
of the Metropolitan Police.
James Monro was appointed as
his replacement.
9
90
¡
82
Jack’s victim is on numbered circle 82. Jack notes “82” on his sheet in
the space corresponding to the Roman numeral “II,” as marked by the
-
Time of the Crime token. He does this on the first line of his sheet because
this is the first night of the game.
- 14 -
Letters from Whitechapel
M
The Policeman pawns enter the game, replacing the color-coded Police
Patrol tokens. Unmarked Police Patrol tokens are simply removed from the
game board. Now the police must be quick to stop the monster!
*
Jack the Ripper is somewhere on the streets, and must be caught before
he disappears again!
0
Once his destination has been secretly noted, Jack moves his Jack pawn one
space rightward on the game board’s move track. His pawn’s location should
always correspond on the track to the Roman or Arabic numeral of the move he
just made.
e
127 103
9
DECEMBER 1888
π
Street [147].
Jack makes his move from numbered circle 127 (his previous location) to 9
numbered circle 103. He writes the new number on his sheet in the next
available space. Then he moves the Jack pawn one space rightward on the
track on the game board. Jack skulks down Whitechapel streets, hidden in
the shadows...
Note: Jack cannot choose a destination that would force him to move over a
Crossing occupied by a Policeman pawn. If, for this reason, Jack cannot make a
legal move, he loses the game!
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Letters from Whitechapel
If he wishes, Jack can replace his normal movement with a Special Movement.
To do so, he must expend a Coach or Alley token. See “Special Movements,”
page 19, for more information. If Jack moves onto his Hideout, he may declare
that his escape was successful, and the current Night’s Hunting ends. See “The
End of the Hunting,” page 18, for more information. If Jack runs out of moves
-
(that is, if he fills in the “15” square on his sheet) without reaching his Hideout
and declaring his escape, he loses the game. See “The End of the Game,” page
22, for more information.
Œ
The yellow Policeman pawn moves two Crossings. If Jack traveled down
that street, he surely left a clue!
-
When moving, a Policeman pawn can move over other Policeman pawns, but
cannot end its move in the same Crossing as another Policeman pawn.
JULY 1889 Starting with the Head of the Investigation and proceeding clockwise around
the table, each detective states, for each Policeman pawn he controls, that the
Wednesday the 17th. Alice Policeman is either looking for clues or executing an arrest.
McKenzie was murdered in
Castle Alley. Her wounds were Both types of actions can be undertaken in the numbered circles adjacent to
not as deep as those of previous that Policeman pawn (i.e., in the numbered circles directly connected by dotted
victims, however. lines to the Crossing where the Policeman pawn is located). There cannot be an
intervening Crossing on the dotted line connecting the Crossing the Policeman
9 pawn is on and the circle he wants to search for clues or make an arrest in.
- 16 -
Letters from Whitechapel
9
AUGUST 1889
Tuesday the 10th. An
unidentified woman’s body was
found under a railway arch in
Pinchin Street, just as with the
Whitehall Mystery.
JUNE 1890
Saturday the 21st. James
Monro was replaced as
Commissioner by Sir Edward
Numbered circles 99, 100, and 120 are adjacent to the yellow Bradford.
‹
Policeman pawn. Circle 83 is not adjacent, because the route to 83 is
interrupted by a Crossing. 9
Each Policeman pawn can execute only one action. That is, it can either
look for clues or execute an arrest, but not both. (However, if a player controls
several Policeman pawns, he can choose a different action for each one.)
The yellow Policeman decides to look for clues. He announces “99!” That
number does not appear in the current Night’s row, so Jack replies negatively.
The yellow Policeman calls “100!” That number does appear in the current
›
Night’s row, so Jack places a Clue token on the corresponding numbered
circle. Jack’s been there tonight... but how long ago? Even through numbered
circle 120 is also adjacent to the yellow Policeman’s location, the yellow
Policeman cannot investigate it now because finding a clue ends his action.
- 17 -
Letters from Whitechapel
Optional Rules: If the False Clue rule is being used, Jack receives a False Clue
marker every time he reveals five Clue markers in the same Night. See “False
Clues,” page 23, for more information.
Executing an Arrest
To execute an arrest, the detective announces the number of one
(and only one!) numbered circle that is adjacent to his Policeman
pawn. If the announced number is Jack’s current location (that is,
the most recent number Jack recorded on his sheet), Jack is arrested and loses
the game. If the announced number is not Jack’s current location, no further
information is given and that Policeman’s action ends.
- 18 -
Letters from Whitechapel
9 Special Movements 9
9
Instead of carrying out a normal movement, Jack can decide to use one of his
Special Movement tokens. When used, a Special Movement token is placed on
the space(s) of the move track corresponding to the turn that move was made.
MARCH 1891
Tuesday the 3rd. James Sadler
That token cannot be used again that Night. If Jack uses a Special Movement was released for lack of evidence.
token, he must apply its effects. He cannot use a Special Movement token and
then make a normal movement, instead.
1896
In 1896, the Whitechapel
Important: Jack cannot declare his escape if he just used a Special Movement murders were closed.
to move onto his Hideout. The last move that takes Jack into his Hideout must The murderer or murderers
always be a normal move. were never identified.
The cases remain unsolved.
There are two kinds of Special Movements:
Coach: Jack can use a Coach to move to two adjacent 9
numbered circles in succession on the game board at once like
a double move. Moreover, with the Coach, Jack can move
through Crossings containing Policeman pawns. The two
numbered circles involved in a Coach move must be different from each other and
from the circle he started the move from. Both of the circles he moved to must be
recorded in separate places on Jack’s sheet in the proper order. Jack’s pawn on the
move track is moved twice, and the Coach token is placed so it covers both of
those spaces on the move track. Jack can use three Coaches on the first Night, two
on each of the second and third Nights, and one on the fourth Night.
103 69 56
ù
Jack is on numbered circle 103 and decides to use a Coach. Jack secretly
chooses and records the two numbered circles involved in the movement:
first 69, then 56. Now Jack is on numbered circle 56, but one of his Special
Movements for the Night has been expended. He places a Coach token to
cover two spaces on the move track, as a reminder for the detectives. He
moves his Jack pawn two spaces on the move track. Hooves clatter on the
cobblestones: few people can afford a coach in London...
- 19 -
Letters from Whitechapel
56 72
≥
- 20 -
…
Letters from Whitechapel
Note: Because the second Crime Scene of the third Night counts as Jack’s first
move that Night, the detectives act first, with play starting from Hunting phase 2,
“Police: Hunting the Monster.” The Hunting then proceeds as normal.
Jack starts his escape from the location corresponding to the second
(rightmost) number he recorded. Jack places his Jack pawn on the space to the
right of the Time of the Crime token on the Move track, as Jack’s “movement”
from the first crime scene to the second uses up his first move of the night. The
detectives know both crime scenes, but not their order, so they cannot be sure
exactly where Jack is at the beginning of the third Night’s Hunting.
27 3
≤
On the third Night, Jack chooses two victims, placing Crime Scene
markers on each of the numbered circles 3 and 27. He secretly records on
his sheet “27” and then “3.” His second (rightmost) victim is the one on
numbered circle 3, the location from which he’ll begin his escape... But the
detectives don’t know which one is the correct one!
- 21 -
i
Letters from Whitechapel
k
• Choose the most expert detectives win the game if they catch Jack, or prevent him from reaching his
player of the group for the Hideout within the permitted number of moves.
role of Jack. You are now ready to play!
• Jack the Ripper should use
the Coach and Alley tokens
wisely, in order to have
Optional Rules
them when he really needs
them. 9 To Help Jack the Ripper 9
• Jack the Ripper should not
overestimate the number
of moves he has left for
Jack’s Letters
the Night. The detectives On each of the second, third, and fourth Nights, Jack the Ripper can use one
might force him into a fatal Jack’s Letter to change the position of the Police Patrols. A Letter can only
detour with an unexpected be used after the Police Patrol tokens have been placed. Once a given Letter
move at any time. is used and its effect applied, that Letter is removed from the game. Another
Letter cannot be used until the next Night. Three of the Letters (Dear Boss,
• The detectives should
Saucy Jack, and From Hell) are played during the Hell phase 3, “Police:
not necessarily focus on
Patrolling the Streets.” The remaining Letter (Goulston Street) is played during
catching Jack on the first
Hunting phase 1, “Jack the Ripper: Escape in the Night.”
Night at all costs. Early in
the game, it is much more These are the effects of each Letter:
important to narrow down “Dear Boss”
the areas where Jack’s
Jack moves a Police Patrol token (without looking at whether it
Hideout might be.
is marked) from the A/a or C/b section of the game board to any
• The detectives will have to unoccupied yellow-bordered Crossing.
discuss their tactics in front
of Jack, but they should “Saucy Jacky”
wait for Jack to move Jack chooses two Police Patrol tokens from the B/a or B/b
before they start to talk sections of the game board. The Head of the Investigation moves
to avoid giving away too both of them to any other unoccupied yellow-bordered Crossings.
much about their plans.
• Jack the Ripper should “From Hell”
try to avoid giving away Jack moves a Police Patrol token (without looking at whether it
his location by the way he is marked) from the A/b or C/a section of the game board to any
unoccupied yellow-bordered Crossing.
f
looks at the game board.
“Goulston Street”
9 This Letter represent graffiti rather than an actual letter. It is played
during the Hunting, immediately after Jack has moved in phase
1, “Jack the Ripper: Escape in the Night,” but before any of the
Policemen move in phase 2, “Police: Hunting the Monster.” When
Jack uses this Letter, Jack chooses either the red, green, or blue
Policeman pawns. Then, the Head of the Investigation selects either the chosen
pawn (which represents the Metropolitan police) or the brown pawn (which
represents the City of London police) and must immediately move that pawn to
Goulston Street, which is indicated by the red-bordered Crossing at A5/b8.
- 22 -
Letters from Whitechapel
False Clues
For every five yellow Clue markers he reveals to the Police during a
given Night, Jack gains a blue False Clue marker.
Jack can place one of these False Clue markers on any numbered
circle at the beginning of phase 3, “Police: Clues and Suspicion.” When placed
in this way, a False Clue token blocks that numbered circle for the rest of the
Night, meaning that a Policeman pawn cannot look for clues or execute an
arrest there.
Rushing: A detective chooses a Policeman pawn that can still act and moves it
to an adjacent Crossing (ignoring numbered circles).
Area Arrests
During phase 3, “Police: Clues and Suspicion,” when executing an arrest, the 9
detective announces all of the numbered circles adjacent to his Policeman pawn’s
location. If any of these numbered circles correspond to Jack’s current location, whitechapel ™
Jack is arrested and loses the game. Otherwise, no information is given. hideout generator
Ã
“Catch Me, If You Can.” Are
you able to overcome the new
challenges?
- 23 -
Letters from Whitechapel
9 Summary of Gameplay 9
The game is divided into four Nights.
Each Night is divided into two parts.
Each part has a number of different phases.
Z
Police: Patrolling the Streets. The detectives reveal a Head of the
Investigation tile. That player will be the Head of the Investigation for
3 the current Night. He places seven Police Patrol tokens on the game
board.
Jack the Ripper: The Victims are Chosen. The Woman tokens are
revealed. Those marked with red are replaced with Wretched pawns.
4 The Time of the Crime token is placed on the yellow Roman numeral I
on the move track.
9 5
Jack the Ripper: Blood on the Streets. Jack chooses between killing
a victim (and jumping to phase 8) or waiting (continue to phase 6).
special thanks Police: Suspense Grows. The Time of the Crime token is moved to the
by the designers 6 next Roman numeral in ascending order. The Head of the Investigation
moves each Wretched pawn.
To Alessandro Drei for
his immense help, to Loris Jack the Ripper: Ready to Kill. Jack chooses and reveals a Police
Casagrandi, Rob Robinson, 7 Patrol token. The game continues with another iteration of phase 5.
and Don C. Donelson for their
precious suggestions, to Rosalia Jack the Ripper: A Corpse on the Sidewalk. Jack records on his sheet
Alvisi and Linda Cavina for the
8 the number of the circle marked with the most recent Crime Scene
marker.
advertising they have done and
they still do, to Massimiliano Police: Alarm Whistles. The detectives reveal the remaining Police
Calimera and all the journalists Patrol tokens, replace the marked ones with the corresponding
9 Policeman pawns, and remove from the game board the remaining
of Gioconomicon for their
true and honest service, to Wretched pawns. The Hunting begins!
Alessandro Lonzi and Marina
Morbidoni for their great Second Part: HUNTING
photo shoots, and to Andrea
“Jack” Dominici and Chiara Jack the Ripper: Escape in the Night. Jack moves from his current
“Sventurata” Pappi for their 1 location to an adjacent numbered circle, following dotted lines,
great performance in those recording his new location, and advancing his pawn on the move track.
pictures, to R.R. “Zombiegod” Police: Hunting the Monster. Each detective moves his own
for those great inspiring 2 Policeman pawn(s), starting with the Head of the Investigation and
pictures, and lastly to Roberto proceeding clockwise.
Di Meglio for his trust in us.
Police: Clues and Suspicion. Starting with the Head of Investigation
3 and proceeding clockwise, each Policeman pawn takes an action, either
9 looking for clues or executing an arrest.
- 24 -