Teach the Game
A short teaching script for the changing streets of Manhattan.
How you win
One of these eight citizens is Jack. The Detective must find and arrest him within eight rounds; Jack wins by escaping or lasting until time runs out. Every turn changes which people can be seen and which routes are open.
Both players move the same eight characters. Jack keeps one secret identity; the Detective gradually eliminates others through the end-of-round visibility report and Alibis.
The board

- Liberty Island — invisible, reached by directional arrows.
- Ports — Steamers offer sea escapes.
- Streets — move and construct tiles.
- Metro — one point between entrances.
- Round track — at most eight rounds.
- Land exit — the other escape route.
A round
- Reveal four Character cards. In odd rounds the Detective picks first and last; Jack picks the middle two. In even rounds the roles reverse.
- Resolve each character’s move and power. All move 1–3 spaces; powers reshape the board.
- Appeal for witnesses: Jack says whether his identity is visible. Clear characters with the opposite status.
- Advance the round and refresh the Informant. Shuffle all eight cards only after an even round.
Explain visibility before the first choice: light or another character outside a Park makes you visible. Parks are invisible and do not reveal neighbours; the Informant never reveals anybody.
How the game ends
A correct accusation wins for the Detective. A mistaken accusation wins for Jack. Jack also wins by a legal escape while the Witness card shows Invisible, or by remaining free after round eight. No points are counted.
Ways to score
| Winning route | When it applies |
|---|---|
| Detective: correct accusation | Move the activated character onto Jack and accuse |
| Jack: opponent accuses wrongly | Immediate victory |
| Jack: escape | Leave via an available exit while the Witness card shows Invisible |
| Jack: survive | End round eight without being arrested |
What each resource is for
| Piece | Why you need it, and how it changes |
|---|---|
| Character cards | Determine the four available activations; each appears once in two rounds |
| Character tokens | Position and suspected/innocent status; innocent tokens remain in play |
| Alibi cards | Private information obtained from the Informant; Jack’s first card is his identity |
| Witness card | Records the last visibility report and next round’s escape permission |
| Terrain tiles | Powers add entrances, lighting and obstacles or transform them into Parks |
| Investigation tiles and Steamers | Powers close routes or relocate sea exits |
Teaching tips
- Follow the exact setup diagram; do not randomise starting characters.
- Demonstrate one Park beside an unlit character, then add a Gaslamp to show the difference.
- Read the eight powers together before selecting the first card.
- Keep the Witness card untouched during activations: visibility now and escape permission are separate checks.