Ludexv2026.11.01-65114139Mr. Jack PocketOfficial rulebook ↗

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Learn Mr. Jack Pocket

Learn the game in 5 short steps. Everything links to the full rules.

Two different goals

One player is Mr. Jack, hidden among nine suspects; the other leads Holmes, Watson and Toby. The Investigator wins by narrowing the suspects to one; Mr. Jack wins with 6 hourglasses. See Teach the Game.

The district

Nine street tiles make Whitechapel. The detectives stand outside and look along the streets until a wall stops them. See line of sight.

Four actions a turn

Four Action tokens give four actions: move a detective, turn or swap tiles, or draw an Alibi card. The players take them 1–2–1, and who starts alternates each turn. See the actions.

The Appeal for Witnesses

At the end of each turn Mr. Jack says whether a detective can see him. Every suspect on the wrong side of that answer is cleared, and the side the answer favours takes the Turn token. See Appeal for Witnesses.

The end

One suspect left: the Investigator wins. Six hourglasses: Mr. Jack wins. Nobody after turn 8: Mr. Jack wins. See Game End and Scoring.

Rules

↑↓ to move · Enter to open · Esc to close

Drag to move · tap to close