Turns and Actions
The Manhunt with its eight actions, line of sight and the Appeal for Witnesses.
A turn
A turn is the Manhunt (four actions) followed by the Appeal for Witnesses.
Odd turns (1, 3, 5, 7)
The Investigator throws the 4 Action tokens onto the table and leaves them as they land. He takes one action, Mr. Jack takes two (in any order), and the Investigator takes the last.
Even turns (2, 4, 6, 8)
Mr. Jack turns all 4 tokens over, so the other faces are available. He takes one action, the Investigator two, Mr. Jack the last.
The actions
Every action you take must be carried out.
Holmes, Watson and Toby
Move that detective 1 or 2 spaces clockwise round the district. A space
may hold several detectives.
Joker
The Investigator moves one detective of his choice 1 space clockwise. Mr. Jack may do the same,
or leave all three detectives where they are.
Rotation
Turn one street tile a quarter turn either way or a half turn. Two tokens show Rotation, but a
tile already turned this turn cannot be turned again.
Exchange
Swap two street tiles, keeping their orientation.
Alibi
Draw an Alibi card.
- Investigator: show it. If that suspect is still on the board, turn the tile to its empty side.
- Mr. Jack: keep it face down; its hourglasses (0–2) now count for him.
Line of sight
A detective sees straight along the street in front of him, across the whole district, until a wall stops it. The barricade on one tile counts as a wall. Suspects do not block the view.
Appeal for Witnesses
Mr. Jack says whether any detective can see him.
- Seen: every suspect nobody can see is cleared (tile turned to its empty side). The Investigator takes this turn’s Turn token.
- Not seen: every suspect a detective can see is cleared. Mr. Jack takes the Turn token, hourglass side up.
Keep the wall in the same place when you turn a tile over.