Tips & Strategy
Advice for both sides of Mr. Jack Pocket.
Advice, not rules — the rulebook wins.
How to teach it
Set up, then walk through one Appeal for Witnesses on the starting board: who each detective sees, and which tiles would turn over for “seen” and for “not seen”. Then play; the game is short enough to swap roles at once.
Investigator
- Aim for Appeals that split the remaining suspects roughly in half, whatever Mr. Jack answers.
- Every “seen” turn denies Mr. Jack an hourglass: lines of sight that cover many suspects keep his clock slow.
- On odd turns you see all four actions; think about the two Mr. Jack will take before choosing your first.
Mr. Jack
- You need 6 hourglasses in 8 turns: every “not seen” turn and every Alibi card you draw counts.
- Madame’s card carries 2 hourglasses; Inspector Lestrade’s and Sgt Goodley’s none.
- On even turns you know the four actions in advance — plan the last one, which is yours.
Videos
- Mr Jack Pocket - How to Play — Asmodee TV