Ludexv2026.11.01-65114139Mr. JackOfficial rulebook ↗

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Cards & Components

Every London and 2018 Extension character/alibi face, token side, and shared marker.

Pictures come from the matching 2016/2018 Tabletop Simulator mod, checked against the English base rules and 2018 Extension rules. The alibi names use English/French titles on a few cards; the identities and art match. Short tag: [Extension].

Boards

Whitechapel setup with six numbered markers

  1. Starting pieces.
  2. Character deck.
  3. Alibi deck.
  4. Witness card.
  5. Round counter.
  6. Jack’s hidden identity.

Cards

Character cards

PictureEffect in play
Character 1: Sherlock HolmesSherlock Holmes. Move 1–3 hexes, then secretly draw an alibi. Only the activating player sees it; Jack can withhold this clue from the Detective. FAQ. Rules.
Character 2: John H. WatsonJohn H. Watson. Move 1–3 hexes, then set his facing. His lantern lights the straight unobstructed line ahead, never Watson’s own hex. Rules.
Character 3: John SmithJohn Smith. Move 1–3 hexes and relocate one lit gaslight to a shut-off lamp space. The lamp move is mandatory and happens before or after movement. Rules.
Character 4: Inspector LestradeInspector Lestrade. Move 1–3 hexes and relocate one police cordon, before or after movement. This mandatory action opens one exit and closes another. Rules.
Character 5: Miss StealthyMiss Stealthy. Move 1–4 hexes. She may cross buildings, lamps and gardens, but must finish on a street hex. Rules.
Character 6: Sergeant GoodleySergeant Goodley. Move 1–3 hexes and use three movement points to bring other characters closer, before or after moving. Each moved character must finish nearer by street distance; no sewers or special abilities. Rules.
Character 7: Sir William GullSir William Gull. Move 1–3 hexes, or exchange positions with any other character instead. The exchange replaces ordinary movement. Rules.
Character 8: Jeremy BertJeremy Bert. Move 1–3 hexes and move a cover from one manhole to an open one, before or after moving. This mandatory ability can open or close a hole beneath a character. Rules.
Character 9: Madame[Extension] Madame. Move 1–6 hexes; she cannot use sewers. Rules.
Character 10: Spring-Heeled Man[Extension] Spring-Heeled Man. Move 1–3 hexes. Each movement point may jump one obstacle to the empty street hex opposite, or jump a character symmetrically if no other character blocks the path. A landing on a suspect is allowed only for an accusation. Rules.
Character 11: John Pizer[Extension] John Pizer. Move 1–3 hexes, then make every adjacent character flee three street hexes, or as far as possible if blocked. No sewer use or passing through Pizer; the ability triggers only on his activation. FAQ. Rules.
Character 12: Inspector Abberline[Extension] Inspector Abberline. Move 1–3 hexes. His continuous ability limits adjacent characters to one movement point, including movement caused by another ability. Rules.
Character 13: Joseph Lane[Extension] Joseph Lane. Move 1–3 hexes and move the barricade between two street hexes, before or after moving. It blocks crossing and adjacency across that edge, including for Stealthy and Spring-Heeled Man. Rules.
Character 14: Professor Moriarty[Extension] Professor Moriarty. Choose an unused character and copy its movement and ability. On the next activation discard that copied card and choose a new one; the current copied traits apply between activations too. Rules.

Alibi cards

Each named face occurs once. Jack’s starting draw names his disguise; later Holmes draws eliminate that identity only for the player who sees them. Alibi rules.

PictureIdentity
Alibi 1: Sherlock HolmesSherlock Holmes. A hidden identity/clue card; no movement or ability is activated by drawing it.
Alibi 2: John H. WatsonJohn H. Watson. A hidden identity/clue card; no movement or ability is activated by drawing it.
Alibi 3: John SmithJohn Smith. A hidden identity/clue card; no movement or ability is activated by drawing it.
Alibi 4: Inspector LestradeInspector Lestrade. A hidden identity/clue card; no movement or ability is activated by drawing it.
Alibi 5: Miss StealthyMiss Stealthy. A hidden identity/clue card; no movement or ability is activated by drawing it.
Alibi 6: Sergeant GoodleySergeant Goodley. A hidden identity/clue card; no movement or ability is activated by drawing it.
Alibi 7: Sir William GullSir William Gull. A hidden identity/clue card; no movement or ability is activated by drawing it.
Alibi 8: Jeremy BertJeremy Bert. A hidden identity/clue card; no movement or ability is activated by drawing it.
Alibi 9: Madame[Extension] Madame. A hidden identity/clue card; no movement or ability is activated by drawing it.
Alibi 10: Spring-Heeled Man[Extension] Spring-Heeled Man. A hidden identity/clue card; no movement or ability is activated by drawing it.
Alibi 11: John Pizer[Extension] John Pizer. A hidden identity/clue card; no movement or ability is activated by drawing it.
Alibi 12: Inspector Abberline[Extension] Inspector Abberline. A hidden identity/clue card; no movement or ability is activated by drawing it.
Alibi 13: Joseph Lane[Extension] Joseph Lane. A hidden identity/clue card; no movement or ability is activated by drawing it.
Alibi 14: Professor Moriarty[Extension] Professor Moriarty. A hidden identity/clue card; no movement or ability is activated by drawing it.

Tiles

PictureUse
Gaslight 1Gaslight 1. Lights adjacent street hexes until removed after the round-1 witness call. Lighting.
Gaslight 2Gaslight 2. Lights adjacent street hexes until removed after the round-2 witness call. Lighting.
Gaslight 3Gaslight 3. Lights adjacent street hexes until removed after the round-3 witness call. Lighting.
Gaslight 4Gaslight 4. Lights adjacent street hexes until removed after the round-4 witness call. Lighting.
Unnumbered gaslightUnnumbered gaslight (two identical copies). Not removed by the round schedule; Smith can relocate it. Lighting.
Manhole coverManhole cover (two identical copies). Stops sewer entry/exit here, without blocking ordinary street movement. Movement.

Tokens & pieces

Character tokens

A cleared character stays on the board and keeps its ability; flipping is a deduction record. Witness call.

PictureFace
Suspect token 1: Sherlock HolmesSherlock Holmes — suspect. Not yet cleared; it may be Jack.
Innocent token 1: Sherlock HolmesSherlock Holmes — innocent. Cleared by a witness call; its position and abilities remain in play.
Suspect token 2: John H. WatsonJohn H. Watson — suspect. Not yet cleared; it may be Jack.
Innocent token 2: John H. WatsonJohn H. Watson — innocent. Cleared by a witness call; its position and abilities remain in play.
Suspect token 3: John SmithJohn Smith — suspect. Not yet cleared; it may be Jack.
Innocent token 3: John SmithJohn Smith — innocent. Cleared by a witness call; its position and abilities remain in play.
Suspect token 4: Inspector LestradeInspector Lestrade — suspect. Not yet cleared; it may be Jack.
Innocent token 4: Inspector LestradeInspector Lestrade — innocent. Cleared by a witness call; its position and abilities remain in play.
Suspect token 5: Miss StealthyMiss Stealthy — suspect. Not yet cleared; it may be Jack.
Innocent token 5: Miss StealthyMiss Stealthy — innocent. Cleared by a witness call; its position and abilities remain in play.
Suspect token 6: Sergeant GoodleySergeant Goodley — suspect. Not yet cleared; it may be Jack.
Innocent token 6: Sergeant GoodleySergeant Goodley — innocent. Cleared by a witness call; its position and abilities remain in play.
Suspect token 7: Sir William GullSir William Gull — suspect. Not yet cleared; it may be Jack.
Innocent token 7: Sir William GullSir William Gull — innocent. Cleared by a witness call; its position and abilities remain in play.
Suspect token 8: Jeremy BertJeremy Bert — suspect. Not yet cleared; it may be Jack.
Innocent token 8: Jeremy BertJeremy Bert — innocent. Cleared by a witness call; its position and abilities remain in play.
Suspect token 9: Madame[Extension] Madame — suspect. Not yet cleared; it may be Jack.
Innocent token 9: Madame[Extension] Madame — innocent. Cleared by a witness call; its position and abilities remain in play.
Suspect token 10: Spring-Heeled Man[Extension] Spring-Heeled Man — suspect. Not yet cleared; it may be Jack.
Innocent token 10: Spring-Heeled Man[Extension] Spring-Heeled Man — innocent. Cleared by a witness call; its position and abilities remain in play.
Suspect token 11: John Pizer[Extension] John Pizer — suspect. Not yet cleared; it may be Jack.
Innocent token 11: John Pizer[Extension] John Pizer — innocent. Cleared by a witness call; its position and abilities remain in play.
Suspect token 12: Inspector Abberline[Extension] Inspector Abberline — suspect. Not yet cleared; it may be Jack.
Innocent token 12: Inspector Abberline[Extension] Inspector Abberline — innocent. Cleared by a witness call; its position and abilities remain in play.
Suspect token 13: Joseph Lane[Extension] Joseph Lane — suspect. Not yet cleared; it may be Jack.
Innocent token 13: Joseph Lane[Extension] Joseph Lane — innocent. Cleared by a witness call; its position and abilities remain in play.
Suspect token 14: Professor Moriarty[Extension] Professor Moriarty — suspect. Not yet cleared; it may be Jack.
Innocent token 14: Professor Moriarty[Extension] Professor Moriarty — innocent. Cleared by a witness call; its position and abilities remain in play.

Shared pieces

PictureUse
Visible witnessVisible witness. After a Visible call, clear invisible suspects. Jack cannot escape while this side is showing. Rules.
Invisible witnessInvisible witness. After an Invisible call, clear visible suspects. Jack may attempt escape during the following round. Rules.
Round counterRound counter. Records the current round and its activation order; Jack wins if uncaptured after round eight. Rules.
Police cordonPolice cordon. Two identical pieces block exits; Lestrade must relocate one when activated. Rules.
[Extension] Barricade[Extension] Barricade. Lane relocates it between two street hexes; it blocks crossing and mutual visibility across that edge. Rules.
[Extension] Question marker[Extension] Question marker. Marks the unused character Moriarty is currently copying. Rules.

Other published mini-expansion

PictureSource status
The Carriage pieceThe Carriage. This separate mini-expansion adds the pictured carriage piece. The English sheet is a community translation; its movement and drop-off details may differ from the original published rules. See the expansion’s source page.

Icons

PictureTiming
Ability timing: Mandatory after movementMandatory after movement. Holmes and Watson resolve their ability after moving. Ability rules.
Ability timing: Mandatory before or after movementMandatory before or after movement. Choose either side of the move, but still resolve the ability. Ability rules.
Ability timing: Optional instead of movingOptional instead of moving. Gull may exchange places rather than make his normal move. Ability rules.
Ability timing: Optional during movementOptional during movement. Stealthy may use obstacle crossing as part of her move. Ability rules.
Ability timing: [Extension] Continuous[Extension] Continuous. Abberline’s restriction follows his position, including between activations. Ability rules.
Rules

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

Drag to move · tap to close