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

- Starting pieces.
- Character deck.
- Alibi deck.
- Witness card.
- Round counter.
- Jack’s hidden identity.
Cards
Character cards
| Picture | Effect in play |
|---|
 | Sherlock 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. |
 | John H. Watson. Move 1–3 hexes, then set his facing. His lantern lights the straight unobstructed line ahead, never Watson’s own hex. Rules. |
 | John 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. |
 | Inspector Lestrade. Move 1–3 hexes and relocate one police cordon, before or after movement. This mandatory action opens one exit and closes another. Rules. |
 | Miss Stealthy. Move 1–4 hexes. She may cross buildings, lamps and gardens, but must finish on a street hex. Rules. |
 | Sergeant 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. |
 | Sir William Gull. Move 1–3 hexes, or exchange positions with any other character instead. The exchange replaces ordinary movement. Rules. |
 | Jeremy 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. |
 | [Extension] Madame. Move 1–6 hexes; she cannot use sewers. Rules. |
 | [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. |
 | [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. |
 | [Extension] Inspector Abberline. Move 1–3 hexes. His continuous ability limits adjacent characters to one movement point, including movement caused by another ability. Rules. |
 | [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. |
 | [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.
| Picture | Identity |
|---|
 | Sherlock Holmes. A hidden identity/clue card; no movement or ability is activated by drawing it. |
 | John H. Watson. A hidden identity/clue card; no movement or ability is activated by drawing it. |
 | John Smith. A hidden identity/clue card; no movement or ability is activated by drawing it. |
 | Inspector Lestrade. A hidden identity/clue card; no movement or ability is activated by drawing it. |
 | Miss Stealthy. A hidden identity/clue card; no movement or ability is activated by drawing it. |
 | Sergeant Goodley. A hidden identity/clue card; no movement or ability is activated by drawing it. |
 | Sir William Gull. A hidden identity/clue card; no movement or ability is activated by drawing it. |
 | Jeremy Bert. A hidden identity/clue card; no movement or ability is activated by drawing it. |
 | [Extension] Madame. A hidden identity/clue card; no movement or ability is activated by drawing it. |
 | [Extension] Spring-Heeled Man. A hidden identity/clue card; no movement or ability is activated by drawing it. |
 | [Extension] John Pizer. A hidden identity/clue card; no movement or ability is activated by drawing it. |
 | [Extension] Inspector Abberline. A hidden identity/clue card; no movement or ability is activated by drawing it. |
 | [Extension] Joseph Lane. A hidden identity/clue card; no movement or ability is activated by drawing it. |
 | [Extension] Professor Moriarty. A hidden identity/clue card; no movement or ability is activated by drawing it. |
Tiles
| Picture | Use |
|---|
 | Gaslight 1. Lights adjacent street hexes until removed after the round-1 witness call. Lighting. |
 | Gaslight 2. Lights adjacent street hexes until removed after the round-2 witness call. Lighting. |
 | Gaslight 3. Lights adjacent street hexes until removed after the round-3 witness call. Lighting. |
 | Gaslight 4. Lights adjacent street hexes until removed after the round-4 witness call. Lighting. |
 | Unnumbered gaslight (two identical copies). Not removed by the round schedule; Smith can relocate it. Lighting. |
 | Manhole 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.
| Picture | Face |
|---|
 | Sherlock Holmes — suspect. Not yet cleared; it may be Jack. |
 | Sherlock Holmes — innocent. Cleared by a witness call; its position and abilities remain in play. |
 | John H. Watson — suspect. Not yet cleared; it may be Jack. |
 | John H. Watson — innocent. Cleared by a witness call; its position and abilities remain in play. |
 | John Smith — suspect. Not yet cleared; it may be Jack. |
 | John Smith — innocent. Cleared by a witness call; its position and abilities remain in play. |
 | Inspector Lestrade — suspect. Not yet cleared; it may be Jack. |
 | Inspector Lestrade — innocent. Cleared by a witness call; its position and abilities remain in play. |
 | Miss Stealthy — suspect. Not yet cleared; it may be Jack. |
 | Miss Stealthy — innocent. Cleared by a witness call; its position and abilities remain in play. |
 | Sergeant Goodley — suspect. Not yet cleared; it may be Jack. |
 | Sergeant Goodley — innocent. Cleared by a witness call; its position and abilities remain in play. |
 | Sir William Gull — suspect. Not yet cleared; it may be Jack. |
 | Sir William Gull — innocent. Cleared by a witness call; its position and abilities remain in play. |
 | Jeremy Bert — suspect. Not yet cleared; it may be Jack. |
 | Jeremy Bert — innocent. Cleared by a witness call; its position and abilities remain in play. |
 | [Extension] Madame — suspect. Not yet cleared; it may be Jack. |
 | [Extension] Madame — innocent. Cleared by a witness call; its position and abilities remain in play. |
 | [Extension] Spring-Heeled Man — suspect. Not yet cleared; it may be Jack. |
 | [Extension] Spring-Heeled Man — innocent. Cleared by a witness call; its position and abilities remain in play. |
 | [Extension] John Pizer — suspect. Not yet cleared; it may be Jack. |
 | [Extension] John Pizer — innocent. Cleared by a witness call; its position and abilities remain in play. |
 | [Extension] Inspector Abberline — suspect. Not yet cleared; it may be Jack. |
 | [Extension] Inspector Abberline — innocent. Cleared by a witness call; its position and abilities remain in play. |
 | [Extension] Joseph Lane — suspect. Not yet cleared; it may be Jack. |
 | [Extension] Joseph Lane — innocent. Cleared by a witness call; its position and abilities remain in play. |
 | [Extension] Professor Moriarty — suspect. Not yet cleared; it may be Jack. |
 | [Extension] Professor Moriarty — innocent. Cleared by a witness call; its position and abilities remain in play. |
Shared pieces
| Picture | Use |
|---|
 | Visible witness. After a Visible call, clear invisible suspects. Jack cannot escape while this side is showing. Rules. |
 | Invisible witness. After an Invisible call, clear visible suspects. Jack may attempt escape during the following round. Rules. |
 | Round counter. Records the current round and its activation order; Jack wins if uncaptured after round eight. Rules. |
 | Police cordon. Two identical pieces block exits; Lestrade must relocate one when activated. Rules. |
![[Extension] Barricade](https://img.ludex.dev/_astro/barricade.D9i4lXYp_Z2s0mFy.webp) | [Extension] Barricade. Lane relocates it between two street hexes; it blocks crossing and mutual visibility across that edge. Rules. |
![[Extension] Question marker](https://img.ludex.dev/_astro/question-token.cjh5Cf_D_10vqMN.webp) | [Extension] Question marker. Marks the unused character Moriarty is currently copying. Rules. |
Other published mini-expansion
| Picture | Source status |
|---|
 | The 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
| Picture | Timing |
|---|
 | Mandatory after movement. Holmes and Watson resolve their ability after moving. Ability rules. |
 | Mandatory before or after movement. Choose either side of the move, but still resolve the ability. Ability rules. |
 | Optional instead of moving. Gull may exchange places rather than make his normal move. Ability rules. |
 | Optional during movement. Stealthy may use obstacle crossing as part of her move. Ability rules. |
![Ability timing: [Extension] Continuous](https://img.ludex.dev/_astro/icon-timing-permanent.C73_-InS_16OHhk.webp) | [Extension] Continuous. Abberline’s restriction follows his position, including between activations. Ability rules. |