london 1888 rule book
TRANSCRIPT
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In 1989, afer watching a V adaptation o David Wickes star-
ring Michael Caine, I started reading everything I could find aboutthe Whitechapel murder. Just like a detective, I ollowed the tracks,examined every clue, every hint It was ascinating. I wanted toshare my passion or this investigation, and give you a chance to bea part o it as well. I believe this game is a perect occasion or that.Discovering the identity o Jack the Ripper is a challenge I havebeen attracted to, or many years Te sheer number o suspectsis incredible and even writer Lewis Caroll was mentioned. Morethan a century has passed, yet no one has been able to resolve this
riddle with certainty. Except you, maybe.
Damien Maric September, 2005
Tis is the second revised edition, which includes more cards,
more characters, more options and revised rules. In London1888, the board game, players do not always rely on the samestrategy in order to win. Roleplaying and bluffi ng is a very im-portant part o the game. Every session is immersive, differentand exciting and may take rom 90 minutes to 4 hours to play. Itmay be much more i the players decide to use a lot o role-playto add even more un to the session.
PREFACE
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1 Rulebook
1 Game board
1 Dice
8 Character tokens
3 Demonstrator tokens
2 Police tokens
53 counters including :
13 Actions
13 Life Points
13 Weapons
GAMEDESCRIPTION Te game includes a game board, tokens, counters and cards. Here is the content:
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14 Money
165 cards including :
8 Character Cards
20 Event Cards
57 Action Cards
21 Weapon Cards
50 Identity Cards :
7 Innocent and 1 Jack the Ripper
32 Red Herring and 10 Suspect
1 Absinthe and 8 Summary Cards
60 currency bills including :
30 1 bills, 20 2 bills and 10 5 bills
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wo atrocious murders were committed in London at theend o 1888. Te victims were Emma Smith and Martha a-bram. During that all, the district o Whitechapel (east side o
London) was terrorized or three months by a serial killer nick-named JACK HE RIPPER. Afer having committed five new murders, the perpetrator quithis murderous activities. Scotland Yard could never solve the caseand, to this day, the identity o the murderer remains a mystery.
Te story o the game starts shortly afer the second murder.Tere are still five more murders to go beore Jack the Ripperdisappears without a trace.
Every game session is different; Jack the Ripper can hide be-hind any o the characters. He can be part o the nobility, part othe police, be poor or well off.
Depending on your character and your Identity, you will havedifferent goals in this game : You are Jack the Ripper. Dont get caught, but you can commitsuicide i you ever do. You are Innocent. You can help the police and the crowd cap-
ture Jack the Ripper beore he vanishes. You are Jacks accomplice. You can then protect Jack the Rip-
per until the fifh mur-der is discovered, oruntil Jack the Ripper
reaches his home tocommit suicide.
Te gamesession itselinvolves twophases, Investi-gation and Man-hunt.
During the Investigationphase, Innocent players try to discover theIdentities o other players. Jack tries to slow the processdown, hoping the five murders will appear in the Events beorehe is discovered. When Jack the Ripper is uncovered, all players reveal their Rolecard. A no holds barred Manhunt begins. Accomplices are nowaware o Jacks name and may have the choice (or be obligated)to help the Ripper escape and/or commit suicide. Innocent char-
acters must arrest or kill the dreadul murderer.
ABOUTTHISGAME
SETTINGUPTHEGAMEThe Event cards
ake the 5 Event/Murder cards, shuffl e them and put themaside ace down.ake all the other Event cards rom the box and shuffl e them, ace down. Pick randomly 10 o the Event cards o this new deck, andplace the rest o the deck back in the box. Pick randomly 3 o the Event/Murder cards ace down, addthem to the 10 Event cards, then shuffl e the 13thcards. Insert the next 2 Event/Murder cards lef at the 3 rdand 10thposition rom the top, ace down.
You thereore have 15 cards in your Event card deck and the3rdand 10thcards are Murder cards and 3 other Murder cards arelocated randomly. ake the Event card deck and place it on itslocation on the right side o the board 1 .
Warning : You may start interrogating another characterONLY when the first Event/Murder card is drawn.
Each Event card drawn during the game will be discarded onlocation 1 , and the Murder cards will be placed separately onthe location reserved or Murder cards 2 .
The Action cards Shuffl e the Action cards deck and deal out 2 Action cards toeach player. Shuffl e the lefover cards ace down and place themon their location on the lef side o the board 3 . Te Discard pilelocation or these cards is located beneath 4 .
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The Weapon cards Remove the Scalpel card rom the Weapon cards deck, thenshuffl e the Weapon cards ace down. Place the Weapon cardsdeck on the lef side o the board 5 . Te Discard pile locationor these cards is located beneath 6 .
Counters Place the Weapon and Lie Point counters ace up on theboard, on the houses or locations indicated by a correspondingsymbol :
1 Lie Point counter 1 Weapon counter
Example : the Hospital receives 2 Lie Point counters; the Precinctgets 2 Weapon counters, etc.
Mix the Money counters ace down so their amount will notbe known, then place 6 o them ace down on the bank location.
Mix the remaining counters ace down and distribute them
randomly, ace down, on the lefover locations (1 counter oreach empty box inside a location).
Money
Give 5 in bills to each player, and place the rest o the moneyreserve (bills) on the Stock Market on the lef side o the board
7 .
3
4
5
6
7
2
1
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FREDERICK ABBERLINE
Metropolitan Police, InspectorHe was in charge o the field detectivesduring the Whitechapel murders investi-gation. He has earned 84 rewards and cita-tions or good service and knows East Endperectly.
GEORGE LUSK
Demonstrators LeaderFreemason, decorator and churchwarden,he was the Chairman o the East End Vigi-lance comity. He used public anger createdby the Rippers crimes to create a climate orevolt.
Sir WILLIAM GULL
Her Majestys physicianHe was a reputed doctor and reemason.Oxord and Cambridge proessor, he treat-ed the Prince o Wales typhoid and wasennobled by the Queen as a reward. He be-came Physician-in-Ordinary to HM Queen
Victoria in 1887.
Sir CHARLES WARREN
CommissionerHe served in Arica or the Colonial De-partment beore coming back to the UK.Ennobled by the Queen, he was the suc-cessor to Edmund Henderson as the heado the Metropolitan Police with the title oCommissioner in 1886.
Characters Each player pick a Character card or draws one randomly. I there are our or more players, the our ollowing characters must be included:
I there are more than our players, you can use :
GEORGE GODLEY
Sergeant, H DivisionHe joined the Metropolitan Police in 1877and was assigned warrant number 61230.
He collaborated with Inspector FrederickAbberline on the case. He was a sergeant inWhitechapels H division.
RICHARD MANSFIELD
ActorFamous American actor, born in Germany
in 1857 o English parents. He stood out inthe role o Jekyll and Hyde adapted rom Ste-
vensons works when he perormed at HenryIrvings Lyceum Teater; He was previouslygiven an ovation in New York City.
JOHN NETLEY
Coach driverA simple man, he worked at the royal sta-bles. Driver or the London gentry, he also
sometimes drove or important personali-ties.
PRINCE ALBERT VICTOR
Prince of WalesGrandson o the Queen, he was considered
to be less than brilliant and almost dea.Tere were also rumors about his mentalsanity, his private lie and that he mighthave had syphilis.
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Placing the Characters tokens on the board Place the tokens corresponding to the player characters intheir Home location:
ABBERLINE and GODLEY: Police station WARREN: Scotland Yard GULL: in his house LUSK: in his house NELEY: in his house
PRINCE ALBER VICOR: Royal Palace RICHARD MANSFIELD: Teatre Identity/Role cards
Once each player has a Character card, take the Jack the Rip-per card rom the Identity cards and shuffl e it, with as many In-nocent Identity/Role cards, as the number o players minus one(all ace down).
Example: i there are 4 players, shuffl e Jack the Ripper with 3 In-
nocent cards all ace down. With 5 players shuffl e Jack the Ripperwith 4 Innocent cards (all ace down), etc
Each player draws an Identity/Role card and reads it secretlyrom now on, one o the players now is Jack the Ripper, and allthe others are Innocent.
Give the ollowing Identity cards ace down to each player,depending on the number o players: 4-5 players: 2 Suspect cards and 2 Red Herring
cards. 6-7 players: 1 Suspect card and 3 Red Herring
cards. 8 players: 4 Red Herringcards.
Whose side are you on ?You surely noticed that some characters cards
mentioned that you may or must be one o Jack
the Rippers accomplice when he is revealed.Check your card and try to guess which player
you may choose or will have to help.
About your Characters card Place your Character card ace up, in ront o you.Surrounding the text are the Lie Points which looklike blood smudges: 3 at the top, 2 to the lef, 1 at thebottom. By rotating the card 90 degrees at a time, youcan go to 2 Lie Points, 1 Lie Points, then 0 Lie Points.Rotate the card accordingly when the character is hurt.Use the same principle when the character is healed.
Character abilities Abilities can be used once per turn, in addition to De-cisions and Actions. Tey are also shown and explainedon each Character card.
Special abilities About LUSKs ability: when the Event Card Demonstra-tion is drawn, there are two possible situations: I Lusk hasnot used his ability yet, he will have to wait until the endo this demonstration to use it. I Lusks ability is already ineffect and he has placed his Demonstrator counters, his abil-ity is canceled. All the Demonstrator counters are moved tothe location indicated on the Demonstration Event card. His
ability is unusable until the end o the Event.WARREN and NELEY can bargain the attribution otheir respective abilities (Free rom Prison and Add 2 tomovement) is they want to, as long as they have not alreadyused them this turn. Te two players can discuss this, eveni their Character tokens are not on the same location.
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Each player shuffl es his 5 Identity cards ace down (Innocentor Jack the Ripper card + Suspect card + Red Herring cards) sothat he does not know where the Jack the Ripper/Innocent cardis, and places them ace down in ront o him. Each player there-ore has a line o suspicion composed o 5 cards (4 Identity cardsand 1 Identity/Role card).
PLAYINGTHEGAME
NOTE: Not knowing where the Identity/Role (In-nocent or Te Ripper) card is among a players
five Identity cards enhances the suspense andcharm o the game, or both the suspect and the
person who interrogates him. However, a playercan secretly, and whenever he wants to, check his
Identity cards, i he doesnt shif them.
Te game is a sequence o game urns, each o them startsby drawing an Event card. A game urn ends when everyonehas played. At the beginning o the first turn, no Event card isdrawn. Te game can last between 10 and 15 turns. On the first game turn, Abberline plays first, and the Absinthecard is given to him. Te player to his lef then plays and so on.Te Absinthe card determines who starts the turn. Te playerthat owns this card gives it to the player to his lef at the end oeach game urn. During his turn, each player has 5 game phases
that can be taken in any order, except the first and the last ones.
Example: the player moves. He can move, get inside a location(counting as a movement square), and search (which is his de-cision phase), get out and keep moving i he still has movement
points.
Turn Phases1 - Draw 2Action cardsfrom the ActionDeck
Te player drawstwo cards, reads them,without showing them to the other players and adds them to hishand.
2 - Move the Character onthe game board
Each character has a movementbasis equal to his current Lie points +2.Example: i Abberline has two Lie pointslef, he may move up to 4 squares. Te
player is not obligated to move, and can
move less square then is movement.
A : Anyone cango to the Gardens, Press Offi ce, Store(s),Pub, Morgue, Hospital, Asylum, rainStation, Brothel, Church, Bank, Museum, Teater, Hallo Justice, ower o London, Lees, Acland, Ostrog, Sickert, Gull, Luskand Netley. However, only some characters are allowed to go to the Pre-cinct, Scotland Yard or the Royal Palace. Some locations can be closedas the result o some Event cards, in which case they will stay closeduntil the end o the game. Some Action cards allow breaking into someclosed or orbidden locations, rom which players can exit reely.
I the Rain Action card is in play, players remove 2 rom theirmove. Rain affects all the players until the player that used theRain Action card plays again. I the latter is affected by a Curew,the rain continues until his next turn to play.
You have to use the dice to play the Hackney carriage Action
card. Moving with a Hackney carriage is not slowed down by theRain Action card.Example: I can move normally, then I play my Hackney carriage
Action card and pay 3 or each additional die roll.
Te Absinthe card determineswho starts the turn. Te playerthat owns this card gives it to the
player at his lef at the end o each gameurn. Neither Arrest nor Curew cards canbe played on the current owner o the Ab-sinthe card. Likewise, i a player is affectedby the Curew card, Curew is canceled au-tomatically when he gets the Absinthe card.
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3 - Play one or more Action cards
Players can play as many Action cards in their hand as theywant. Each card is discarded ace up into the Discard pile aferbeing played. When all cards in the Action card Draw deck have
been discarded, shuffl e the Discard pile and replace the Actioncard Draw deck.
4 - Make one Decision
During this phase, the player can choose only one Decisionamong these.
A/ R L P Using one or more Lie Point counters you own. Each LiePoint counter used is discarded and hills 1 Lie point, up toCharacters starting Lie points.
B/ U W A Weapon can only be used once during the players urn. Acharacter can only have one Weapon card (which can be changedduring the game). Te cards are placed ace up on the table, nextto the Character card. I a player ends up with two Weapons
cards during the game, he has to choose one to discard. A weap-on can be used point-blank or rom a distance depending onits range. Te attacked Character rotates his character accordingto the number o Lie Points lost. A Character inside a locationcannot be shot, unless the shooter is in the same location. It isalso not possible to shoot rom a location into a street square.A Weapon hits automatically unless its card specifies other-wise.
WARNING: beore shooting, be careul that no other character is inthe way, or he will be hit instead o the target. I an other Characteris on the same square as the targeted character, the latter is automat-ically hit. Also, please note that the Winchester is not a close quarterweapon and cannot be used rom distance 0 (on the same square orlocation). Te shooter has to see his victim. I a character is behinda wall or around a corner, the shooter cant hit her. Te bridges areconsidered as streets. You cannot shoot rom behind an angle.
C/ I CWARNING : You may start interrogating another CharacterONLY afer the first Event/Murder card has been drawn.
Your character and the interrogated player must be on the samesquare or location. I your character is allowed to interrogate thisparticular character, you choose one o the Identity cards locatedin ront o that player. Te interrogated player turns that card aceup, shows it to everyone, then ollows its instructions.
D/ S ( ). ake a counter rom the location. A player finding a Weapon removes the counter rom the board,draws a Weapon card and places it next to his Character card. I healready has a weapon, the player can keep the new or the old oneand discard the other into the Weapon discard pile, ace up. A player finding Money counter, he has to swap it orcurrency bills.
A player finding a Lie Point counter, keeps it. Tecounters are placed ace up on the table, next to theCharacter card. Tere is no limitation to the number oLie point counter you can keep in stock.
NOTE : Because London streets are very nar-row, no more than two characters can be on thesame square at any given time o the game turn.Gatherings are however allowed in the locations.wo players on the same square will not prevent athird one rom moving through their square.
Weapons When a Weapon card is used, check theits Range and the Impact.
Range: indicates the maximum distance the target can berom the attacker in order to use the weapon. RNG 0 = sideby side (point blank, i.e. on the same square); RNG 1 = 1square distance (adjacent square, etc.).Impact: the inflicted wound. Remove that many LiePoints rom the target i it is within Range.
NOTE : Deense Weaponcards (Leather vest) can be
placed next to the Charactercard in addition to a weapon.
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I he finds an Action, he draws an Action card and adds it tohis hand.
E/ B Te player can go to the North or South store and choose oneo the weapons in the Weapons Draw deck afer paying the price,(5 at both stores, unless changed by an Event card or Action). Te
player can buy a Deense Weapon card (Leather vest) in addition tohis attack Weapon. o do that, hell have to pay the same price again.
F/ O o do so, both characters must be on the same square or loca-tion. Tey can trade anything they want (counters, Action cards,Money, Weapon cards). All is allowed, as long as a mutual agree-ment is reached. I the Courier card is played, a trade at a distance o 1 square
is allowed. Te players then trade their items simultaneously (1Weapon card or 1 Lie Point Counter, 1 Weapon card or theother players weapon and Money).
G/ B, B M A player located at the Black Market can sell everything (Ac-tion cards, Weapon card, Lie Points), potentially buy a cheaperweapon than at the stores, or ask the Snitch to reveal an Identitycard. All these options can be done within the same turn.
Example :you can sell your Action cards to get Money in order topurchase a Weapon, and/or pay a Snitch. As long as you keep pay-ing, you can benefit rom inormation rom the Snitch, or example.
To sell Te player offers his item and rolls a die which indicates theprice offered. I he accepts, the player discards the item and takesthe money. Otherwise the player keeps the item and is not al-lowed to try and sell this item again this urn.
To buy a weapon Te player picks a weapon in the Weapon Discard pile and rolls adie that indicates the purchase price. I the price is too high, the playercan cancel and place the weapon back into the Weapon discard pile.
Snitch o discover the Identity o a character, the player pays 10and turns ace up one o the Identity cards located in ront o aCharacter (wherever this Character is), either publicly or secret-
ly. Te scrutinized Character cannot escape this interrogationwith an Alibi card or a Hideout card. However, the Snitch willonly allow one Identity card to be revealed, even i the scruti-nized Character is in Prison.
WARNING : other players can play, at any time, the Caughtin the Act card on a player on the Black Market location. Hellspend the rest o his turn at the Prison, and discard his Weaponand/or Money. A character caught in the act will have to go tothe Prison, even i he is the Prince, Warren, Abberline or God-ley, who normally are protected. In that situation they will beconsidered like normal people. Once they are there, they can,
like any player, try to avoid their sentence by paying bail, or byplaying a Corruption card. Warrens ability, allowing him to getout, or any Character protection, will not help. I they do nothave any o the means to avoid Prison (like any other character),they lose their turn. Te Caught in the Act card does not workon the player currently holding the Absinthe card.
H/ D
5 - Discard Action cards
Te player discards any extra Action card (beyond two) romhis hand, ace up into the Action Discard Pile, located next tothe Action Draw pile. Players should not have more than twoActions cards in their hand at the end o this phase, to the excep-tion o some Kickstarter exclusive cards or or Abberline, thanksto his ability.
6 - End of turn
Once all the players have gone through their turn, they starta new game urn. Te Absinthe card is passed rom itscurrent owner to the player to his lef, whobecomes the new turns first player. Anew Event card is drawn and takeseffect immediately. Te new
turn then begins, with thenew owner o the Ab-sinthe card. Te gamecontinues as long asthe five murdershave not beendiscovered.
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Abberline and Godley can arrest a character and send him toPrison. Tese the Characters need to be on the same square or
same location as the targeted Character. A player sent to Prisonspends his next turn there and has to discard his Weapon andAction cards.
It is possible to avoid Prison by using one o these methods:begging Warrens mercy to have him cancel the punishmentwith his ability (unless the Event Warren Resigns has already oc-curred), playing a Corruption Action card or paying bail or 10.
In any case, the player will still go to Prison, but will not dis-card any card and will be considered a visitor.
Exception: a Character who has killed another character with-out knowing his Identity is send to Prison, even i that Characterwould normally not go there because o his ability, and even i thevictim has used a Miracle Remedy card to escape death. Te playercant use any o the regular means explained above to avoid Prison.
Te deceased Character should NEVER show his Identi-ty cards, even though is not in the game anymore, because the
game goes on as long as Jack the Ripper has not been discovered.Te remaining players will thereore have to uncover each othersIdentities, beore the 5thmurder is announced. I the deceasedwas Jack the Ripper and the Identity o the other characters isnot known beore the 5thmurder, Jack wins the game. When acharacter dies, his player moves his token to the Morgue. One ohis Identity cards will be revealed, just like i it was an interroga-tion. When an Event or Action card orces a player to discard oneo his Identity cards, the discarded card can never be his Rolecard, he has to discard a the Suspect or a Red Herring cards.
PRISONANDARREST
NOTE : Visits to the Prison have no restrictions, andallow interrogating a character located there. Howevertwo prisoners are unable to interrogate each other. Animprisoned character that is interrogated has to revealtwo Identity cards chosen by the interrogator, instead oone. Tis does not apply to a Character who is only vis-iting the Prison (i.e. has voluntarily moved there insteado being thrown into prison).
UNMASKINGJACKTHERIPPERANDCONSEQUENCES
As soon as Jack the Ripper is discovered, his player gets theScalpel Weapon card which can never be traded, stolen or lost.He is still able to have a second Weapon o his choice, as well as aDeense Weapon. Jack the Ripper cannot be affected by Curewbecause he always seems to act at night with impunity. I Jack the Ripper is unmasked beore the 5 murders havebeen discovered, he has to stay ree and alive, helped or not byone or more accomplices (players should check their Character
cards to see i they are accomplices), until the Event cards revealthe 5thmurder, in order to win. He can lose by being arrested (byCharacters allowed to do so) or killed (by any Character).
Jack can also commit Suicide to win the game. He will need to doso at home, in his original location, using either the Rope or UsedRope card. Te Garrote Weapon card cannot be used or suicide.Example: I your character is Abberline or Godley and you are theRipper, you will need to go to the Police station (your originallocation in order to commit Suicide). I you are Prince AlbertVictor, you will go to the Royal Palace, etc. Some Event cards can change the game by canceling
the abilities o some characters, or by preventing othersrom entering some locations. However, even i Charac-ters lose these advantages, they are not reed rom theircomplicity obligations.
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Example : When the Event Warren Resigns occurs, Warrensplayer loses all his abilities. He cannot go through the Police count-ers, he cannot enter restricted locations: Royal Palace, Police sta-tion or Scotland Yard. I he is revealed as Jack during the game, hewill need to break into Scotland Yard (his home location) using theBreak and Enter Action card !
RESULTSANDTHEENDOFTHEGAME
Tere are several possible results, depending on how thegame was played out:
Te five corpses are discovered and Jack is still unrevealed. Hewins the game alone. Te five corpses are discovered and Jack is neither arrested nordead but revealed. He wins the game with his accomplices (i any).Te five bodies have not yet been discovered, but the identityo Jack the Ripper is known. He must now escape the police and
the public or kill himsel (with the help rom his accomplices, ihe has any). Jack and his accomplices win the game as soon asthe fifh body is ound or i he managed to get back to his start-ing location and kills himsel. Accomplices killed while trying tohelp Jack also win the Game when he does.
I Jack the Ripper is captured alive or killed by another playeronce the identity o the murderer is known, the Innocents win. I Jack the Ripper is killed beore his identity is known (be-cause his Identity/Role card has not been revealed), the game isimmediately over and Te Ripper has won alone (not his poten-tial accomplices).
Once the players know who Jack the Ripper is, anyone cankill a member o the adverse party (Innocent characters versus
Jack and his accomplices) without going to Prison.
WARNING : When the fifh victim is discovered, the playershave to finish the urn beore the game is actually over.
Jack the Ripper is not allowed ti play a CorruptionAction card when uncovered and arrested by Ab-berline or Godley, because his arrest is the End othe game. Furthermore, neither Warren (unless theWarren Resign event occurred) nor the Prince canbe arrested because o their ability, so they will have
to be killed instead.
STRATEGYSUGGESTIONS During the game, many strategies can be used. Everyone hashis own game style. Here are a ew suggestions or both InnocentCharacters and Jack the Ripper.Dont orget that London 1888 is a game o atmosphere andexchanges, based on acting a part, bluffi ng and you are al-lowed to lie through your teeth.
Playing an Innocent Character Determine what your needs are: get a Weapon, get Money, get
Lie Points in case o hardships, advance the investigation or inthe contrary obstruct it i you are an accomplice ? Be careul, the game can be over in as little as 10 rounds. akethat into account. I you think you will be Jack the Rippers accomplice, try toget ahead by protecting him. o do so, get a good weapon or theRope card to help him committing suicide, or try influencing theother players
Do not orget that everyone is a suspect, do not trust anyone. Interrogating Characters and picking their Identity cards ran-domly is a waste o time. In the first part o the game (the inves-tigation), the goal o the game is to interrogate the player thatseems the most suspect (he could be avoid interrogation, staying
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away rom the other Characters, keeping some special card, stay-ing close to his location, etc.) and not let him go. InterrogatingCharacters randomly is like relying on luck to find the right card.By playing like this, the investigation can go very slowly. ry to team up with the other players.
Playing Jack the Ripper Pretend to be Innocent; dont orget Jack the Ripper may havebeen a good actor. ry with subtlety to cast doubts about another player, about hisattitude. A lot o Innocent people may naturally look very guilty.
Interrogate the other players. Tey will believe you are inno-cent. Sometimes, going to jail can help when there is only one mur-der lef to go. But this is also a risk. I your Identity is discov-ered while you are in Prison, you lose. Discarding the Rope card can be a strategy. Te players may de-duct that you are not Jack but its also a risk, since there is only
one in the game. O course, you may have the Used Rope card. Te better you lie, the more youll look innocent, the longeryou will stay masked.
Tere are many strategies to invent; this game will be all themore un. Suspense and new developments are awaiting you. Re-member you are playing your Characters part, not just pushingtokens on a board.
OPTIONALRULES You will find here a ew o this optional rules that you are reeto use.
Drawing Action cards Te rules o London 1888 indicate that players draw 2 Actionscards at the beginning o their turn. With this optional rule, 2Action Cards are dealt out to each player at the beginning o anew game turn. With this rule, managing Action cards becomesmore important strategically speaking. Since all the players gettheir Action cards ahead o time, the game turns are aster.
During the initial game setup, two Action cards are dealt out toeach player, as in the normal game setup. Ten this is done againat the beginning o each new game turn. A new game urn occurswhen all the players have gone through their turn, and the Absinthecards new owner gets to play first; and an Event card is revealed atthe same time. wo Action cards are then dealt out to each player,whether they are under the effect o a Curew or not. Tis allowseach card to be played cleverly. I a player uses all our o his cardsduring his turn, he will only start his next turn with 2 cards, whether
a player that keeps two o his cards will start his next turn with 4cards. A player affected by the Curew skips his turn; however he stillgets two cards at the beginning o the turn when cards are dealt out.I that player had 4 cards when the Curew took effect, he will start
his next turn with 2 extra cards, or a total o 6 cards. O course, aplayer still needs to discard down to 2 Action cards at the end o histurn, placing the excess cards ace up on the Action Discard pile.
20 Events instead of 15 I you wish or the game to last longer, you may choose to pick the15 first Event cards at the creation o the Event Deck, instead o 10.During the initial setup, take the 5 Event/Murder cards and randomlypick 2 o these cards, then put them aside ace down. Mix the 3 Event/Murder cards and shuffle them with the 15 lefover Event cards andplace them ace down on the Event card location. Last, place the 2Event/Murder cards you had set aside at the 3thand 15thposition, acedown. You thereore have 20 Event cards, and the 3thand 15thEventcards are Murder cards.
Remove the Absinthe card
It is possible to play without the Absinthe card, butsome interest and strategy are then lost. I you play withplayers that do not like complex rules or are new togaming, you can remove this card and always start agame turn with Abberline.
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THEGAMETranslation: Franck Florentin
Game Mechanics: Role, investigation, deduction and strategyPlayers: 4-8 players
Duration: 90 minutes and moreAge : 16 and more
About the author Damien Maric has always had a passion or movies. Aferstaying or a long time in Los Angeles, he decided to come back
to France and work in the movie industry, working on projectsor television and cinema, always looking or strong themes todevelop, no matter the media. London 1888 is his first game, allowing him to share his in-terest or the investigation o the most mysterious serial killer inhistory.
About the illustrator Fan o graphic novels, keen on graphic artsin general, Stphane Kot has studied cin-
ema beore going towards graphic de-sign, which allowed him to createuniverses that movies could notyet render. He is at ease withphotography and photo edit-ing. His dark universe is per-ectly adapted to the Jackthe Ripper theme.
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8/12/2019 London 1888 Rule Book
16/16