Does the Reprint Adress this Problem?

By BillyBabel, in Letters from Whitechapel

The thing listed here: http://boardgamegeek.com/article/12932524#12932524

Where jack is basically 2 space away from a murder scene and just runs back to his hideout on each night before the detectives really get a chance to do anything.

Edited by BillyBabel

- edit -

Wrong answer...

Edited by Ilhborg

It's not an issue. If Jack spends 2 moves to return home on nights one and two, he's giving away his his hideout for nights three and four, which will lose him the game every time.

The main issue we've seen in our group is that if Jack gets away for the first two nights (when he has more coach and alley tokens to burn) then he can basically auto win at that point. He just needs to pick 2 spots on the first two night that are not close to his hideout and make it home. We've tried this in our group, and it basically makes the game a 2 night affair at this point. I'm guessing this hasn't been addressed. Others have suggested picking Jack's hideout at random to fixs it, but that's basically a house rule (though it seems to be working).

Not knowing the lore all that well (and too lazy to look it up), does anyone know if the murder scenes on the board reflect the actual spots of the actual murders? Just curious as to why there is a cluster of murder spots in the upper middle of the board that create this scenario.

The main issue we've seen in our group is that if Jack gets away for the first two nights (when he has more coach and alley tokens to burn) then he can basically auto win at that point. He just needs to pick 2 spots on the first two night that are not close to his hideout and make it home

Easier said than done. If the detectives don't rush in, and constantly check behind them, then Jack will have an extremely long journey home on nights 1-2.

More often than not giving the Detectives a rough guideline as to where his hideout is.

Nights 3-4 even if close to home can soon be covered.