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Letters from Whitechapel» Forums » General

Subject: Special movement tokens too powerful? rss

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Kendahl Johnson
United States
Albuquerque
New Mexico
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Are the special movement tokens too powerful? Seems to me they are... Especially turn one, when you get three double moves and two alley jumps. Seems no way Jack will be caught the first night. Also on the fourth night, having a double move seems OP.

These feelings are based on limited plays.
 
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Ray Greenley
United States
Harleysville
Pennsylvania
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Re: Special movement tokens to powerful?
I'd say no. They are quite powerful, especially in the hands of a crafty Jack player. But you probably shouldn't expect to catch Jack on the first night, just begin to narrow down where his home base is. As the game progresses, as the investigators get closer and closer to knowing where the hideout is, Jack will Ned the help. Also, keep in mind that Jack cannot use a special movement token to get into his hideout. His last move to get 'home' must be a normal move.

That being said, if it feels like they are over powered for your group, you should feel free to take some out of the game. Perhaps you could add them back in if, after more plays, it feels like Jack is at a disadvantage.
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Kendahl Johnson
United States
Albuquerque
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RMGreen wrote:
Also, keep in mind that Jack cannot use a special movement token to get into his hideout. His last move to get 'home' must be a normal move.


Thanks...missed this rule.
 
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Nick Storm
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Jacks special movement tokens are not too powerful IMO. The first night, it may seem like he is loaded, but each subsequent night these resources drop off.

Jack really should escape the first night. After all, it's the night where he begins his body of work so he should have a little something extra at the start.
 
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Mattias Elfström
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They are not overpowered. In our games Jack needs every trick he's got!
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