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Letters from Whitechapel» Forums » Variants

Subject: Police Special Actions rss

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We haven't play tested this yet, and have only ever played the base game with 2 players. We are finding it pretty difficult for the person playing the police to catch Jack. It also feels a little stale with just one person playing all of the police doing the same action over and over again, especially if you haven't found a clue in a while.

With that in mind, we wanted to make the police a little more powerful and give each one their own special ability while staying true to the theme. All of these special actions are in lieu of taking a normal turn (movement AND search/arrest).

Police dogs - Move only one space and sniff out (search for clues) all adjacent numbered spaces and all numbered spaces adjacent to any crossing one space away from you.

Police Whistle - Call any one policeman pawn to a space adjacent to your pawn. If there are no adjacent spaces, it may be the space nearest your pawn. If there are multiple spaces of equal distance, choose one.

Anonymous Tip - Jack must say one of the numbers in the space he's currently in (eg 68, he must say 6 or 8)

Blockade - Once per night, place 2 blockades on crossings up to two spaces away from your pawn. They remain there until the end of the night.

Incognito - You may move one space through alleys.

Those are five special actions for the five policemen, but here is one other idea we had.

Police Carriage - Move up to 5 spaces. If you pass any one policeman pawn, you may pick him up. You may not pick up two. When you reach your destination you may place the second policeman pawn one adjacent space away. If there are no adjacent spaces, it may be the space nearest your pawn. If there are multiple spaces of equal distance, choose one.

One option would be to pair the policemen with these abilities (eg, Green always has Police Dogs). Another option would be to let any policeman choose any of the actions to use on their turn. And yet another idea is to add more abilities, and randomly draw an ability for each pawn to be able to use during the game. Which do you think is best?

Any thoughts on these additions?
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Gabriel N
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The abilities from Whitehall Mystery would work fine to help the policeman pawns, assigning one for each color, except for the blue policeman ability that involves water movement.

There are also some abilities for the pawns in the expasion Dear Boss.
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