
2017 · Memory
Whitehall Mystery
Players cooperate to track a hidden killer through the foggy streets of Victorian London. One player secretly moves the murderer and places clues while the other players control detectives who deduce routes, collect evidence and set traps. Turns alternate between concealed movement and investigative deduction, with time pressure and limited resources shaping decisions. The game blends deduction and pursuit as detectives triangulate the killer’s position from found clues and witness reports until they capture the culprit or the killer escapes.
- Players
- 2–4 best 2
- Playing time
- 45–60 min
- Age
- 13+
- Complexity
- 2.1 / 5
About the game
- Publishers
Photos from Ludoya tables
All photos in LudoyaWhere to buy it
Shop prices and second-hand copies, checked every day.
On Ludoya's tables
Full stats in Ludoya- 70
- Plays logged
- 92
- Players
- 58m
- Average play
- 42
- In collections
- 13
- On wishlists
7.9/10
from 10 Ludoya reviews
Onbase10.0 I love how this game gets out of the way to provide such a pure and tense experience between Jack and the investigators. The gameplay is so mechanically simple and the map is so well-designed that you instantly try to outsmart your opponents rather than try and beat the game. It creates an intense connection between the players that I rarely find in other games. I just want to keep playing this.
No plays logged
Rules questions
Answered from the rulebook by Ludoya's rules assistant.
Do the Investigators move along the numbered circles like Jack?
No. Jack moves between numbered circles, but Investigators move between Crossings, ignoring the numbered circles; each can move 0, 1, or 2 Crossings per turn and cannot end on another Investigator’s Crossing (pp. 5, 9).
Can I search every circle next to my Investigator, even after I find a clue?
No. Search the numbered circles directly connected to that Investigator’s Crossing, one at a time; finding a clue immediately ends that figure’s search for the turn (pp. 9–11).
When I make an arrest, can I name several circles to cover more ground?
Normally, no: an arrest names exactly one numbered circle adjacent to your Investigator’s Crossing. Jack is arrested only if that circle matches his current position (p. 11).
Can Jack stay on the same circle, or move through an Investigator who’s blocking a route?
Jack must move to a different adjacent circle each turn, and cannot cross a Crossing occupied by an Investigator unless he uses a Coach. If he cannot make a legal move, he loses (p. 8).
Do Jack’s four Discovery Locations have to be reached in a particular order?
No. Jack chooses four white circles, one in each of the four different grid squares, and may reach the remaining locations in any order (pp. 5–6).
When does a round end if Jack reaches a Discovery Location?
Jack keeps it secret until the Investigators finish their movement and clue/arrest actions for that turn. If he has not been arrested, he then declares the location and starts the next round; he loses if he fails to reach the next one within 15 moves (pp. 6, 11–12).
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Game facts (players, playing time, age, credits) from BoardGameGeek.













