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October 1888: During the construction of the Metropolitan Police headquarters near Whitehall, which would later be known as Scotland Yard, the remains of a body were found. In September, a severed arm had already been discovered in the muddy shore of the River Thames.
There is another murderer roaming the streets of London in Whitehall, amusing himself by spreading the pieces of a poor woman around Whitehall, like some kind of macabre treasure hunt. The identity of this monster and his unfortunate victim are a mystery, the Whitehall Mystery.
Ages | 13+ |
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Players | 2 Players, 3 Players, 4 Players |
Play Time | 45m – 60m |
Designer | Gabriele Mari, Gianluca Santopietro |
Mechanics | Hidden Movement, Team-Based Game, Point to Point Movement, Secret Unit Deployment |
Theme | Bluffing, Deduction, Memory, Murder/Mystery |
Publisher | Sir Chester Cobblepot, Stratelibri, Edge Entertainment, Fantasy Flight Games, Galakta, Giochi Uniti, Heidelberger Spieleverlag, Korea Boardgames co., Ltd. |
barth153
I really enjoy Hidden Movement games and Whitehall Mystery is a blast. I prefer Letters from Whitechapel to this as it's more immersive and has a better sense of progressive tension. Whitehall offers a similar (albeit shorter) experience but instead of having to get to the same hideout each night, Jack needs to get to 4 pre-selected locations on each of the four board quadrants to win. With four investigators it is best with 2 or 5 players, wheres LfW is best with 2 or 6. I don't necessarily think both are needed in a collection but you might chose one based on your preferred play time and typical player count.
Bondy034
Little sibling to Letters from Whitechapel. This one is even better, simply condensed into a tighter game with a shorter game length. It doesn't quite set the mood of Whitechapel but in exchange for a significantly shorter game length, it's a price I'm often willing to pay. I actually got rid of its older sibling in favor of the game I actually play.
Achire
Letters from Whitechapel on a very tight board. You have to think in a certain way for this game, being able to calculate hidden movement and consider the psychology of the other person to make your calls. I love it, but if someone has trouble with this... you can really end up alpha gaming or being frustrated as they go and search impossible locations, no matter how much you tried to persuade them that the killer couldn't have been there. Great game with a strategy-loving group, avoid with super-tactical or new gamers.