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Mystery Rummy: Jack the Ripper

Setup Turn Summary


1. Call for a Secret Vote (if you have at least one meld in
Number of cards to deal to each player: play; once per hand).
• 2 Players: 10 Cards 2. Draw 1 Card (from either the deck or the discard pile;
• 3 Players: 9 Cards when the deck is exhausted, reshuffle the discard pile to
• 4 Players: 8 Cards create a new deck; if the deck is exhausted a second time,
then the Ripper has escaped and the hand is over).
3. Play (Optional):
Scoring a) If there are no cards in play, you may only play 1:
Victim, Scene, Ripper Strikes, or Commissioner
Resigns card.
Determine Which Suspect is the Ripper: b) If there is a Victim card in play, you are allowed to
play an Evidence Meld of 3+ identical cards.
The suspect with the most points in related cards in play is the c) If there is an Evidence Meld in play, you are allowed
Ripper. A suspect with an Alibi card in play cannot be the to play cards of the same color (or Wild cards)
Ripper. Ties are broken by the lower suspect number (lower individually, including Alibi cards.
left of the Evidence cards). If the only possible suspect has an • You may play as many Evidence cards as you wish
Alibi or if the only evidence cards are Letters, then the Ripper as long as you meet the above restrictions.
has escaped - see The Ripper Escapes Scoring instead of
• You may play at most one Gavel card per turn.
Normal Scoring.
• When an Alibi is played, any other Alibi cards
already played are discarded. (The Prince Eddy/Sir
Normal Scoring: Gull Alibi card applies to either, but not both, and is
1. Score the points in the upper right corner. selected when played.)
2. Receive double the score for all cards related to the • When a Scene is played, you must tell the other
Ripper. players what card you took from the discard pile -
3. Discard cards left in hand related to any Evidence in you may play the card or take it into your hand,
play. unless it is a Gavel card, in which case you must play
4. Deduct points for any other cards still in hand. it immediately or else put it in your hand and not
5. The holder of the Ripper Escapes card does not play it on this turn.
deduct 35, but instead deducts 2 points for each • If all five Victim cards are in play, then the Ripper
Victim card in play. Escapes card may be played, even if it is not the
6. Add 10 points for a correct Vote. holder's turn, (and even if the game is about to end
due to Commissioner Resigns) and the hand ends.
The Ripper Escapes Scoring: • If the Commissioner Resigns card empties someone's
hand, the hand is over.
1. You only score points for Victims, Scenes and • Cards with a 0 (zero) in the upper right are placed on
Ripper Escapes cards. the discard pile after use.
2. No points are deducted for cards left in your hand. 4. Discard 1 Card (if it's your last card, the game is over).

Mystery Rummy: Jack the Ripper rules reference by Yoki Erdtman.

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