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Pre-order Letters from Whitechapel

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1. By pre-ordering, Timeless Board Games will make sure to order and secure this game specifically for you.

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4. With the above in mind, please only pre-order if you are sure about the purchase.

Letters from Whitechapel


R 995
This product is in stock.
Your order will be dispatched immediately
2 - 6
13 +


Strategy games | Thematic games


Bluffing | Deduction | Murder / Mystery


Memory | Partnerships | Point to point movement | Secret Unit Deployment

Letters from Whitechapel is a thematically engrossing board game of deduction and bluffing in which one player takes the role of the infamous Jack the Ripper, while up to five other players are detectives working together to pursue him through Victorian London. After committing his horrible murders, Jack must outmaneuver the detectives in the tangled streets of the Whitechapel District. Meanwhile, the detectives must use clever deduction and their superior numbers to hunt Jack the Ripper down before he can kill again or elude them forever.

Played over four rounds, Letters from Whitechapel is an engaging game of cat-and-mouse. Each round, the player controlling Jack selects a victim, commits a grisly murder, then attempts to escape to his secret hideout before being apprehended by any of five pursuing investigators. As for the investigators themselves, they must watch and wait, springing to action when Jack strikes then working together to narrow down his true location and make an arrest.

To begin, the Jack player secretly chooses the location of his hideout, a numbered space on the board to which he must run after his nightly butchery. Jack writes the number of this location at the top of his move track sheet, on which he also records his movements each round. This all-important document will remain hidden behind Jack’s special screen throughout the game, masking his heinous activities from those who seek to apprehend him.

When Jack strikes, he removes one of the white Wretched pawns from the map, representing the murder of an unfortunate lady of the night. Suddenly, the scene of the murder becomes the starting point for a high-stakes race. As Jack attempts to elude police and make it back to his Hideout (ending the round in his favor), the police detectives search the spaces near the crime scene for clues to his trail.

With skill, communication, and a bit of luck, the police detective players will gradually establish a radius surrounding the location of Jack’s hideout, before finally closing in and stopping him. If the police detective players catch catch Jack on his way to his hideout or delay his escape for a set number of turns, they win as a team. If, on the other hand, Jack is able to escape justice for four rounds in a row, he wins, securing his place as one of history’s greatest villains!


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