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Jekyll & Hyde vs Scotland Yard

Jekyll & Hyde vs Scotland Yard Rulebook

Table of Contents

Table of Contents

  • Components
    • Playing Cards
    • Character Cards, Turn Order Token, and Leading Character
    • Chapter Cards
    • Game Board
  • Game Overview
  • Chapter Overview
  • Chapter Setup
  • Playing a Round
    • Communication Rules
    • Day Phase
    • Night Phase
    • Color Ranks
    • Potion Cards
    • Reaction Effects
    • Potion Effects Resolution Examples
    • End of Round Phase
  • End of Chapter
    • Defeat
    • Success
    • Tracking Your Score
  • End of the Game
  • Score Tracker
  • Credits

Components

  • 28 Playing Cards
  • 12 Chapter Cards
  • 2 Character Cards (Dr. Jekyll, Mr. Hyde)
  • 1 Turn Order Token
  • 3 Color Rank Tokens
  • 2 Pawns (Jekyll & Hyde, Scotland Yard)
  • 1 Game Board

Playing Cards

The deck has four suits: Fear, Ruse, and Manipulation are Color cards, each with 8 cards numbered 1 to 8. Potion is the fourth suit, with 4 cards numbered 3+, 4+, 5+, and 6+.

  • Cards numbered 1, 2, and 3 bear a Scotland Yard icon.
  • Cards numbered 8 bear a Jekyll & Hyde icon.

Character Cards, Turn Order Token, and Leading Character

At the beginning of a chapter, decide which player will play as Dr. Jekyll and which player will play as Mr. Hyde. Players cannot exchange characters between rounds.

Some Chapter Rules mention the "Leading Character." The Leading Character is the player whose character's face appears on the Turn Order Token. The turn order for each round must follow the direction provided by the arrows on the Turn Order Token.

Chapter Cards

Each Chapter Card shows a Story passage and, on its companion card, the Chapter Rule, the starting position of the Jekyll & Hyde pawn, the number of Attempts, and the Points earned for success.

Game Board

The game board tracks the position of the players and Scotland Yard's, and their progress towards success or defeat. It also tracks the ranks of the different card colors. It shows the Scotland Yard starting position, a Turn Order Token placeholder, the Jekyll & Hyde starting positions, the last position of the track, and a Color Ranks placeholder.

Game Overview

Jekyll & Hyde vs. Scotland Yard is a cooperative game for 2 players. The game itself is divided into several chapters. You will play each chapter one after the other to complete the game. You can stop playing the game between chapters, and resume it later from where you stopped. Each chapter introduces changes in gameplay with dedicated "Chapter Rules."

Chapters 1 to 3 gradually introduce the objectives and constraints of the standard game. Chapter 4 is the standard game. Chapters 5 to 10 are variants of the standard game with additional objectives or constraints to raise the challenge.

Whenever you finish a chapter, by either success or defeat, you can record your progress and achievements on the score tracker at the end of this booklet.

Chapter Overview

Each chapter is played over 2 rounds. The players both successfully complete the chapter if they manage to reach exactly the last position of the track. During each round, players play against the City of London, to which they give cards at the start of the round.

Chapter Setup

  1. One player takes the Jekyll Character Card, and the other player the Hyde Character Card.

  2. Place the board in the center of the table.

  3. Display 2 Chapter Cards corresponding to your current chapter and read out loud the story and Chapter Rules.

    Note: Story and Rules for each chapter are split between two cards.

  4. Place the Jekyll & Hyde pawn and Scotland Yard pawn (if needed) on their starting position as indicated on the Chapter Card.

  5. Flip the Turn Order Token on a side at random and place it on the board.

  6. Place all 28 Playing Cards to the left of the board.

  7. Place the 3 Color Tokens to the right of the board.

Playing a Round

Each round is played in 3 phases: Day, Night, and End of Round.

Communication Rules

Day Phase: Players may discuss freely before dealing the cards. As soon as they start dealing the cards, no more communication is allowed.

Night Phase: When a potion's effect triggers, players may communicate to decide how to resolve it. Besides that, players are not allowed to communicate at all during the Night Phase.

Note: These are the recommended communication rules, but feel free to adapt them and allow limited game state discussion during the night phase if you feel like it is more appropriate for you to enjoy the game (remind round objectives, number of tricks left to win etc.).

Day Phase

Shuffle the 28 cards and deal 12 cards to each player. The remaining cards are placed to the left of the board face down as the Reserve.

Each player must select and give 4 cards face down to create the City Deck.

Players must give all their 8s to the City.

Shuffle the 8 cards of the City Deck and place it face down to the right of the board.

Night Phase

To start the Night Phase, reveal the top card from the City Deck as the opening card. Then, following the turn order, each player must play a card face up.

If players have a card of the same color as the opening card they must play a card of the opening color, or a potion. If they don't have any card of the opening color, they can play any card. If the opening card is a potion card, the next player can play any card. The first color card played in a trick always determines the opening color.

When all players and the City have played one card each, compare them:

  • The player that played the highest card of the highest color rank wins the trick, which is placed face up in front of that player.
  • If the City played the highest card of the highest color rank, the City wins the trick, which is placed face up beside the City Deck.

The winner of the trick now plays a card to start the next trick. During its turn, the City always plays the top card of the City Deck.

At any time, players may look at the content of previous tricks, but may never look at the Reserve, the City Deck, or each other's hand.

Color Ranks

Colors are not ranked at the beginning of a round. During each round, their rank is defined by playing cards. The first color to appear has the lowest rank. Place the matching color token on the appropriate space of the game board. The next color to appear takes the middle rank. Then, the last color token is immediately placed on the highest rank position.

Potion Cards

Whenever a pair of cards containing one potion and one color card is played one after the other, the potion's effect triggers immediately. Such a pair of cards is called a Reaction, like in "Chemical Reaction." The Reaction's effect depends on the color of the card (see Reaction Effects below).

During the Reaction, players may discuss how to resolve it. It is not necessarily the player who triggered the reaction that resolves the effect. Players decide together which one of them resolves the effect.

Players always resolve the effect for themselves, even if the Reaction is triggered by the City. Resolving the effect is mandatory even if not beneficial to the players.

A Potion Card is considered bearing the same color as the color card in the Reaction. Potion Cards have a + as they win ties when the card of the same value and color is also in the trick. If there are 2 potions in a trick, they are both considered to have the same color as the third card of the trick.

Only one Reaction can occur per trick.

Reaction Effects

Each color card's Reaction is marked by its own icon on the card:

  • Orange fox icon: One player must take the City's last trick. If the City has not won any trick yet, the effect is canceled.
  • Blue swirling-potion icon: Players must rearrange the color tokens in a different order. You must at least change the ranks of 2 tokens. If there is only one token in play, the effect is canceled.
  • Black raven icon: One player must exchange the top card from the City Deck with a card from their hand. Draw first from the City Deck, then put a card back from your hand to the top of the City Deck. You can put back the same card you drew. If you draw an 8, you may keep it. If the City Deck is empty, the effect is canceled.

Potion Effects Resolution Examples

Ruse is now the highest ranked, with Fear in the middle and Manipulation the lowest.

  • Fear 4 >> Ruse 3 >> Potion 5+: Triggering the Reaction effect of Ruse when Potion 5+ is played. Ruse 3 and Potion 5+ make a Reaction. Potion 5+ wins the trick.
  • Fear 4 >> Potion 5+ >> Ruse 3: Triggering the Reaction effect of Fear when Potion 5+ is played. Fear 4 and Potion 5+ make a Reaction. Ruse 3 wins the trick.
  • Potion 3+ >> Potion 4+ >> Fear 4: Triggering the Reaction effect of Fear when Fear 4 is played. Potion 3+ triggers no effect as it does not belong to a Reaction. Potion 4+ wins the trick.
  • Fear 4 >> Potion 3+ >> Potion 4+: Triggering Fear effect when Potion 3+ is played. Potion 4+ triggers no effect as it does not belong to a Reaction. Potion 4+ wins the trick.
  • Potion 3+ >> Potion 5+ >> Potion 4+: Triggering no effect as there are no Reactions. Potion 5+ wins the trick.

Example 1:

  1. Jekyll plays the Potion 3+.
  2. Hyde plays Ruse 5, triggering a Reaction. Jekyll and Hyde discuss and agree that Jekyll resolves the effect, taking a trick back from the City.
  3. The City plays Potion 5+, triggering no reaction, as Ruse 5 played by Hyde already reacted with Potion 3+ played by Jekyll. Finally the City wins the trick: Potion 3+ and 5+ are considered Ruse as the only color card is Ruse. Potion 5+ wins ties over the Ruse 5.

End of Round Phase

When players have played all their cards, proceed with the End of Round Phase.

Note: The first 4 chapters of the game help you learn and progress by gradually introducing the End of Round rules. From Chapter 4, those rules always apply unless stated otherwise by the current Chapter Rule.

Each player counts their tricks. City's tricks are ignored.

Chapter I: The player that won the least tricks moves forward the Jekyll & Hyde pawn the same number of steps. If one player has not won any trick, the Jekyll & Hyde pawn doesn't move.

Chapter II (additional rule to Chapter I): Players move the Jekyll & Hyde pawn one more step forward for each card of value 8 in their tricks.

Chapter III (additional rule to Chapters I and II): If the Jekyll & Hyde pawn has already reached the last position of the track but must move further, move the Scotland Yard pawn towards Jekyll & Hyde instead. Players move the Scotland Yard pawn one step for each card with a Scotland Yard icon (1s, 2s, and 3s) in the Leading Character's tricks.

From Chapter IV (standard game; additional rule to Chapters I, II, and III): Players also move the Scotland Yard pawn one step for each card with a Scotland Yard icon (1s, 2s, and 3s) in the non-Leading Character's tricks.

When the first round ends, flip the Turn Order Token over to the other side. Then proceed with the second round after placing the 3 Color Tokens to the right of the board and shuffling all 28 Playing Cards.

Note: If at the end of the first round the Jekyll & Hyde pawn is already on the last position of the track, players must play a second round nonetheless.

End of Chapter

Defeat

If you encounter the following situations during the round, both players are immediately defeated and the chapter ends:

  • Chapter I-II: If the Jekyll & Hyde pawn must move beyond the last position of the track.
  • From Chapter III: If the Scotland Yard pawn reaches or exceeds the position of the Jekyll & Hyde pawn.
  • All Chapters: If at the end of the second round the Jekyll & Hyde pawn is not on the last position of the track, both players are also defeated.

Success

If at the end of the second round the Jekyll & Hyde pawn is on the last position of the track, players have successfully completed the chapter.

Tracking Your Score

Chapters I-IV

  • Defeat: When you are defeated, you automatically fail to complete the achievement and earn 0 points. However, as these chapters serve as tutorials, you can either restart the chapter, or move on to the next chapter if you want.
  • Success: If you completed the achievement upon successfully completing the chapter, earn the points (star) indicated on the Chapter Card. Record them on the score tracker and move on to the next chapter. However, if you fail to complete the achievement despite completing the chapter, you can either restart the chapter or move on to the next chapter with 0 points.

From Chapter V

  • Defeat: If you are defeated, mark an X on the leftmost unmarked attempt for the chapter on the score tracker and restart the chapter. Starting with the 7th try, don't mark an X when you are defeated, but it will be recorded as just a 7+ and you will earn 0 points when succeeding afterwards.
  • Success: If you have successfully completed the chapter, circle the leftmost unmarked attempt for the chapter on the score tracker and earn the corresponding number of points (star) indicated on the Chapter Card. Record them on the score tracker and move on to the next chapter.

Example 2: Jekyll & Hyde have successfully completed Chapter V. They already failed two times. As a result, they circle the attempt 3 and earn 2 points. Then, they move on to Chapter VI.

End of the Game

Your success at Chapter X means you have completed the game. Congratulations! Tally your final score and record it to try and beat it the next time you play.

Reminder: You can stop playing the game between chapters, and resume it later from where you stopped.

Score Tracker

The score tracker (printed at the back of the booklet, and also downloadable from mandoogames.com) has one row per chapter for each player, recording Attempts and Points earned:

  • Chapter I, II, III, IV: a single Attempts box and a Points box each.
  • Chapter V, VI, VII, VIII, IX, X: Attempts numbered 1 through 6 plus 7+, and a Points box.
  • A Total row sums Attempts and Points across all chapters.

Credits

  • Game Design: Olivier Cipière, Gaëtan Beaujannot, Geonil
  • Illustration: Vincent Dutrait
  • Graphic Design: Eva Dream
  • Editing: Tylor Kim
  • Additional editing and proofreading: Antoine Prono (Transludis)
  • Producing: Kevin Kim, Marco Jung

© 2023 Mandoo Games Co., Ltd. All rights reserved. Published by Mandoo Games. www.mandoogames.com