Molly House

2025 · Bluff

Molly House

Players take on the roles of gender-defying mollies in early eighteenth-century London, hosting secret gatherings and navigating the dangers posed by moralistic enforcers. Gameplay centers on drafting hands of vice cards that represent gestures, desires, and encounters; players use those cards to stage festivities, recruit fellow mollies, and build community, while the same cards can attract attention and lead to arrests. Encounters with the Society’s constables force choices such as paying bribes or being coerced into becoming an informer. Informers work covertly to undermine the molly house without being exposed by other players.

Spillere
1–5 bedst 4
Spilletid
60–120 min
Alder
14+
Kompleksitet
3,7 / 5
7,2 på Ludoyafra 496,60 kr.DeduktionKortspilSolo / SolitærspilSats på heldetSætindsamling

Om spillet

Illustration

På Ludoyas borde

Al statistik i Ludoya
39
Registrerede partier
93
Spillere
2h 4m
Gennemsnitligt parti
11
I samlinger
15
På ønskelister
2
Forudbestilt

7,2/10

fra 8 anmeldelser på Ludoya

  • Josu Txasko8,0

    Vamos a ver qué tal la criatura nueva de Cole. Cole, siempre introduce mecánicas y temas diferentes, interesantes y divertidos a la hora de jugar. Y no quiero decir que te tengas que estar siempre descojonado, sino divertido. Como un niño cuando se lo pasa bien, tú lo ves serio, pero divertido.

Læs anmeldelserne, og giv det en vurdering

Regelspørgsmål

Besvaret ud fra regelbogen af Ludoyas regelassistent.

What's the hand limit and what happens if I end my turn with more cards than allowed?

Your hand size limit is six cards; any excess at the end of your turn is added face‑down to the gossip pile (page 6). Threats added to gossip this way do not expose players (page 8), except if you are a revealed informer — then excess cards go to the safe pile instead (page 14).

When exactly is a player 'exposed' and what must they do when exposed?

A player is exposed whenever a threat is publicly added to the gossip pile by market discards, festivities, end‑of‑week reveals, or similar effects (pages 8, 11, 12). When exposed they must add all cards in their reputation that match the triggering threat to the gossip pile and take one matching cube per card (page 6).

How do market discards work when I roll the movement dice or use the Shop action?

For each market‑discard icon rolled, remove the market card farthest from the vice deck: desires go to the safe pile, while mollies or threats go to the gossip pile (page 8). The Shop action also forces a market discard that is resolved the same way, and threats placed into gossip this way trigger exposure rules as described (page 9).

What if a festivity can't make a Surprise Ball/Christening/Dance — how is the winner chosen and scored?

If none of the three ranked sets can be made a Quiet Gathering occurs: the four lowest desires (ignoring rogues) are selected as the winning set, and constables count as zero‑value desires for this purpose (page 10). Selected cards are added to players' reputations and scored for joy, threats in the selected set are foiled and moved to the safe pile, and the runner and community receive the appropriate bonuses or penalties (page 11).

How are raids determined at the End of the Week and how are indictments assigned?

At week end shuffle the gossip pile, move one‑third (rounding down) to the safe pile and reveal the rest; each revealed threat generates evidence equal to each matching desire or molly and that evidence is placed on the corresponding houses (page 12). Any open house with seven or more evidence is raided; the player(s) with the most reputation there receive major indictments and the second‑most receive minor indictments (ties give the same type to all tied players), with indictments placed face down under players' boards (page 12).

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