One of my favorite games ever, it beautifully blends pure fun with high art. It’s remarkable how effectively it draws players into the experience, making you feel as though you’re living under constant fear and persecution, while still striving to create moments of joy (quite literally, since “Joy” is the game’s scoring system). This hits even deeper for queer players. The rules can be occasionally quite intricate, but once you settle into the flow, it becomes a bliss. This was my first time playing a game of such depth where the entire group immediately wanted to jump into another round, right after finishing a first session that lasted over two hours.
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1-5
60'
14
Some necessary text
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Molly House
Molly House transports you to 18th-century London where you play as a molly, a young man participating in underground gatherings. Organize secret celebrations, evade informants and moral authorities while living a double life. A historically immersive adventure filled with intrigue for 1-5 players in games lasting about 60 minutes, perfect for those who love narrative-driven games and unconventional historical themes.
Players draft hands of vice cards representing the different gestures, desires, and encounters that were frowned upon by the Society for the Reformation of Manners, a citizen group that sought to stamp out any behavior it deemed deviant in late 17th and early 18th century London. These cards allow players to host festivities with the help of their fellow mollies and create joy. But, those same cards can also lead players to be arrested and to the ultimate ruin of the molly house.
As players encounter the Society’s enforcers, they will often have to pay bribes or may be coerced into becoming informers for the Society. Informers must try desperately to undermine the community around Mother Clap’s Molly House without being discovered by their fellow mollies.
| Mechanics: | Set Collection Roll / Spin and Move Solo / Gioco del solitario Tenta la fortuna Multi-Use Cards Semi-Cooperative Game Traitor Game Negotiation |
| Categories: | Card Games Deduction Bluffing |
| Alternative names: | |
| BARCODE: | 860000996075 |
| The item is in 2 carts In 1 wishlist This was seen 2467 times | |
Players draft hands of vice cards representing the different gestures, desires, and encounters that were frowned upon by the Society for the Reformation of Manners, a citizen group that sought to stamp out any behavior it deemed deviant in late 17th and early 18th century London. These cards allow players to host festivities with the help of their fellow mollies and create joy. But, those same cards can also lead players to be arrested and to the ultimate ruin of the molly house.
As players encounter the Society’s enforcers, they will often have to pay bribes or may be coerced into becoming informers for the Society. Informers must try desperately to undermine the community around Mother Clap’s Molly House without being discovered by their fellow mollies.
| Mechanics: | Set Collection Roll / Spin and Move Solo / Gioco del solitario Tenta la fortuna Multi-Use Cards Semi-Cooperative Game Traitor Game Negotiation |
| Categories: | Card Games Deduction Bluffing |
| Alternative names: | |
| BARCODE: | 860000996075 |
| The item is in 2 carts In 1 wishlist This was seen 2467 times | |
What players say · data and reviews published by users of BoardGameGeek
A selection of reviews rated 8 or higher.
Gaming has changed from Park and Shop in the 1950s with its card stating lose one turn due to being stuck behind a woman driver. And now Molly House has a card with the term buggery. Would love to have this thematically unique game in my collection and Park and Shop still eludes. The 10 is partially to counteract all the 1's driving the rating of this game artificially low. This game is merely on my wish list....update: I own it and metal pawns, not played.
Loved this game. As a queer person I got a lot of the references and hints but by no means are those necessary to enjoying the game. Found the emotional aspects really compelling as well. Being tempted to betray the community in order to avoid getting hung was very compelling especially because I went in thinking well I’d rather lose and die instead of betraying the community. While I never ended up betraying the community it’s a tough decision
Excellent historical game. Playing it felt like I was learning what it was like to exist in this community back then. The gameplay is unique, it plays like nothing else out there. Cooperative, until all of a sudden it isn't. As soon as someone thinks they can't win, they might turn on the community and it becomes a negotiation battle between the whole table to try and help them catch up (while also keeping threats away), or the community will fail.
Love the cooperative to save-your-hide aspect of the game. Still need a lot of plays to grasp what's going on but the tension as evidence builds against the houses is amazing. Just have to remember that it's 100% cooperative from the get go and need to not be selfish and get my own joy and forget about the community :P. Beautiful board and pieces (I went with the metal pawns). I do agree with some of the ratings mentioning the rules confusion. Our first play through was rough (just is most Wehrle games) but can't wait to play it again. Great job Jo Kelly. Can't wait to enjoy this game for years to come!