7.9
rating
Ludopedia
7.4
rating
BGG
Our Verdict
RECOMMENDED
If you love daring historical tales and a game where a party can turn into a jail cell, Molly House hits the spot.
Highlights
- Immersive historic atmosphere
- Smooth negotiation mechanics
- Well‑integrated traitor role
- Solid solo mode
Keep in mind
- Moderate learning curve
- Language‑dependent components
- Some cards feel dense
Rules manual not indexed yet
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About the game
What you do in a play session
Molly House transports players to the bustling early‑18th‑century London where groups of "mollies" – individuals who defied gender and sexual norms – throw masked balls, clandestine parties, and meet in the city’s dark alleys. Each game begins with players drawing a deck of vice cards that represent gestures, desires, and situations deemed scandalous by the Society for the Reformation of Manners, a moralistic group trying to stamp out deviant behavior. The cards are multi‑use: they can be spent to stage festivities, trade favors with fellow players, or, if mishandled, attract the attention of the constables.
Throughout the session, participants negotiate, forge alliances, and sometimes betray, as a few may be coerced into becoming informants. When the Society’s enforcers appear, the mollies must pay bribes or risk arrest, which can lead to the ultimate ruin of Mother Clap’s Molly House. The game blends set collection (building card combos that generate joy), bluffing (hiding the informant’s identity), and a dash of push‑your‑luck as players decide how far to push increasingly daring parties.
Molly House works as a semi‑cooperative experience – everyone wants to keep the house alive – while also featuring a traitor element, where the secret informant tries to sabotage the community unnoticed. A well‑balanced solo mode lets a single player feel the tension between revelry and repression. With illustrated cards, bribery tokens, and a board depicting London’s streets, the game delivers 60‑120 minutes of immersive play with moderate complexity (weight 3.7/5). Perfect for fans of historic settings, LGBTQIA+ themes, and negotiation‑deduction mechanics.
Throughout the session, participants negotiate, forge alliances, and sometimes betray, as a few may be coerced into becoming informants. When the Society’s enforcers appear, the mollies must pay bribes or risk arrest, which can lead to the ultimate ruin of Mother Clap’s Molly House. The game blends set collection (building card combos that generate joy), bluffing (hiding the informant’s identity), and a dash of push‑your‑luck as players decide how far to push increasingly daring parties.
Molly House works as a semi‑cooperative experience – everyone wants to keep the house alive – while also featuring a traitor element, where the secret informant tries to sabotage the community unnoticed. A well‑balanced solo mode lets a single player feel the tension between revelry and repression. With illustrated cards, bribery tokens, and a board depicting London’s streets, the game delivers 60‑120 minutes of immersive play with moderate complexity (weight 3.7/5). Perfect for fans of historic settings, LGBTQIA+ themes, and negotiation‑deduction mechanics.
Gallery
Box and component photos
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Rules videos
Learn by watching before you open the box
Best player count
BGG community vote
1
REC
2
REC
3
REC
4
BEST
5
REC
Soundtrack
Ambience suggested by Melodice
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Mechanics, categories, families and credits
Mechanics
Categories
Families
Publisher
Wehrlegig Games, Giochix.it, Spielworxx
Designer
Cole Wehrle, Jo Kelly
Artist
Rachel Ford
Community
Data from BoardGameGeek
Frequently Asked Questions
Quick answers before you buy
How many players can join?
1 to 5 players, including a solo mode.
What’s the typical playtime?
Between 60 and 120 minutes, varying with player count and negotiation speed.
How complex is the game?
BGG weight 3.7/5 – moderate complexity, rules are clear but require some attention.
Are there Portuguese components?
The original cards and rules are in English; a fan‑made translation sheet is recommended.
Can I play it solo?
Yes, the solo mode is well‑balanced and captures the tension of the Society and informants.
Who should buy this game?
Fans of historic settings, LGBTQIA+ themes, negotiation mechanics, and a hint of betrayal in a group.
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