
Molly House
- Players
- 1-5
- Best withThe player count this game plays best at.
- 4 players
- Play timeHow long a full game runs once everyone knows the rules.
- 120 min
- AgeThe minimum age printed by the publisher.
- 14+
- ComplexityHow demanding the rules are, from 1 (very light) to 5 (very heavy).
- 3.7 / 5
- Year
- 2025
About the game
Molly House places players in the gender-defying queer community of early eighteenth century London, hosting masquerades and cruising back alleys while evading moralistic constables. Players draft hands of vice cards representing gestures, desires, and encounters frowned upon by the era's Society for the Reformation of Manners, using them to throw festivities or risk arrest. Some players may be coerced into becoming informers, working secretly to undermine the community from within. It's a tense, historically grounded semi-cooperative game about joy, risk, and hidden loyalty.
Hobbli's Notes
Hobbli's team is impressed by how thoughtfully Molly House handles a genuinely unique historical theme, wrapping it in a tense hidden-role, semi-cooperative structure. The push-your-luck vice cards and informer mechanic generate real social tension at the table. Its high commitment and downtime scores signal a heavier, longer experience, so it rewards a patient, invested group more than a casual one.
What we like
- Unique and thoughtfully handled historical theme.
- Tense hidden-role informer mechanic drives strong social interaction.
- Multi-use vice cards create meaningful, layered decisions.
- Solo mode included despite the strongly social design.
- Distinctive design that stands out from typical hidden-role games.
Keep in mind
- High downtime score suggests notable waiting between turns.
- Complexity and length require a dedicated, experienced group.
- Hidden-role mechanics may not suit players uncomfortable with mistrust-driven play.
Who it's for
Experienced gamers ages 14+ who enjoy hidden-role, semi-cooperative tension, ideally in groups of four to five.
Mechanics
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