Two scores. One twist.
Two things are being counted, and they pull in different directions.
There's a shared community joy track β the community has to last the five weeks by pushing that marker past a threshold (30 in a four-player game). And separately, each of us hoards our own personal joy. If the community survives, the player with the most personal joy wins. So we cooperate to keep the house alive, and compete to be the one who lived most fully inside it.
Roll Β· Move Β· Act
Your whole turn is three beats. Roll the two movement dice, move your pawn by the number of boots they show (resolving any market-discard icons first), then take exactly one action. The basic actions are available anywhere; your site may offer a fourth.
The actions: Lie Low (draw the top card), Indulge (take a market card matching your site), Accuse (flip a rival's token) β and the site actions Cruise, Shop, and the big one, Throw a Festivity. The festivity is the engine of the whole game, so we'll start there.
How to read a card
Here's the device we'll use the whole way through. The deck you draw from is the Vice deck β 52 cards across four suits β and every card is a single shorthand declaration: suit, value, and the joy it's worth.
.card { vice: hearts 7 / 4β ; }
vice-suit: hearts; /* one of the four houses */ vice-value: 7; /* magnitude β high = riskier */ vice-joy: 4β ; /* joy scored when fulfilled */ vice-kind: desire; /* a numbered Desire card */
The four suits each map to a molly house in a corner of the board. Think of them as the values this shorthand can take:
Three kinds of card share the grammar. Desires are the numbers (1β9). Mollies are the face cards β Jacks and Queens, each a real historical molly. Threats come in two flavours: constables (officials, value 0) and rogues (named informers, a wildcard you set from 0 to 9). Same shorthand, different vice-kind:
/* a molly β scores you nothing alone, but pays a bonus later */ .queen { vice: hearts queen / +3; } /* +3 per matching desire */ .jack { vice: pentacles jack / +2; } /* +2; +5 if you hold both */ /* threats β wonderful in a set, ruinous in your reputation */ .constable { vice: cups constable / 0; } /* always value 0 */ .rogue { vice: fans rogue / 0β9; } /* wildcard β you choose */
The Festivity
This is what you're really here to do. A festivity is a gathering where everyone plays cards to build the best possible set β like a hand of poker.
Whoever starts it takes the candelabra and becomes the Runner, the host. Cards are played over two rounds (three with two players). At the start of each round a card is flipped from the deck into the centre β that's the community's card. Then everyone plays one card or passes β except the Runner, who can never pass. After the rounds, the best four-card set is pulled from everything on the table.
The four sets, best to worst
They are poker hands. The ranking is the mnemonic β remember the ladder:
An item can bend these rules β see the Dress
Build one yourself
Here's a table mid-party β one card is the community's. Hit Resolve the set to pull the best four, then step through fresh tables to see each kind of night.
So a great festivity does two things at once: it grows your reputation and keeps the community alive. Reputation is good. Hold that thought for thirty seconds.
The catch: reputation is evidence
The very thing that scored you all that joy is exactly what gets you caught.
When a threat is publicly sent to the gossip pile, the most infamous molly in its suit is exposed β the player with the highest total value of matching reputation (mollies count as 10). That player dumps every matching reputation card into gossip and takes a reputation cube for each.
At the end of each week the Society investigates: shuffle the gossip pile, set a third aside to the Safe pile, and reveal the rest. Each revealed threat generates one evidence per matching card revealed beside it β so two cups cards next to one cups constable is two evidence on the cups house. Evidence is placed as cubes on the houses. When a house reaches seven, it is raided: it can no longer host, and the players with the most and second-most reputation there take a major and a minor indictment.
Watch a house fill up
We're investigating Julius Cesar Taylor's (cups). Reveal each week's gossip and watch evidence accrue β threats Γ matching cards β until the door comes down at seven.
This is the Society Investigates step β see the full End-of-Week sequence
Trust is a resource
Back to that twist. Each of us has four face-down encounter tokens β three loyal, and one informer.
.you { encounter-tokens: loyal loyal loyal informer; /* 3 + 1, face-down */ }
Whenever a raid indicts you, you place one of these tokens face-down on the nearest open house. If you've placed your informer token at a house and that house is raided by game's end, you win a different way β you wanted the fire.
Your defence is Accuse: if a rival's pawn is on your site, flip one of their placed tokens. Guess wrong and it's loyal β you lose 3 joy for the slander. Guess right and it's the informer β you score 3 joy, push community joy +3, and out them. Exposing a traitor protects everyone. So spend trust carefully.
How an informer actually wins β the end-game scoring
Now we just start
The game runs up to five weeks. At each week's end there's an investigate-and-cleanup sequence, and there are item cards (gin, a domino, a dress, a violinβ¦) β but we don't pre-load any of it. We read it aloud the first time it happens, and we let the first raid sting when it comes. That sting is the teach finishing itself.
The full End-of-Week sequence And how the end-game scores And a worked item example
1. Community joy and personal joy are separate. The community surviving is the gate; your personal joy decides who wins.
2. Mollies don't score joy for you directly β they hand you a bonus when matching-suit desires are added (and they're added before desires, so the bonus sticks even if a threat then strikes).
3. Foiling a threat is good; being exposed by one is bad. Same card. The difference is whether it's in your winning set.
Gambits
Knowing the rules is knowing how to play. These are the moments that decide why a move matters. Tap a branch to see where it leads.
The signature move: same card, two fates
Take one constable β vice: hearts constable / 0;. The game hinges on which pile it lands in. Send it one way at a time and watch.
Foiled
Exposed
Gambit 1 β Hoard the nine, or let it go?
You're holding a glorious 9 of hearts β your biggest joy. But you already lead hearts, and a hearts threat could surface any time. As the most infamous in hearts, you'd be the one exposed.
Hold it for a big festivity
Spend it loud and early
Gambit 2 β A threat lands as the community card
You're the Runner. The round's community card flips a constable. Fold it into the set as a wildcardβ¦ but that might wreck the run you were building β and an unscored community threat exposes everyone when it hits gossip.
Foil it into the set
Chase the bigger set anyway
Gambit 3 β The house you marked is about to fall
Cups sits at six evidence. You placed your informer token there. One more bad investigation and it's raided β which is your win condition if the community gets infiltrated.
Quietly feed the fire
Play loyal to dodge the Accuse
Reference
The grammar of the Vice deck, the scoring numbers, the sequence of a week, and the cast of real Georgians on the cards.
The Vice-deck grammar
vice: <suit> <value> / <joy>;
<suit> = hearts | pentacles | cups | fans
<value> = 1 β¦ 9 (desire) | jack | queen (molly) | constable (=0) | rogue (wildcard)
<joy> = Nβ (desire) | +2 / +3 / +5 (molly bonus) | none (threat)
The four sets
| Set | Poker hand | Recipe Β· community tick |
|---|---|---|
| Surprise Ball | Straight flush | Four desires of one suit in sequence. Community +3. |
| Christening | Queen + trips | A Queen plus three desires of the same value. Community +2. |
| Dance | Jack + straight | A Jack plus three desires in sequence (any suit). Community +1. |
| Quiet Gathering | The bust | No set β the four lowest desires; constables count as 0 and are always pulled in. Community β1; the Runner loses their bonus. |
Festivity, step by step
| Phase | What happens |
|---|---|
| 1 Β· Order | Take the candelabra; you're the Runner. (Need 2+ cards in hand, 3 with two players.) |
| 2 Β· Play | 2 rounds (3 with two players). Each round flips a community card; then play or pass clockwise from the Runner, who can't pass. Rogues are set to any value 0β9. |
| 3 Β· Score | Pull the best four-card set; ties broken by highest desire. Each scored card joins its player's reputation and scores its joy + molly bonuses. |
| 4 Β· Foil | Any threat in the set goes to the Safe pile; its player sweeps matching reputation to safety (Pride Rule: take a cube for each, all-or-nothing). |
| 5 Β· Gossip | Remaining table cards to the gossip pile; each player redraws for cards they played. An unscored player-threat exposes that player; an unscored community-threat exposes everyone. |
| 6 Β· Bonuses | Runner scores joy = reputation in the house's suit (loses it on a Quiet Gathering). Community track ticks +3/+2/+1/β1. |
Exposure, evidence & raids
Full End-of-Week sequence
| Concept | Rule |
|---|---|
| Most infamous | Highest total value of matching-suit reputation (mollies = 10). Ties expose all tied players. |
| Exposed | Move all matching reputation cards to gossip; take one matching cube each. Cubes are never lost, so your standing holds. |
| Evidence | At week's end, each revealed threat scores one evidence per matching desire/molly revealed beside it (so 2 threats Γ 3 cards = 6). Placed on the matching house. |
| Raid | An open house at β₯7 evidence is raided; return 7 to supply. Most reputation β major indictment; second β minor. |
How the game ends
| Ending | Trigger Β· who wins |
|---|---|
| Infiltration | All four houses raided, or a raided house re-reaches 7 evidence. All hang except informers; the most useful informer wins on victory points. |
| Survival | Community joy reaches the threshold (e.g. 30 at four players). Most personal joy wins (after resolving indictments). |
| Atrophy | Neither happens by the end of week five. Everyone loses. |
Full end-game scoring & trials
Components, at a glance
| Piece | Detail |
|---|---|
| Vice deck | 52 cards: desires 1β9, Jacks & Queens (mollies), constables & rogues (threats). Desires used scale to player count (2p 1β6, 3p 1β7, 4p 1β8, 5p 1β9). |
| Cubes | 16 in each suit colour. Reputation in your area; evidence on a house. |
| Hands | Opening hand 4 cards (5 with two players); hand limit 6 β excess goes to gossip at end of turn. |
| Encounter tokens | Four per player: one informer, three loyal. |
| Items | 20 cards β met in play: Bottle of Gin, Bribe, Domino, Dress, Newspaper Notice, Violin. |
Items, with a worked Dress example
Dramatis personae (on the cards)
| Cast | Who they were |
|---|---|
| Mollies | Queens & Jacks named for real figures: Queen Irons, Princess Seraphina, Miss Kitten, Orange Deb, Prety Criss β known from trial records and confessions of the 1720s. |
| Constables | Agents of the Society for the Reformation of Manners: Mr. Davison, Mr. Stevens, Mr. Willis. Value 0; they intimidate Quiet Gatherings. |
| Rogues | Real informers who betrayed the community: Ned Courtney, Mark Partridge, Thomas Newton, Jonathan Parrey. Fickle wildcards. |
| Houses | Mother Clap's (pentacles), Julius Cesar Taylor's (cups), Miss Muff's (fans), Sukey Bevell's (hearts). |
Glossary
- Vice deck
- The single draw deck of desires, mollies, and threats across the four suits.
- Reputation
- Cards and cubes you've banked in a suit. It powers your actions β and marks you for the raid.
- Candelabra
- The host token; also sets the start player each week. Its holder is the Runner.
- Runner
- The festivity's host. Plays every round, can never pass, scores a suit-matched bonus.
- Community card
- Flipped each festivity round. If scored, feeds the community track (a molly counts as 4).
- Molly
- A Jack or Queen. A multiplier, not a scorer: +2 / +3 / +5 on matching desires.
- Constable
- A threat of value 0. Always pulled into a Quiet Gathering.
- Rogue
- A threat that acts as a wildcard desire, value 0β9 of your choosing.
- Exposed
- The most infamous in a suit loses matching cards to gossip and takes a cube each.
- Reputation cube
- A wooden cube. On your board it preserves reputation value; on a house it's evidence.
- Gossip pile
- The face-down discard of whispers, investigated each week's end.
- Safe pile
- A harmless face-up discard. Foiled threats and a third of weekly gossip end up here.
- Evidence
- Cubes on a house. Seven and it's raided.
- Raid
- A house falls; it can't host, and its top patrons are indicted.
- Foil
- Scoring a threat in a set: it's neutralised and clears your matching reputation to safety.
- Encounter tokens
- Four chips: three loyal, one informer. Placed on houses when you're indicted.
- Accuse
- Flip a rival's token. Loyal β you lose 3 joy. Informer β +3 joy, +3 community, they're outed.
- Cruise
- At a cruising site, play one matching desire to reputation, then draw cards = your reputation there (max 4).