London Β· the 1720s Β· a room above the tavern

Molly House

A hidden community meets to dance, to dress, to fall in love β€” for one night, to be themselves. The game is two things at once: a celebration, and the danger pressing in on it. We'll teach the whole engine β€” from the first festivity to the final raid.

// 01 β€” what you're playing for

Two scores. One twist.

Two things are being counted, and they pull in different directions.

Survive togethercommunity joy Β· the gate
Shine alonepersonal joy Β· the winner

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.

the twist β€” informers Any of us can secretly become an informer, quietly hoping a house gets raided β€” because if the community is fully infiltrated, everyone hangs except the informers, and the most useful informer wins instead. So we're mostly on the same side. Mostly. (Full rules at the end β€” naming it now just keeps the goal honest.)
// 02 β€” your turn, and how to read a card

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.

Rolltwo movement dice
Moveboots shown
Actone action

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.

the shorthand
.card {
  vice: hearts 7 / 4β˜…;
}
…expands to longhand (what it means)
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 (1–9). 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 / 0–9; }     /* wildcard β€” you choose */
// 03 β€” the engine

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.

where the joy goes Each desire in the winning set joins the reputation of whoever played it and scores its printed joy. A molly in the set joins reputation too β€” worth nothing itself, but it pays +2 (Jack) / +3 (Queen) / +5 (both) on every matching-suit desire added. The community card, if selected, advances the community track by its joy (a molly counts as 4) and then goes to the Safe pile. Finally the Runner scores joy equal to their reputation in this house's suit, and the community track ticks +3 / +2 / +1 / βˆ’1 for a Surprise Ball / Christening / Dance / Quiet Gathering.

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.

// 04 β€” what threatens the engine

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.

the subtle part Cubes lock in your reputation value β€” your standing (a count of cards + cubes) doesn't drop. But the real cards are gone, sitting in the gossip pile. The brighter you burn, the more you feed that pile.

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.

Reveal the first week's gossip to begin.
0 / 7 evidence β€” the house stands

This is the Society Investigates step β€” see the full End-of-Week sequence

one way out β€” foil it Fold a threat into a winning festivity set and you foil it: it goes to the Safe pile, and you also sweep your matching reputation cards to safety (banking a cube for each). Same card, opposite outcome β€” the Gambits tab has the side-by-side.
// 05 β€” the betrayal in full

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

// 06 β€” the rest is taught in play

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 violin…) 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

three things that trip everyone β€” pin these

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.

// the decisions that make the game

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

folded into your winning set
It joins the four-card set as the night's wildcard…
β†’ Safe pile Β· your hearts cards swept to safety Β· +cubes

Exposed

unscored, while you're the most infamous in hearts
You hold the most hearts reputation when it hits gossip…
β†’ Gossip pile Β· cards lost (cubes remain) Β· feeds a raid

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.

Branch A

Hold it for a big festivity

Landed inside a Surprise Ball or Dance, it scores big and extends your lead. But every turn it sits in hand or reputation, a matching threat to gossip exposes the most infamous in hearts β€” and right now that's you. High cards are riskier to hold for a reason.
Branch B

Spend it loud and early

Cash it into the next festivity, even a lesser set, before a threat can take it. Better still, let someone else build a bigger hearts reputation so they inherit "most infamous." Lower ceiling, far safer floor.

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 wildcard… but that might wreck the run you were building β€” and an unscored community threat exposes everyone when it hits gossip.

Branch A

Foil it into the set

A scored threat goes to the Safe pile β€” no evidence, no exposure β€” and the players who played matching cards sweep their reputation to safety too. Worth sacrificing a higher set to deny the Society a card, especially when a house is near seven.
Branch B

Chase the bigger set anyway

Keep building the Surprise Ball and let the constable fall to gossip. More joy now β€” but a community threat to the gossip pile exposes all players in that suit and feeds the investigation. Fine early; reckless once a house is one bad week from a raid.

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.

Branch A

Quietly feed the fire

Stop foiling cups threats; let gossip pile up. If cups burns with your informer in place, you're pardoned (or score VP on the wreckage). But act against the table and a sharp player may spend an Accuse β€” though a wrong guess costs them 3 joy.
Branch B

Play loyal to dodge the Accuse

Throw generous festivities, push community joy, look like everyone's friend. You delay your payoff and risk the house surviving β€” but if someone flips your token while you're visibly helpful, the bluff holds and they've wasted the accusation and lost 3 joy.
// the stylesheet, parked here so the teach stays clean

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

/* every card resolves to this shorthand */
vice: <suit> <value> / <joy>;

<suit> = hearts | pentacles | cups | fans
<value> = 1 … 9 (desire) | jack | queen (molly) | constable (=0) | rogue (wildcard)
<joy> = Nβ˜… (desire) | +2 / +3 / +5 (molly bonus) | none (threat)

The four sets

SetPoker handRecipe Β· community tick
Surprise BallStraight flushFour desires of one suit in sequence. Community +3.
ChristeningQueen + tripsA Queen plus three desires of the same value. Community +2.
DanceJack + straightA Jack plus three desires in sequence (any suit). Community +1.
Quiet GatheringThe bustNo set β€” the four lowest desires; constables count as 0 and are always pulled in. Community βˆ’1; the Runner loses their bonus.

Festivity, step by step

PhaseWhat happens
1 Β· OrderTake the candelabra; you're the Runner. (Need 2+ cards in hand, 3 with two players.)
2 Β· Play2 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 0–9.
3 Β· ScorePull 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· FoilAny 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· GossipRemaining 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· BonusesRunner scores joy = reputation in the house's suit (loses it on a Quiet Gathering). Community track ticks +3/+2/+1/βˆ’1.

Exposure, evidence & raids

Full End-of-Week sequence

ConceptRule
Most infamousHighest total value of matching-suit reputation (mollies = 10). Ties expose all tied players.
ExposedMove all matching reputation cards to gossip; take one matching cube each. Cubes are never lost, so your standing holds.
EvidenceAt 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.
RaidAn open house at β‰₯7 evidence is raided; return 7 to supply. Most reputation β†’ major indictment; second β†’ minor.

How the game ends

EndingTrigger Β· who wins
InfiltrationAll four houses raided, or a raided house re-reaches 7 evidence. All hang except informers; the most useful informer wins on victory points.
SurvivalCommunity joy reaches the threshold (e.g. 30 at four players). Most personal joy wins (after resolving indictments).
AtrophyNeither happens by the end of week five. Everyone loses.

Full end-game scoring & trials

Components, at a glance

PieceDetail
Vice deck52 cards: desires 1–9, Jacks & Queens (mollies), constables & rogues (threats). Desires used scale to player count (2p 1–6, 3p 1–7, 4p 1–8, 5p 1–9).
Cubes16 in each suit colour. Reputation in your area; evidence on a house.
HandsOpening hand 4 cards (5 with two players); hand limit 6 β€” excess goes to gossip at end of turn.
Encounter tokensFour per player: one informer, three loyal.
Items20 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)

CastWho they were
MolliesQueens & 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.
ConstablesAgents of the Society for the Reformation of Manners: Mr. Davison, Mr. Stevens, Mr. Willis. Value 0; they intimidate Quiet Gatherings.
RoguesReal informers who betrayed the community: Ned Courtney, Mark Partridge, Thomas Newton, Jonathan Parrey. Fickle wildcards.
HousesMother 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 0–9 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).