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Society for the Reformation of Mechanisms?: A Molly House review

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J Updated August 18, 2025
 
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Society for the Reformation of Mechanisms?: A Molly House review

Game Information

Game Name
Players
1 - 5
There Will Be Games

Fascinating for theme and style, but maybe too cumbersome mechanically.

I appreciate the idea of taking risks in design. There are any number of games that just do X thing without any real innovative or inventive approach to what they're doing. They're a deckbuilder or an engine builder or worker placement or a war game. They vary in theme and sometimes there's a little wrinkle in that basic structure that makes them more (or less) appealing than others of their ilk, but it's relatively rare in this, our glutted universe of board games. There's also something to be said for taking risks in terms of theme. We can have any number of battles vs alien monsters or building cities or following the paths of peoples through history. And we have them. Many of them. But sometimes it's more interesting to take a moment in time and focus on one small area or group within that time and see just what can be explored. Both of those paths less followed are the province of Wehrlegig's latest release, Molly House.pic8797048.png

Set in 18th and 19th-century London, when being of different sexuality was scorned by "proper" society and usually illegal (including punishments all the way up to hanging), Molly House tries to give us a look into the social lives of the mollies, contemporary slang for men who were gay or transexual. Given the current political situation in the United States, where the Nazis in power are only too happy to try to replicate in modern times the lives of danger and trepidation that these men led, it's not only a gander at a not-often-examined cultural moment in history but also a call, as good histories so often are, to awareness of what is happening outside our doors at this very moment.

As you can tell, I'm fascinated by the theme, not just for it being a departure from the bog-standards, but because it's an interesting insight into just what might inspire someone to create a game. Co-designer, Jo Kelly, submitted the initial model to the Zenobia Awards in 2021 and, while it didn't win a place, it caught the attention of noted English historian and game designer, Cole Wehrle. He offered to help them develop it at Wehrlegig and eventually contributed enough to gain a co-designer credit with Jo. Cole is famous/notorious for some of the complexities and odd mechanical approaches of many of his games, such that they're often best played with the same group and repeatedly, so that everyone at the table is at the same level, as it were. Molly House might have some of that, but the pastiche of rules that create its structure make me question whether it has the depth of a Root or a Pax Pamir. But I can't say that for certain because, well, it's hard to tell.

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Molly House has one major thing going for it at a mechanical level, in that it's a semi-cooperative game. The object is to have the most Joy (essentially victory points) before one of multiple endings/victory conditions emerges. However, everyone must cooperate to ensure that the community also achieves a certain level of Joy or (almost) everyone will lose (usually.) Joy is generated by throwing parties and those parties are emulated by players putting cards into a central pool, out of which the thrower of said party will try to get the best result. There are four suits of cards, one for each of four famous molly houses that London used to have, and the parties are represented by what are essentially poker hands (a straight, four of a kind, a straight flush, etc.) So players do have to cooperate, both for their own benefit and for that of the community as a whole. But the opportunity to play (or not) cards is rife with personal opportunity. You might take the moment to toss in a Rogue of the appropriate suit in the hopes that it will end up in the Safe pile and get it out of your hand, as you don't want it there at the end of the week (round), but there's a chance it won't get selected after all and it will end up in the Gossip pile, which could have deleterious effects for you and/or the community as a whole.

And those effects are tailored to each individual appearance of not just every card, but every type of card, as well. And here's where it begins to lose a little of its shine. See, if you get Exposed (usually by watching a Threat card (Rogues, Constables) go into the Gossip pile), whoever has the most reputation with that suit (and, thus, that molly house) will lose all of the cards that they have of that suit but gain cubes to note that they're still well-known. At that point, it's just the raw number of cards/cubes you have that determines reputation. But in another instance where you've been exposed by either the authorities or the Society for the Reformation of Manners, it's the total value of those cards that you have that marks you. At some points, cards go into that Safe pile. But at other seemingly quite similar points, they go into the Gossip pile. Through multiple plays of the game, we are still constantly checking the rulebook to make sure that we're following the mechanisms correctly. That rulebook isn't dense with information, but the variations on where cards end up and how they're valued are so slight that it's easy to lose track of what you're supposed to be doing at any given point and pretty difficult to backtrack if you do realize you've been doing it wrong (again.) It's at that point that the theme suddenly begins to take a back seat to simply trying to get it right.

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Now, I am a devoted Cole fan, so I am both accustomed to and a supporter of his (and, in this case, Jo's) interesting deviations from what might seem typical in design. But this game occasionally seems to be more trouble than it's worth. I'm missing the strange interlacing of the Root factions or the far-reaching strategy of Arcs or the little gradations of choice in Pax Pamir. I think those elements may still be there, but it feels like they're lost amidst the constant need to follow what seem to be overwrought mechanisms hung on a fairly simple framework. In other words, I think there might be too much game here for what it seems to be intent on accomplishing and I haven't even gotten into the Informant rules, which have actually come into play exactly once in our several plays of the game. Those, of course, bring in a whole host of tiny variations to circumstances themselves, most of them revolving around end of game scoring. I hang out with a bunch of hardcore gamers (and big fans of things like John Company) and none of them have yet expressed a thought about whether it would ever have been valuable to engage those Informant rules and try to steal a win from the rest of us; mostly because it's hard to keep track of just when that kind of move would be useful.

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One thing that has to be noted is that, as with all Wehrlegig productions, the visual design and presentation is spectacular. Rachel Ford's artwork is redolent with the style of Georgian England, all of the cards have names of people who were part of the actual molly house community in the historical record, and the color scheme, from the player pawns to the box, is right in tune with everything you'd expect from the theme that you've been handed. On that note, as with other games like John Company, the rules, opaque as they can often be, do follow the theme in that you stand to gain more in terms of Joy (and personal glory) by having a big repuation with Mother Clap's house, but you also run the risk of suffering badly in the end (game) for being well-known not just among the mollies, but to the people who were (and are) determined to ruin the fun for everyone.

I'm not abandoning the game. I am interested in continuing to try to figure out what depth it may or may not have (and to play a session without consulting the rules five times) but I don't find myself compelled to play in the same way I do with most of Cole's other works. I think often of an interview that he and Patrick Leder did where he expressed their philosophy that "We're trying to make someone's favorite game, not everyone's." I think that's a really sound approach and it may just be that Molly House is not going to be the game for me, which is perfectly fine. I'll still appreciate the time I spent with it and can say that I'll tacitly recommend it to at least a few gamers that I know. It's just different, that's all.

 


Editor reviews

1 reviews

Rating 
 
3.5
Molly House
J
Marc "Jackwraith" Reichardt  (He/Him)
Staff Writer & Reviewer

Marc started gaming at the age of 5 by beating everyone at Monopoly, but soon decided that Marxism, science fiction, and wargames were more interesting than money, so he opted for writing (and more games) while building political parties, running a comic studio, and following Liverpool. You can find him on Twitter @Jackwraith and lurking in other corners of the Interwebs.

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WadeMonnig's Avatar
WadeMonnig replied the topic: #343924 13 Aug 2025 21:24
Great Read! Honestly, I had not even heard of this game before this review but the first thing I did was send a link of this review to my son. I am so happy that a game took such chances to address a subject like this.
charlest's Avatar
charlest replied the topic: #343925 13 Aug 2025 21:46
Great review. I'm more positive on Molly House than you, as it's locked in a three way fight at the moment with Vantage and Fate of the Fellowship for my game of the year, but I understand where you're coming from.
Jackwraith's Avatar
Jackwraith replied the topic: #343926 14 Aug 2025 00:06
Thanks. And I still might get there. It's just not singing to me in the same way that Arcs doesn't sing to sornars and Gary Sax, I think.
Shellhead's Avatar
Shellhead replied the topic: #343928 14 Aug 2025 11:14
Well done, Jack. Your review is my ideal balance between discussion of mechanics and theme, and analysis of what did and didn't work for you. I hesitate to repeat my usual grievances regarding Cole's games, but it seems like his opaque mechanics always create a disconnect between theme and gameplay that I am unable to enjoy. But I am glad that Cole is finding an audience, because he is creating novel games instead of the lazy shovelware that currently floods the board game marketplace.
Gary Sax's Avatar
Gary Sax replied the topic: #343932 14 Aug 2025 16:19
I think I may be becoming more skeptical of Cole's designs generally and Molly House sounded very mechanically overwrought without enough payoff so I've sat on the sidelines for this one. They used to be autobuys for me. I can't put my finger on it but I feel like they aren't all that well developed; maybe it's because he has his fingers in so many pots with wehrlegig and with leder, but I'm not sure. His Oath expansion suite sounds like an absolute v2 of the game *mess,* but I still backed it because it's one of my favorite games. But I increasingly am not sure if he liked the same things about it I did!

There's no question he still makes some of the most interesting games in the hobby.

edit: I recognize that Jo is codesigner here but I must say that all the subsystems that you have to understand the implications of to play with effectively are pure Wehrle to me.
hotseatgames's Avatar
hotseatgames replied the topic: #343935 14 Aug 2025 17:07
I think he makes very interesting games that are not for me.
n815e's Avatar
n815e replied the topic: #343937 14 Aug 2025 21:59
It’s great to see new articles appearing here again.
sornars's Avatar
sornars replied the topic: #343939 15 Aug 2025 04:23

Gary Sax wrote: I think I may be becoming more skeptical of Cole's designs generally and Molly House sounded very mechanically overwrought without enough payoff so I've sat on the sidelines for this one. They used to be autobuys for me. I can't put my finger on it but I feel like they aren't all that well developed; maybe it's because he has his fingers in so many pots with wehrlegig and with leder, but I'm not sure. His Oath expansion suite sounds like an absolute v2 of the game *mess,* but I still backed it because it's one of my favorite games. But I increasingly am not sure if he liked the same things about it I did!

There's no question he still makes some of the most interesting games in the hobby.

edit: I recognize that Jo is codesigner here but I must say that all the subsystems that you have to understand the implications of to play with effectively are pure Wehrle to me.


Yeah, I'm in this camp and am much more skeptical about his designs going forward. I think he's falling victim to the thing many great authors do; as his star has risen it's getting harder and harder for his editors to push back against him.

I also love Oath but I must concede that the game was probably weeks of development time away from being a total disaster and those weeks could've been in either direction. After finding an interesting design space his process becomes so volatile and he works up until his lock date so what game you get more or less hinges on his (and his playtest group's) mood that week.

@Jackwraith, great article and glad to see new content here! I was always skeptical of this one and my few plays have left me there. I think the game is grokkable without too much effort but I also think it's not interesting enough for me to invest the effort.
Jackwraith's Avatar
Jackwraith replied the topic: #343942 15 Aug 2025 08:36

n815e wrote: It’s great to see new articles appearing here again.


Have multiple in the pipeline, too, since I know Wade has a list that he's eager to talk about and I've been playing quite a few things in the year-and-a-half that the site has been dormant. Plus, there's some older stuff that I always wanted to get back to (like a broad look at the GIPF series.)
Jackwraith's Avatar
Jackwraith replied the topic: #343943 15 Aug 2025 08:49

sornars wrote: Yeah, I'm in this camp and am much more skeptical about his designs going forward. I think he's falling victim to the thing many great authors do; as his star has risen it's getting harder and harder for his editors to push back against him.


That's certainly a possibility. The prime example in that respect that I remember from when I was young was Stephen King. His 70s stuff is weird, twisted, incisive. He hits you with the main thrust of what he's trying to create and doesn't deviate. By the early 80s, he was enough of a bestseller that they just gave him the keys to the kingdom and things started to go off the rails. You'd find yourself in the middle of a 400-page story and he was still building a world, rather than reaching for that horror level that compelled you forward. I put down The Stand and never went back except for works where I knew he was constrained (short stories, novellas.)

I know that Cole carries some of the mindset that Amabel Holland does, in that a game doesn't necessarily need to be "fun" in order to be a game. I know that she's not concerned in the slightest about designing something that rewards repeated plays and I wonder if some of that bled into things like Arcs, where the real benefit of the experience, which has been stated pretty broadly by most players, is the campaign game, which is more about the different stories than the actual mechanisms. Molly House is a different scenario in that I think repeated plays was clearly the intent (not least to become accustomed to the game's rhythms and strategies) but it also carries enough thematic weight that it's possible just playing it once or twice is enough to open people's eyes to what they were trying to say about that period of history and culture and if people go past that, great. If not, likewise, great.
sornars's Avatar
sornars replied the topic: #343944 15 Aug 2025 09:50
Yes, even with a cursory exploration you did start to feel the themes resonate. Actually, one thing that stood out in your review was how the traitor mechanic remained hidden for your group; maybe it’s the group I play in (very in line with the Knizia quote wrt playing to win) turning traitor became an obviously tempting thing. It also felt like a pretty big thematic exploration on the tensions between personal and community survival (and with some reflection, what surviving under those circumstances even means). Is a life without joy (VPs) really worth living?
Jackwraith's Avatar
Jackwraith replied the topic: #343945 15 Aug 2025 10:02
Right. That thematic exploration is what I was hoping that mechanism would be, but it just hasn't developed for us. As you say, might just be a group/local meta thing in that most of our players have been trying to win in the "regular" way and play toward that angle, which may have limited their opportunity to turn traitor, even when they latterly realized that it could be a thing.