Friday 11 October 2019

Mystery Rummy: Murders in the Rue Morgue

Plays: 2Px2.

The Game

I am a fan of the Mystery Rummy series. I have in my collection Jack the Ripper (my favourite), Jekyll and Hyde, Al Capone and the Chicago Underworld and Bonnie and Clyde. I have played Wyatt Earp before, but didn't particularly fancy it, so I didn't buy a copy. Murders in the Rue Morgue is rated lower than its siblings, and has been out-of-print for long periods. I recently discovered that Jeff stocks it (Boardgamecafe.net), and I couldn't resist getting a copy to see what it's like.

Murders in the Rue Morgue is based on a detective story by Edgar Allen Poe. A word of warning - major spoiler ahead if you have not read the story before. Like the rest of the series, the game has many rummy-like mechanisms. At the start of a hand, you are dealt a hand of cards, and your goal is to play them all - to go out. Whenever one player goes out, everyone scores points based on cards played, and also loses points for cards still in hand (except for the person who went out, of course). You usually play a few hands, until someone reaches 100pts. The game ends then, and highest scorer wins. On a player turn, you must draw one card, either from the draw deck or the discard pile. Then you may play cards from your hand. At the end of your turn, you must discard one card. Regular cards, called evidence cards, must be played in melds of at least 3 cards. If there is already a meld in play, you may layoff, i.e. play single evidence cards matching the meld. The other type of card is the gavel cards. You may play only one gavel card per turn. Usually they have some special power. Some can only be played under certain conditions.

This summarises the common features across the series. Each game also has some unique aspects.

In Murders in the Rue Morgue, some evidence cards have diamond icons in the lower left corner. This means they have a combo colour. E.g. dark blue and light blue are a combo pair. If you manage to play both melds, you score a 10pt bonus.

A 2-player game in progress.

This orangutan card is the most unique aspect of the game. At the start of a hand, everyone secretly picks a card to put under this orangutan card. This is called feeding the orangutan. During play, whenever you play a meld, you must feed the orangutan again. You feed it either the top card of the discard pile, or the top card of the draw deck. You get to see the top card of the draw deck before you decide which card to feed to the orangutan. If you are the one to go out, you get to claim all cards under the orangutan, and they may score you even more points. Cards that can be played will score (e.g. cards which have a meld in play), and those which can't are simply discarded.

Brilliant Deduction cards (one the right) can only be played when melds of both their colours are already in play. So it is not easy to play them. Each is worth 7pts, which is tempting, but is also a stiff penalty if you are stuck with it. It is a gavel card (icon in top left corner). You may only play one gavel card per turn.

The Play

The rules are straight-forward and the game is easy to learn. It plays smoothly. There is some luck. When I played with my wife Michelle, she had pretty bad luck and I was rather lucky, and our game was quite lopsided. The orangutan mechanism seems to make the winner win more. This feels counterintuitive to me. Shouldn't a game have a catch-up mechanism for the trailing player instead? Maybe there's something I'm not getting yet. Maybe the orangutan is meant to be something the trailing player can use to catch up.

The Thoughts

I am probably approaching Murders in the Rue Morgue with preconceived notions. My experience with it seems to confirm that it is indeed not as strong as the other titles in the series. In Jack the Ripper, the shutout mechanism (achieving something difficult which makes your opponent score nothing) is playing the Ripper Escape card after all five Victim cards are in play. This is quite exciting as players need to manoeuvre around it, beware of it, and sometimes shoot for it. In Al Capone and the Chicago Underworld, the shutout mechanism is collecting all eight Al Capone cards. Also hard to achieve, but a little easier if playing partnership rules. Murders in the Rue Morgue has a shutout rule too, but it feels somewhat easier. You need to play both melds of a combo and also play their corresponding Brilliant Deduction card. So far I still don't quite appreciate the orangutan mechanism. I will need to play more and experiment more. In Jekyll and Hyde, the unique mechanism is many cards can only be played specifically when Dr Jekyll is active or when Mr Hyde is active.

The rulebook recommends partnership play, i.e. playing with four players. Perhaps the game works better with four players. I have only played 2-player games. I have played Al Capone and the Chicago Underworld with both two and four players, and the four player game is indeed more fun.

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