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Fraser McHarg: The Mystery Rummy Series where a little knowledge is a dangerous thing

As I have mentioned before, most people I know have found entry into this series of games without the assistance of somebody who already knows how to play difficult.  Once you have played they are easy and rewarding.  Once you have played one of the Mystery Rummy series, playing the others is easier still - or is it?

We have been playing three of the four available Mystery Rummy games on high rotation at work lunchtime games session recently and discovered a few traps for young and old players.

For purposes of discussion the three Mystery Rummy games we have been playing are Mystery Rummy: Al Capone and the Chicago Underworld AL, Mystery Rummy: Jack the Ripper JR and Mystery Rummy: Jekyll & Hyde JH.  If somebody could find me a copy of Mystery Rummy: Murders in the Rue Morgue I’d be happy to update this.

The main rules are standard.  You must draw from the deck or discard pile.  You may play one gavel card and/or one or more evidence cards (if legal) and you must discard one card.  There is an occasional tweak to this for example the Scene card in JR.

The starting hand size varies a little, so is often worth checking.

The basic play is similar enough that you can fall into the trap of knowing one version and thus thinking that you know the others.  I recently found out that I had been scoring incorrectly in JH for at least a week and hadn’t realised it.

Let’s do a quick comparison between the three versions (note this is done from memory since the games are at work).

Draw:
AL: Two cards from the deck or one card from the discard (got this wrong at least once)
JH: One card from the deck or one card from the discard
JR: One card from the deck or one card from the discard

Play:
AL: One gavel per turn.  No exception
JH: One gavel per turn.  No exception
JR: One gavel per turn unless you play a scene card and take a gavel card from the discard pile you may play it immediately as a second gavel card for the turn.

Play Melds (three or more matching evidence cards):
AL: At any time
JH: At any time if and only if it matches the current face of the Jekyll/Hyde Card
JR: At any time after any victim card has been played.

Play Layoffs (matching card to an existing meld played by any player):
AL: At any time
JH: At any time
JR: At any time
Woo hoo they are all the same

Hand ends when somebody goes out or through the deck:
AL: Once
JH: Twice
JR: Twice

Score needed to win:
AL: 200 points
JH: 100 points
JR: 100 points

Shut out (where the player who goes out scores points and the others score zero):
AL: Yes, you must have a set of all eight Al Capone cards
JH: Yes, all your cards must match the current face of Jekyll/Hyde
JR: No.  However, Ripper Escapes works like a shut out but you don’t have to go out, you can play the Ripper Escapes out of turn if all five victim cards are in play.

Scoring:
AL: Points on cards, bonus points for a complete set in a meld.  No penalty points
JH: Points on cards, double points for non J/H cards if they match the current face of Jekyll/Hyde.  Subtract the points held in hand.
JR: Points on cards, double points for “The Ripper” (the suspect with the most points on the table if no Alibi).  Subtract points of cards in hand that could not be played except for Victims and Scenes which are subtracted.
Over time I have got two of the three scoring methods wrong - yeesh.

Take cards from other player’s tableaux:
AL: Yes and from their hands too.
JH: No
JR: Can take another player’s Victim or Scene by playing the counterpart Scene or Victim second.

So on the face of it they are similar enough to trick you into believing they are very similar, but at the nitty gritty end there are a lot of subtle differences.  And let us not forget the rules are famed for being so easy to look up and understand ;-)

I should point out this is just identifying out some potential traps, the games are great to play and we have been playing them almost exclusively for the last few months.

© 2008 Fraser McHarg


Posted by Fraser McHarg on Oct 28, 2008 at 01:00 AM in ColumnistsGone GamingFraser McHarg / 1191

Comments:

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Hi,
another “dangerous” series are the 18xx. Some things (tile placement restrictions for example) are often slightly different and I can never remember which of these small rules belong to which game.

Posted by Peer Sylvester on Oct 28, 2008 at 02:41 AM | #

Fraser, I’ll try to remember to check on the rules to Rue Morgue (a game I own, but have never played) when I get home and add to these lists.  Maybe I’ll do the same for Wyatt Earp as well, as it’s a Mystery Rummy game in all but name.

Yes, these are all great games and the rules provided by US Games are all criminally (and unnecessarily) complex.  I’m hoping the rules RGG gives for the upcoming Bonnie and Clyde will be easier to follow.

Most of all, I just hope to see B&C by the end of the year, as Jay has promised.  It’s as good as any of the games in the series and we’ve been waiting too long for it to appear.

Hope you’re able to get a few games in with your globetrotting wife today, Fraser!  :-)

Posted by Larry Levy on Oct 28, 2008 at 09:02 AM | #

> If somebody could find me a copy of Mystery Rummy: Murders in the Rue Morgue I’d be happy to update this.

Ooo, sounds like a great “blantant obvious” hint for ChitChat Santa! :-)

Posted by Diane Close on Oct 28, 2008 at 10:17 AM | #

You may very well think so Diane, I cannot possibly say ;-)

Posted by Fraser McHarg on Oct 28, 2008 at 10:52 PM | #

I wish I could part with my extra Rue Morgue for you but we know the first copy is wearing thin and will soon be no good.

I love the Mystery Rummy series and I’d include Wyatt Earp and History’s Mysteries in the comparison, too. Still planning to do a podcast on the series but I’ve been waiting for Bonnie and Clyde to come out for...uh...years…

When we play this series, we tend to play the same one for a while to avoid the rules confusion. We’ve been on a JH kick of late since we are trying to figure out if it truly is the least interesting of the lot (often mentioned as such by fans of the series). Jury’s still out but I definitely think it is weaker than JR and RM.

Thanks for the enjoyable read.

Posted by E.R. Burgess on Oct 29, 2008 at 12:34 AM | #

P.S. More than this series, local Tichu folks will tell you about my problem with forgetting I’m not playing Gang of Four. At least one friendly player has taken to yelling at me before each hand, “No flushes!” ;)

Posted by E.R. Burgess on Oct 29, 2008 at 12:36 AM | #

We’ve been on a JH kick of late since we are trying to figure out if it truly is the least interesting of the lot (often mentioned as such by fans of the series). Jury’s still out but I definitely think it is weaker than JR and RM.
I would tend to agree.  We’ve been on a bit of a kick on it too.  The end game seems somewhat forced.  We often find we are both churning through the deck for ages looking for that one card to let us go out.  It doesn’t seem to happen as much in JR or AL

Posted by Fraser McHarg on Oct 29, 2008 at 09:56 PM | #

Okay, Fraser, here are the comparisons with Murders in the Rue Morgue (RM) and Wyatt Earp (WE):

Draw:
RM - One card from the deck or discard pile
WE - Two cards from the deck or one card from the discard pile

Play:
RM - One gavel per turn, no exception
WE - One “sheriff” (gavel) per turn, no exception

Play Melds:
RM - At any time
WE - At any time

Play Layoffs:
RM - At any time
WE - At any time
Still consistent!  :-)

Hand ends when:
RM - Twice through the deck
WE - Twice through the deck

Score needed to win:
RM - 100 points
WE - $25,000

Shut out:
RM - Yes, if you go out before the deck is exhausted once, you have certain melds, and your opponents do not (Advanced rules)
WE - Not really, although a player can shut his opponents out of the reward of any given outlaw

Scoring:
RM - Points on cards, bonus points for matching melds, player going out on first deck scores The Orangutan.  Subtract points on cards in hand that could not be played.
WE - Completely different from the other games, it’s based on money placed on outlaws during the game and the point values of your melds for each outlaw.  Cards remaining in the hand are irrelevant.

Take cards from other players’ tableaux:
RM - No
WE - Yes, and from their hands too, with a Most Wanted card

And one more category…

Gavel cards automatically take effect when played:
WE - No, for most of them you must draw a card with a “bullet hole”
All others - Yes

Posted by Larry Levy on Oct 29, 2008 at 11:32 PM | #

As far as Jekyll and Hyde are concerned, I wouldn’t say it’s weaker, just lighter.  It makes an ideal introduction to the series (Mike Fitzgerald has said he would have been better off starting the series with this one, rather than Jack the Ripper) and is a fine choice when you want a relaxing, but still interesting game.  I do agree, though, that it’s the least demanding of the games and yes, the end game can drag a bit.

Posted by Larry Levy on Oct 29, 2008 at 11:36 PM | #

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