<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
<channel>
	<title>Game: Mystery Rummy: Jekyll &amp; Hyde</title>
	<link>http://www.boardgamegeek.com/boardgame/1265</link>
	<language>en-us</language>
	<lastBuildDate>Sun, 23 Nov 2008 08:23:22 -0600</lastBuildDate>
	<pubDate>Sun, 23 Nov 2008 08:23:22 -0600</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Image</title>
	<description>
		J/H melds &amp; gavel cards &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic399673_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/399673</link>
	<pubDate>2008-11-20T22:01:03+00:00</pubDate>
	<dc:creator>krit1789</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Hyde melds &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic399672_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/399672</link>
	<pubDate>2008-11-20T22:00:07+00:00</pubDate>
	<dc:creator>krit1789</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Jekyll melds &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic399671_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/399671</link>
	<pubDate>2008-11-20T21:58:56+00:00</pubDate>
	<dc:creator>krit1789</dc:creator>
</item><item>
	<title>Thread: Re: Exploring top 3 cards of case files...</title>
	<description>Doh! You are absolutely right</description>
	<link>http://www.boardgamegeek.com/article/2648220#2648220</link>
	<pubDate>2008-09-15T19:41:20+00:00</pubDate>
	<dc:creator>fardoche</dc:creator>
</item><item>
	<title>Thread: Re: Exploring top 3 cards of case files...</title>
	<description>It has been a while since I've played Jekyll &amp; Hyupde, but I don't think the ordering of cards in the discard pile (&quot;London&quot;) makes any difference. &lt;br&gt;&lt;br&gt;After you discard the two (or possibly three) cards from the Work in the Lab card (i.e., the one that allows you to examine three cards), you will have to make your normal discard, and so that discard will be on top of the discard pile when it is the next player's turn. The only way, then, to get to those original two (or three) discards is to play another Work in Lab card, in which case you can search all of London (and ordering doesn't matter).&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2648168#2648168</link>
	<pubDate>2008-09-15T19:24:11+00:00</pubDate>
	<dc:creator>rrpeter</dc:creator>
</item><item>
	<title>Thread: Exploring top 3 cards of case files...</title>
	<description>I lay them face up in the middle, so my opponent can see them. I take one. Who decides in what order I must put the 2 remaining cards on top of London?</description>
	<link>http://www.boardgamegeek.com/article/2647805#2647805</link>
	<pubDate>2008-09-15T17:36:24+00:00</pubDate>
	<dc:creator>fardoche</dc:creator>
</item><item>
	<title>Thread: Re: One game ain't enough</title>
	<description>Played last night, pretty good game.</description>
	<link>http://www.boardgamegeek.com/article/2647638#2647638</link>
	<pubDate>2008-09-15T16:46:55+00:00</pubDate>
	<dc:creator>denverarch</dc:creator>
</item><item>
	<title>Thread: One game ain't enough</title>
	<description>When I got this game through a trade, I knew it would be a hit with my girl. She particularly enjoys card games, especially short ones. The rules are pretty straightforward, yet gives room for tactics. &lt;br&gt;&lt;br&gt;The very first round was rather exploratory, as we both tried to elaborate a plan. I was the one who triggered the scoring, realizing a split-second too late, that I was behind 33-31. My opponent only had one card in hand: a potion worth exactly a 0 point penalty. Not a very smart move...&lt;br&gt;&lt;br&gt;The next 3 rounds were much quicker, as we were grasping the mechanisms pretty quickly. We ended the fourth round with a tie, 82-82. Next round would seal the deal. I was lucky enough to draw a very good starting hand, with 2 complete J melds, a Transformation, 2 identical H cards and a &quot;blank&quot; H. In about 5 or 6 turns, I had already put all my cards on the table, with no less than a shut-out, the first of the game. I grabbed the win 107-82, under the nose of my bewildered girl.&lt;br&gt;&lt;br&gt;Faster than it takes to put the cards in the box, she immediately requested a revenge opportunity. I argued that the lasagna was getting cold, but she didn't seem to give a damn. Just like pizza, I don't mind eating my pasta at room temperature, if it's the consequence of gaming. I dealt another pair of hands, therefore declaring hostilities open for a second game. &lt;br&gt;&lt;br&gt;Still with foam dripping from her mouth, I didn't have time to wink once, as she laid down all her cards and took a rather brutal 41-0 lead. The second round of game #2, was as quick as the first, with yet another shut-out. 73-0 was more than I could handle with an empty stomach. After a satisfying meal, I managed to cut the lead to 85-63, but it was too soon, too late. I couldn't dodge another lay down, and had to eat my dessert with a bitter taste in my mouth, losing 121-63. &lt;br&gt;&lt;br&gt;We decided it was enough, tying the series 1-1, but I'm sure we'll  battle it out further more pretty soon. All in all, a good enjoyable light card game</description>
	<link>http://www.boardgamegeek.com/article/2646272#2646272</link>
	<pubDate>2008-09-15T01:44:46+00:00</pubDate>
	<dc:creator>fardoche</dc:creator>
</item><item>
	<title>Thread: My first 2 games with wify</title>
	<description>When I got this game through a trade, I knew it would be a hit with my girl. She particularly enjoys card games, especially short ones. The rules are pretty straightforward, yet gives room for tactics. &lt;br&gt;&lt;br&gt;The very first round was rather exploratory, as we both tried to elaborate a plan. I was the one who triggered the scoring, realizing a split-second too late, that I was behind 33-31. My opponent only had one card in hand: a potion worth exactly a 0 point penalty. Not a very smart move...&lt;br&gt;&lt;br&gt;The next 3 rounds were much quicker, as we were grasping the mechanisms pretty quickly. We ended the fourth round with a tie, 82-82. Next round would seal the deal. I was lucky enough to draw a very good starting hand, with 2 complete J melds, a Transformation, 2 identical H cards and a &quot;blank&quot; H. In about 5 or 6 turns, I had already put all my cards on the table, with no less than a shut-out, the first of the game. I grabbed the win 107-82, under the nose of my bewildered girl.&lt;br&gt;&lt;br&gt;Faster than it takes to put the cards in the box, she immediately requested a revenge opportunity. I argued that the lasagna was getting cold, but she didn't seem to give a damn. Just like pizza, I don't mind eating my pasta at room temperature, if it's the consequence of gaming. I dealt another pair of hands, therefore declaring hostilities open for a second game. &lt;br&gt;&lt;br&gt;Still with foam dripping from her mouth, I didn't have time to wink once, as she laid down all her cards and took a rather brutal 41-0 lead. The second round of game #2, was as quick as the first, with yet another shut-out. 73-0 was more than I could handle with an empty stomach. After a satisfying meal, I managed to cut the lead to 85-63, but it was too soon, too late. I couldn't dodge another lay down, and had to eat my dessert with a bitter taste in my mouth, losing 121-63. &lt;br&gt;&lt;br&gt;We decided it was enough, tying the series 1-1, but I'm sure we'll  battle it out further more pretty soon. All in all, a good enjoyable light card game</description>
	<link>http://www.boardgamegeek.com/article/2646266#2646266</link>
	<pubDate>2008-09-15T01:40:38+00:00</pubDate>
	<dc:creator>fardoche</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Card Deck &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic350358_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/350358</link>
	<pubDate>2008-07-07T18:12:47+00:00</pubDate>
	<dc:creator>zombiegod</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		US Print (lower) vs China Print (Upper) &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic346612_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/346612</link>
	<pubDate>2008-06-24T18:23:39+00:00</pubDate>
	<dc:creator>valkray</dc:creator>
</item><item>
	<title>Thread: Re: Stiff and miscut cards</title>
	<description>heh.  Wait till you try MR: Al Capone.  It's like shuffling steel. They have never really broken in.  J&amp;H are rough, as well, but they will break in after a bit.&lt;br&gt;&lt;br&gt;Never noticed any difference in card size.</description>
	<link>http://www.boardgamegeek.com/article/2338002#2338002</link>
	<pubDate>2008-05-23T12:30:26+00:00</pubDate>
	<dc:creator>bop517</dc:creator>
</item><item>
	<title>Thread: Re: Stiff and miscut cards</title>
	<description>Yes, the cards are incredibly thick and stiff. C-- can't even shuffle them, I have to shuffle for her, and we can't play too many hands in a row because my wrists start to ache. We'd play more if not for that.&lt;br&gt;&lt;br&gt;Mine aren't miscut, though.</description>
	<link>http://www.boardgamegeek.com/article/2337980#2337980</link>
	<pubDate>2008-05-23T12:21:27+00:00</pubDate>
	<dc:creator>atholbrose</dc:creator>
</item><item>
	<title>Thread: Re: Stiff and miscut cards</title>
	<description>My copy is fine. From memory it came wrapped as one deck .</description>
	<link>http://www.boardgamegeek.com/article/2337632#2337632</link>
	<pubDate>2008-05-23T06:05:40+00:00</pubDate>
	<dc:creator>sbszine</dc:creator>
</item><item>
	<title>Thread: Stiff and miscut cards</title>
	<description>Just picked this up as my wife and I have really been enjoying Wyatt Earp and wanted to try more of the Rummy games out there.  Wanted to know if anyone else has the problem of the cards being EXTREMELY hard to shuffle.  I can barely bend them out of the box.  Any tips on breaking them in?&lt;br&gt;&lt;br&gt;Also the cards came in two individually wrapped portions.  Each half of the deck is slightly miscut from the other making the shuffling even harder than it already is with the insane stiffness.&lt;br&gt;&lt;br&gt;Is this normal or did I get a funky deck?  &lt;img src=&quot;http://files.boardgamegeek.com/images/soblue.gif&quot; alt=&quot;:soblue:&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2337623#2337623</link>
	<pubDate>2008-05-23T05:57:37+00:00</pubDate>
	<dc:creator>Riley341</dc:creator>
</item><item>
	<title>Thread: Mystery Rummy Microbadge now available</title>
	<description>Hey all.&lt;br&gt;&lt;br&gt;There is now a Mystery Rummy Microbadge available: &lt;a href=&quot;http://www.boardgamegeek.com/browse/microbadge/5036&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;[inlineimg]&lt;A target='_blank' href=&quot;http://files.boardgamegeek.com/images/microbadges/mysteryrummudk.gif&quot; rel=&quot;nofollow&quot;&gt;http://files.boardgamegeek.com/images/microbadges/mysteryrum...&lt;/A&gt;[/inlineimg]&lt;/a&gt;&lt;br&gt;&lt;br&gt;-DK</description>
	<link>http://www.boardgamegeek.com/article/2239720#2239720</link>
	<pubDate>2008-04-17T03:11:44+00:00</pubDate>
	<dc:creator>DKahnt</dc:creator>
</item><item>
	<title>Thread: Re: I don't score and my wife score doubles??</title>
	<description>Well, the normal doubling rules apply, so you aren't getting extra-screwed by those, not exactly. Of course, since a shut-out only occurs when all her stuff matches the Jeckyll/Hyde card, you have to figure that she's scoring beaucoups points. In my mind, this makes the zero you get the real kick in the teeth.&lt;br&gt;&lt;br&gt;Note: some cards never double, so there are probably a few of her cards that she only gets at face value.&lt;br&gt;&lt;br&gt;I am not a big fan of this shutout rule -- if you get shut out on a hand, you really can't win unless you shut out your opponent on another hand. That's not easy to make happen. But yeah, a shutout is pretty devastating.&lt;br&gt;&lt;br&gt;I don't have the rules with me, but I have always played that you take turns dealing.</description>
	<link>http://www.boardgamegeek.com/article/2234009#2234009</link>
	<pubDate>2008-04-15T14:55:51+00:00</pubDate>
	<dc:creator>kevinwho</dc:creator>
</item><item>
	<title>Thread: Re: I don't score and my wife score doubles??</title>
	<description>&lt;b&gt;Fardog wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/cry.gif&quot; alt=&quot;:cry:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;Is it correct that not only did my wife shut me out so I don't score at all, but her melds that can be doubled in fact do?  &lt;br&gt;&lt;br&gt;I know the rules say &quot;normal scoring&quot; but I just wanted to make sure that that includes not only me NOT scoring but her getting the doubling effect.&lt;br&gt;&lt;br&gt;Seems like double the meaness. &lt;img src=&quot;http://files.boardgamegeek.com/images/sad.gif&quot; alt=&quot;:(&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;ALSO, one little last question.&lt;br&gt;When one hand ends, who goes first (drawing the card) at the start of the next hand?  I can't find it addressed in the rules one way or another.&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Yes, your wife kicked your arse....happens to me too. We usually switch the deal back and forth after a hand ends.&lt;br&gt;&lt;br&gt;&lt;br&gt;Try real hard to keep that J/H card flipped away from what she wants. Easier said than done.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2233978#2233978</link>
	<pubDate>2008-04-15T14:48:22+00:00</pubDate>
	<dc:creator>Rastak</dc:creator>
</item><item>
	<title>Thread: I don't score and my wife score doubles??</title>
	<description>&lt;br&gt;&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/cry.gif&quot; alt=&quot;:cry:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;Is it correct that not only did my wife shut me out so I don't score at all, but her melds that can be doubled in fact do?  &lt;br&gt;&lt;br&gt;I know the rules say &quot;normal scoring&quot; but I just wanted to make sure that that includes not only me NOT scoring but her getting the doubling effect.&lt;br&gt;&lt;br&gt;Seems like double the meaness. &lt;img src=&quot;http://files.boardgamegeek.com/images/sad.gif&quot; alt=&quot;:(&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;ALSO, one little last question.&lt;br&gt;When one hand ends, who goes first (drawing the card) at the start of the next hand?  I can't find it addressed in the rules one way or another.</description>
	<link>http://www.boardgamegeek.com/article/2233931#2233931</link>
	<pubDate>2008-04-15T14:33:25+00:00</pubDate>
	<dc:creator>Fardog</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		The box opens up like a book.  Inside is the box of cards and a brief biography on Robert Louis Stevenson &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic320835_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/320835</link>
	<pubDate>2008-04-10T01:19:38+00:00</pubDate>
	<dc:creator>fractaloon</dc:creator>
</item><item>
	<title>Thread: Re: Identity Card face at start of new hand?</title>
	<description>Thanks for your replies!&lt;br&gt;&lt;br&gt;The issue I have is that if J is always face-up at the beginning of each hand, wouldn't there be a constant bias towards J melds?  I find myself always thinking that H cards are junk because it's too hard to collect a meld AND get a potion card. </description>
	<link>http://www.boardgamegeek.com/article/2111086#2111086</link>
	<pubDate>2008-02-25T23:10:04+00:00</pubDate>
	<dc:creator>BugLaden</dc:creator>
</item><item>
	<title>Thread: Re: Identity Card face at start of new hand?</title>
	<description>Well, if you want to be technical, Dave, the rules never say to shuffle the cards and redeal a new pair of hands after one player goes out.  So either this is supposed to be a &lt;i&gt;very &lt;/i&gt;short game &lt;img src=&quot;http://files.boardgamegeek.com/images/tounge.gif&quot; alt=&quot;:p&quot; border=&quot;0&quot;&gt; or the &quot;Getting Started&quot; section should be applied at the beginning of &lt;i&gt;each hand&lt;/i&gt;, not just at the beginning of the game.  So each hand should start with Jekyll face up.  But as I said, it really doesn't matter.  If you want to play that the hands are related and that J&amp;H's status at the end of the previous hand should match what he is at the beginning of the next, it will have no effect on the play.  You just need to make it clear how you're going to play before you begin the game and then be consistent.</description>
	<link>http://www.boardgamegeek.com/article/2105011#2105011</link>
	<pubDate>2008-02-23T05:42:04+00:00</pubDate>
	<dc:creator>Larry Levy</dc:creator>
</item><item>
	<title>Thread: Re: Identity Card face at start of new hand?</title>
	<description>I was all set to post a reply saying &quot;You reset it each hand.&quot;  After all, that's how I've been playing.  So I went to the rulebook to find the text to which I could refer in my reply, and...I didn't find any.  It says to set it to Dr. Jekyll to start the game.  It doesn't really say how to transition from one hand to the next.  So I don't know.  and now you have me wondering.&lt;br&gt;&lt;br&gt;Gee, thanks.  &lt;img src=&quot;http://files.boardgamegeek.com/images/shake.gif&quot; alt=&quot;:shake:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2104650#2104650</link>
	<pubDate>2008-02-23T01:13:32+00:00</pubDate>
	<dc:creator>daw65</dc:creator>
</item><item>
	<title>Thread: Re: Identity Card face at start of new hand?</title>
	<description>I don't think it matters, Ed, as the two roles are equivalent (I &lt;i&gt;think&lt;/i&gt;), but the rules say each hand begins with the card on the Dr. Jekyll side.</description>
	<link>http://www.boardgamegeek.com/article/2104645#2104645</link>
	<pubDate>2008-02-23T01:10:42+00:00</pubDate>
	<dc:creator>Larry Levy</dc:creator>
</item><item>
	<title>Thread: Identity Card face at start of new hand?</title>
	<description>After a hand is over, does the Identity card get reset to Dr. Jekyll?  I've been playing that it stays how it ended the hand, so if the hand ends with Mr. Hyde, the next hand starts with Mr. Hyde.</description>
	<link>http://www.boardgamegeek.com/article/2104506#2104506</link>
	<pubDate>2008-02-22T23:54:35+00:00</pubDate>
	<dc:creator>BugLaden</dc:creator>
</item><item>
	<title>Thread: Re: Small ruling overlooked</title>
	<description>IMO, that makes it too easy!  &lt;br&gt;&lt;br&gt;You absolutely need to discard a card to go out.  This is a standard rules in most every rummy game.</description>
	<link>http://www.boardgamegeek.com/article/2104502#2104502</link>
	<pubDate>2008-02-22T23:52:36+00:00</pubDate>
	<dc:creator>BugLaden</dc:creator>
</item><item>
	<title>Thread: Re: transformed cards - do their values double too?</title>
	<description>Thanks for the responses!&lt;br&gt;&lt;br&gt;chris</description>
	<link>http://www.boardgamegeek.com/article/2077119#2077119</link>
	<pubDate>2008-02-12T20:54:25+00:00</pubDate>
	<dc:creator>slow1234</dc:creator>
</item><item>
	<title>Thread: Re: transformed cards - do their values double too?</title>
	<description>I do the same, treating the transformed cards as ordinary cards in any aspects.</description>
	<link>http://www.boardgamegeek.com/article/2064654#2064654</link>
	<pubDate>2008-02-07T16:15:04+00:00</pubDate>
	<dc:creator>tonyfung1205</dc:creator>
</item><item>
	<title>Thread: Re: transformed cards - do their values double too?</title>
	<description>&lt;b&gt;slow1234 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;As far as a shut-out goes, the H's are effectively J's.  BUT, do the H's now become J's AND have a double score?&lt;/i&gt;&lt;br&gt;&lt;br&gt;In my rules, it doesn't say &quot;As far as a shut-out goes, the H's are effectively J's&quot;. It says &quot;J's become H's, and H's become J's&quot;, with no explicit text as to the consquences. From this, I infer that it impacts both shut-out determination and doubling.</description>
	<link>http://www.boardgamegeek.com/article/2063990#2063990</link>
	<pubDate>2008-02-07T06:35:45+00:00</pubDate>
	<dc:creator>Dave</dc:creator>
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	<title>Thread: transformed cards - do their values double too?</title>
	<description>Hi,&lt;br&gt;&lt;br&gt;The version of the rules we have does not specify whether cards under the transformation card also double in value.  &lt;br&gt;&lt;br&gt;For example, Dr. Jeckyl is showing on the identity card.  The hand ends and I have a meld of H cards that have been covered by the transformation cards.  As far as a shut-out goes, the H's are effectively J's.  BUT, do the H's now become J's AND have a double score?&lt;br&gt;&lt;br&gt;Thanks,&lt;br&gt;Chris</description>
	<link>http://www.boardgamegeek.com/article/2063889#2063889</link>
	<pubDate>2008-02-07T04:47:03+00:00</pubDate>
	<dc:creator>slow1234</dc:creator>
</item><item>
	<title>Thread: Re: Shutouts Galore</title>
	<description>Great session report, Deniz!  I can just picture the mad scrambble at Borders as you try to keep the cards in order to continue play later.&lt;br&gt;&lt;br&gt;My wife and I have started playing alot of Jack the Ripper, but are planning to break out Jekyll and Hyde on Valentine's Day.  (that's about as romantic as I get!)&lt;br&gt;&lt;br&gt;Thanks for the story.</description>
	<link>http://www.boardgamegeek.com/article/2038047#2038047</link>
	<pubDate>2008-01-27T16:10:34+00:00</pubDate>
	<dc:creator>macls29</dc:creator>
</item><item>
	<title>Thread: Shutouts Galore</title>
	<description>My wife and I frequently play games when we go out to a restaurant for a date.  The best games for this usually take under an hour to play, are portable, don't take up too much table real estate and aren't brain burners.  Clocktowers, Jambo, Times Square, Medici vs. Strozzi and Travel Ingenious have all been very successful.  Some of our favorites are the Mystery Rummy series.&lt;br&gt;&lt;br&gt;Today we left the kids at my parents and headed off to the Cheesecake Factory at the King of Prussia Mall.  There was a 45 minute wait for a table, so we went upstairs to Borders and started playing in the coffee shop.  The first hand didn't look too promising for me.  I had many different colors in my hand and no two the same.  Luckily Gabrielle kept flipping Jekyll/Hyde back and forth, collecting many cards in her hand.  It took her a while to get rid of them and I had time to collect and  get out some melds.   The buzzer went off, summoning us to the restaurant, and we had to collect all the cards and try to keep them organized.  After we had been seated and given our orders we set out the game again.  Immediately disaster struck.  Gabrielle used the transformation card to switch her one Jekyll meld to a Hyde and went out, shutting me out.  The score after one hand: 50 to 0.&lt;br&gt;&lt;br&gt;Our second hand, we both collected Jekyll and discarded Hyde.  She spent a lot of time Working in the Lab, which allowed me to get rid of my cards first, shutting her out.  The score was now 50 to 44.&lt;br&gt;&lt;br&gt;The third hand I had an immediate plan after picking up my cards.  I had the transformation card, two Jekyll's Wills, two sets of Hyde cards with two cards each, a potion and some other stuff.  I was going to complete the Jekyll's Will meld, switch to Hyde, play the other two melds, transform the Jekyll's Will meld and shut Gabrielle out.  Unfortunately this plan did not survive contact with the enemy.  I completed the two Hyde melds fairly easily but Gabrielle was holding on to Jekyll's Will cards.  She played a couple of Jekyll melds and started looking like she might shut me out or at least go out while I had a bunch of cards in my hand.  I played the potion to switch Hyde to Jekyll and played my two Hyde melds.  I also played the tranformation card on one of her melds to make sure she wouldn't have a shutout.  I had to discard one of Jekyll's Will (I didn't have another potion card) which she promptly picked up, played a potion, played a Jekyll's Will meld and some layoffs on my melds and went out.  Still, I didn't have that much in my hand and avoided a shutout, which would have lost the game.  Score: 95 (Gabrielle) to 78 (Deniz).  Five more points and it would have been over. &lt;br&gt;&lt;br&gt;Meanwhile our babysitters were about to turn into pumpkins, so we got our food wrapped up, ordered a piece of cheesecake to go and left to retrieve the kids.  After putting them to bed, we continued the game.&lt;br&gt;&lt;br&gt;I had to score a shut out and score enough points to win.  My initial hand looked promising with a lot of Jekyll cards and not much Hyde.  But she was collecting Jekyll too and getting it faster than me.  I played a Jekyll meld, then a potion to slow her down (I had another potion in hand.)  I got lucky and drew the cards I needed, but they were Jekyll cards, so I needed to wait a turn.  Meanwhile, on her turn, Gabrielle played a J/H meld, then a potion to switch back to Jekyll.  She evidently pulled the right cards because she then played a Poole the Butler meld and a layoff to go out.  She scored a shutout against me.  We didn't even total up the score.&lt;br&gt;&lt;br&gt;We then played a game of Tutankhamen, where my dogs and queens strategy also fared poorly.  The night ended with Gabrielle patting my arm and saying, “There, there, maybe you'll win something tomorrow.”&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2037418#2037418</link>
	<pubDate>2008-01-27T06:03:37+00:00</pubDate>
	<dc:creator>dbucak</dc:creator>
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	<title>Image</title>
	<description>
		Cards and more cards &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic291318_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/291318</link>
	<pubDate>2008-01-18T16:36:42+00:00</pubDate>
	<dc:creator>jsper</dc:creator>
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	<title>Image</title>
	<description>
		Side of the box &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic288866_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/288866</link>
	<pubDate>2008-01-12T12:55:13+00:00</pubDate>
	<dc:creator>jsper</dc:creator>
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	<title>Thread: Re: &quot;Don't mess with the Mojo!&quot;</title>
	<description>[q=&quot;So fellas, take note: Don't mess up the Mojo of the cards when playing against your wife.&quot;&lt;/i&gt;&lt;br&gt;&lt;br&gt;This also applies to her shoes lined up in the closet!&lt;br&gt;&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1983848#1983848</link>
	<pubDate>2008-01-07T03:32:00+00:00</pubDate>
	<dc:creator>jrbentley</dc:creator>
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	<title>Image</title>
	<description>
		 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic285658_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/285658</link>
	<pubDate>2008-01-03T14:21:31+00:00</pubDate>
	<dc:creator>jsper</dc:creator>
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	<title>Image</title>
	<description>
		 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic272662_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/272662</link>
	<pubDate>2007-11-25T19:49:30+00:00</pubDate>
	<dc:creator>jupiterchild</dc:creator>
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	<title>Thread: Re: MR: Jekyll &amp; Hyde - A Light Review</title>
	<description>Thanks for the series summary.  Good review.</description>
	<link>http://www.boardgamegeek.com/article/1855956#1855956</link>
	<pubDate>2007-11-13T17:22:56+00:00</pubDate>
	<dc:creator>atomzero</dc:creator>
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	<title>Thread: How to attach insert ?</title>
	<description>There is some kind of insert that's meant to hold the cards inside the box. However, I only see two tiny strips of cardboard on either side- too small to keep the insert where it's supposed to be. How is this meant to be attached to the box ?</description>
	<link>http://www.boardgamegeek.com/article/1822728#1822728</link>
	<pubDate>2007-10-30T21:01:11+00:00</pubDate>
	<dc:creator>Cross_</dc:creator>
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	<title>Thread: Re: Why finish hand at last card draw of second pile?</title>
	<description>Looking through the rules, there is nothing to support my interpretation. I guess I just inferred it from the odd wording under CASE FILE which you cited above. It's not a big deal either way as long as you clarify before play.</description>
	<link>http://www.boardgamegeek.com/article/1728086#1728086</link>
	<pubDate>2007-09-17T15:56:54+00:00</pubDate>
	<dc:creator>Dave</dc:creator>
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	<title>Thread: Re: Why finish hand at last card draw of second pile?</title>
	<description>&lt;b&gt;Dave wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Because if the current player is able to go out after exhausting (and reshuffling) the drawpile, then the hand &lt;i&gt;is&lt;/i&gt; scored.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Thanks, that seems to make sense and that is how I'll play.  It seems odd though that it doesn't say this in the rules and that the glossary leaves one wondering.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1727802#1727802</link>
	<pubDate>2007-09-17T13:02:58+00:00</pubDate>
	<dc:creator>idiot crow</dc:creator>
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	<title>Thread: Re: read all rules - for correct play of transformation card</title>
	<description>Yes, we play it the same way. Otherwise, you would have to keep track of whether the opponent's cards were played after or before the Transformation card.</description>
	<link>http://www.boardgamegeek.com/article/1727269#1727269</link>
	<pubDate>2007-09-17T02:24:07+00:00</pubDate>
	<dc:creator>Dave</dc:creator>
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	<title>Thread: Re: Why finish hand at last card draw of second pile?</title>
	<description>Because if the current player is able to go out after exhausting (and reshuffling) the drawpile, then the hand &lt;i&gt;is&lt;/i&gt; scored.</description>
	<link>http://www.boardgamegeek.com/article/1727265#1727265</link>
	<pubDate>2007-09-17T02:22:10+00:00</pubDate>
	<dc:creator>Dave</dc:creator>
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	<title>Thread: Re: You must discard ... question</title>
	<description>You must discard at the end of your turn, even to go out. It's what makes the end game interesting. &lt;br&gt;&lt;br&gt;When you have only a pair left, you probably want to break them up immediately, unless you're going to play a potion card and draw two more. &lt;br&gt;&lt;br&gt;Edit: to avoid confusion.</description>
	<link>http://www.boardgamegeek.com/article/1727257#1727257</link>
	<pubDate>2007-09-17T02:18:19+00:00</pubDate>
	<dc:creator>ccarlet1</dc:creator>
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	<title>Thread: Re: read all rules - for correct play of transformation card</title>
	<description>Yes, thats how i read it too.  Just wanted to be sure that others did as well.</description>
	<link>http://www.boardgamegeek.com/article/1727197#1727197</link>
	<pubDate>2007-09-17T01:26:02+00:00</pubDate>
	<dc:creator>idiot crow</dc:creator>
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	<title>Thread: Re: read all rules - for correct play of transformation card</title>
	<description>Mike Fitzgerald will probably chime in at some point to clarify your question, BUT...&lt;br&gt;&lt;br&gt;My understanding is that the Transformation card is played on ONE meld, on ONE side of the table, and changes that meld from one type of card to another.  If that player manages to lay off more cards on that meld before either player goes out, they DO NOT count toward the Transformed meld.</description>
	<link>http://www.boardgamegeek.com/article/1727182#1727182</link>
	<pubDate>2007-09-17T01:14:42+00:00</pubDate>
	<dc:creator>Verkisto</dc:creator>
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	<title>Thread: read all rules - for correct play of transformation card</title>
	<description>The rules under the paragraph titled TRANSFORMATION CARD STRATEGY state:&lt;br&gt;&lt;br&gt;... all cards on in the meld (including those lay-offs ALREADY on the table) are &quot;transformed.&quot;&lt;br&gt;&lt;br&gt;However, a full reading of the rules clarify that it changes only those cards and similar layoffs already on the &lt;u&gt;same side&lt;/u&gt; of the table which the transformation card is played.</description>
	<link>http://www.boardgamegeek.com/article/1727103#1727103</link>
	<pubDate>2007-09-17T00:17:03+00:00</pubDate>
	<dc:creator>idiot crow</dc:creator>
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	<title>Thread: Why finish hand at last card draw of second pile?</title>
	<description>Why do the rules say under the Glossary term CASE FILE that after the last card is drawn (after going through the pile twice) that player finishes his turn - when no score happens anyways?&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1727072#1727072</link>
	<pubDate>2007-09-17T00:01:13+00:00</pubDate>
	<dc:creator>idiot crow</dc:creator>
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	<title>Thread: You must discard ... question</title>
	<description>The rules say you must discard at end of your turn.&lt;br&gt;&lt;br&gt;Does this mean that after you have drawn - if you have only three cards in your hand which can meld that you cannot lay those cards down because you would then not be able to discard?&lt;br&gt;&lt;br&gt;... or do you just not discard and you simply do not go out?&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1727055#1727055</link>
	<pubDate>2007-09-16T23:41:28+00:00</pubDate>
	<dc:creator>idiot crow</dc:creator>
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	<title>Thread: Re: MR: Jekyll &amp; Hyde - A Light Review</title>
	<description>&lt;b&gt;rootbeer wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Nice review.  A couple possible amendments to your summary:&lt;br&gt;&lt;br&gt;While Jack the Ripper supposedly plays with 3 and 4 also, it really does &quot;specialise in 2-player action.&quot;&lt;br&gt;&lt;br&gt;And I may have remembered wrong, but I believe that Al Capone has a 4-player partnership mode (meaning that Rue Morgue isn't the only one for partnership play).&lt;/i&gt;&lt;br&gt;&lt;br&gt;Interesting on Jack the Ripper. I look forward to checking it out.&lt;br&gt;&lt;br&gt;Right you are on Al Capone and the partnership play. It's funny how one can get locked into a form of play and miss a detail like this. Having said that 99% of my games are played with 3, although I have played a few more 2 player games of late.&lt;br&gt;&lt;br&gt;Cheers, edit made.&lt;br&gt;&lt;br&gt;Neil</description>
	<link>http://www.boardgamegeek.com/article/1685982#1685982</link>
	<pubDate>2007-08-26T21:56:13+00:00</pubDate>
	<dc:creator>Neil Thomson</dc:creator>
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	<title>Thread: Re: MR: Jekyll &amp; Hyde - A Light Review</title>
	<description>Nice review.  A couple possible amendments to your summary:&lt;br&gt;&lt;br&gt;While Jack the Ripper supposedly plays with 3 and 4 also, it really does &quot;specialise in 2-player action.&quot;&lt;br&gt;&lt;br&gt;And I may have remembered wrong, but I believe that Al Capone has a 4-player partnership mode (meaning that Rue Morgue isn't the only one for partnership play).</description>
	<link>http://www.boardgamegeek.com/article/1685552#1685552</link>
	<pubDate>2007-08-26T15:26:19+00:00</pubDate>
	<dc:creator>rootbeer</dc:creator>
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	<title>Thread: MR: Jekyll &amp; Hyde - A Light Review</title>
	<description>All of my reviews aim to offer a brief overview that allows people to get a good feel for what the game may offer them. I feel that other reviews can be sought if detailed game mechanics is what you are after.&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;Summary&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Game Type -&lt;/b&gt; Card Game (Rummy Variant)&lt;br&gt;&lt;b&gt;Play Time :&lt;/b&gt; 15-25 minutes&lt;br&gt;&lt;b&gt;Number of Players:&lt;/b&gt; 2&lt;br&gt;&lt;b&gt;Mechanics -&lt;/b&gt; Rummy, Set Collection&lt;br&gt;&lt;b&gt;Difficulty -&lt;/b&gt; Pick-up &amp; Play (Learn in under 20 minutes)&lt;br&gt;&lt;b&gt;Components -&lt;/b&gt; Good (Cards do wear at the edges a little easy)&lt;br&gt;&lt;br&gt;Jekyll &amp; Hyde is the 3rd game in the Mystery Rummy Series from US Games Systems. It takes the basic concept of Rummy, where players must collect melds of cards before playing them, and interweaves a few new rules and elements of its literary namesake for theme. Like all the titles in this series, the theme is light and there is less flavour text here than there is in Al Capone. The cards are all named in accordance with the theme but after several plays the cards will not capture your attention in any great way. The draw pile is referred to as the 'Case File' and the discard pile is called 'London'. So in theory the players act as detectives in 19th century London and enter the bizarre world of Jekyll &amp; Hyde.&lt;br&gt;&lt;br&gt;Like most Rummy games, the aim is to collect as many points as possible before each hand is over. The deck consists of 62 cards and they are divided into two types. &lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;Evidence Cards&lt;/u&gt; &lt;/b&gt;&lt;br&gt;&lt;br&gt;The majority of the cards are evidence cards and these must be collected to earn points. Each set of evidence cards (10 in all) is a different colour and features a character, location, item, or event from the novel. All of these cards are worth 2 points with the exception of the Robert Louis Stevenson (RLS) set, which are worth 3 points each. To balance the point disparity there are only 4 RLS cards, compared to 5 in all other sets. &lt;br&gt;&lt;br&gt;The deck also offers powerful Gavel cards (black) that alter the normal play, but more on these later.&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;The Set-up &amp; Basic Premise&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;Each player starts with 10 cards and a card is turned over to start the discard pile (London). On each turn the active player must draw a card from the draw deck or take the top card from the discard pile. The active player can then try to play cards from their hand if possible. Cards from a set can only be brought out if they form the opening meld (3 or more cards) for that set. Once a meld is in play, any player can play one of more cards from the matching set to their play area during their turn. Nothing new here for Rummy players.&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;The Twist&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;The beauty of the Mystery Rummy series is that each game has something unique that allows it to stand out from the others. In this case Jekyll and Hyde uses the very nature of the main character to great effect. Before play begins a Jekyll &amp; Hyde card is placed to the side of the play area with the Jekyll side up. This card can be changed back and forth during each hand to represent which personality is dominant at the time.&lt;br&gt;&lt;br&gt;This is vital as a player can only play a new meld (3 or more cards of one set) if the symbol (J or H) on those cards matches the personality that is currently face up! This allows the players to plan their play and time their moves in order to manipulate the Jekyll &amp; Hyde card to their advantage.&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;The Gavel Cards&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;In addition to playing evidence cards, each player can play 1 Gavel card on their turn. These cards are very powerful and if used wisely they can turn the game very quickly. Jekyll &amp; Hyde only has 3 types of Gavel cards - &lt;br&gt;&lt;br&gt;&lt;b&gt;The Potion -&lt;/b&gt; These cards are played to the discard pile and flip the Jekyll &amp; Hyde card over thus changing his identity. In addition the player must also draw 2 cards from the draw deck. This is a highly popular move when a player is holding 2 evidence cards of the type not currently shown on the Jekyll &amp; Hyde card. There is nothing sweeter than holding 2 Hyde cards, changing the J&amp;H card to Hyde and drawing a 3rd card to match your pair, therefore allowing you to get them in play.  &lt;img src=&quot;http://files.boardgamegeek.com/images/cool.gif&quot; alt=&quot;:cool:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Work in Lab -&lt;/b&gt; These cards are worth 1 point and when played into your play area they offer 1 of 2 options. The active player can either take a card out of the discard pile or they can look at the top 3 cards of the draw deck and take one of them. However in either case, the card that is taken must match the current personality of the Jekyll &amp; Hyde card. The rules do not state explicitly, but we play that the card taken must be shown to your opponent, to ensure a valid card was taken. &lt;br&gt;&lt;br&gt;Two sets of evidence cards feature the symbols J and H as do all of the Gavel cards. Any of these dual symbol cards can be taken using a 'Work in Lab' regardless of the identity showing on the Jekyll &amp; Hyde card.&lt;br&gt;&lt;br&gt;If a player chooses to take the 'draw 3 cards and keep 1' option, the other two cards are discarded.  &lt;br&gt;&lt;br&gt;&lt;b&gt;Transformation - &lt;/b&gt;This is the final Gavel card and the most powerful, so there is only 1 in the deck. It can be played onto an opponents set of cards, or your own, and it will change the nature of those cards from Jekyll to Hyde or vice versa. Why you ask? Well it's all about the scoring.&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;Ending a Hand &amp; Scoring&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;Like other games in the series, the hand comes to an end when a player manages to get rid of all their cards, which includes finishing with a discard. A hand can also end if the draw deck is exhausted for the second time.&lt;br&gt;&lt;br&gt;But unlike other games in the series a player's score is not simply calculated by adding up all of the points in their play area. This is partially true, but in addition, all cards that match the identity as shown on the Jekyll &amp; Hyde card at the end of the hand will score double their printed value! This means that the players are not just manipulating J&amp;H during the game, they are also desperately trying to manipulate the end game of each hand in order to maximise their score and minimise that of their opponent's.&lt;br&gt;&lt;br&gt;If this wasn't enough, Jekyll &amp; Hyde also throws in an additional loop by making the possibility of scoring a 'Shut Out' very achievable. A 'Shut-Out' can be achieved if all of the cards in a person's play area are of the same type (Jekyll or Hyde) and they match the personality as displayed on the Jekyll &amp; Hyde card at the end of the round. The final requirement is that the player must also be the person to 'Go Out'.&lt;br&gt;&lt;br&gt;The effect of a 'Shut Out' is that your opponent receives no points for the round. This can result in a 40 point lead opening up very quickly and whilst this may sound like an unbalancing feature (as the winner is the first to reach 100 points), it actually has the opposite effect as it allows for great comebacks and demands that player's be very shrewd to ensure their opponent doesn't pull one off.&lt;br&gt;&lt;br&gt;With these rules in mind, the Transformation card becomes all powerful as it can help achieve a 'Shut-Out' or deny one very quickly.&lt;br&gt;&lt;br&gt;All of these considerations make Jekyll &amp; Hyde the most dynamic game in the series from a scoring perspective.   &lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;The Final Word&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;Jekyll &amp; Hyde is a great example of how a solid set of base mechanics can be tinkered with to create a totally different playing experience. It easily stands on its own when comparing games in the series and it results in more close finishes than any other game in the series too. &lt;br&gt;&lt;br&gt;With experience a range of options will soon become apparent for manipulating the flow of each hand and perhaps best of all, Jekyll and Hyde only takes 3-5 hands per game to complete! &lt;br&gt;&lt;br&gt;On the cautionary side, this is still essentially a traditional card game and as such it won't appeal to some. It is also important to consider that a more experienced player is likely to affect more 'Shut Outs' and this can be demoralising if you are regularly on the receiving end. However after 2-3 games even a beginner can match it and level things out. The lesson here is don't judge it on your first play alone.  &lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;A Series Comparison&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;I wrote a short review to compare the series a while back but I felt it would be handy to have a quick comparison after each game review. I will fill in Jack the Ripper shortly.&lt;br&gt;&lt;br&gt;&lt;b&gt;Jack the Ripper&lt;/b&gt; &lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;u&gt;Strengths&lt;/u&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;For me this is close to the best game in the series as it offers intricate card combos and edgy play as each player tries to outmaneuver the other. It is definitely the best 2-player game in the series so far and the quality of the game, from box to cards, is excellent. With a play time of 15-25 minutes, Jack the Ripper is a gem.&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;u&gt;Shortcomings&lt;/u&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;The rules can really throw a player off when the game is still new. I have known some very experienced gamers who have struggled with the rules and just lost interest in persevering with them.&lt;br&gt;&lt;br&gt;I would be much happier if this game limited itself to 2-player action only and didn't promote the fact that it can play with 3 and 4 players. I suspect some people would have bought this for a play group of 3 or 4 players and been left unexcited. Play it with 2 and the game will come to life.&lt;br&gt;&lt;br&gt;&lt;b&gt;Murder in the Rue Morgue&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;u&gt;Strengths&lt;/u&gt;&lt;/i&gt; &lt;br&gt;&lt;br&gt;The only game in the series to offer 4-player partnership play and have cards that directly make use of that fact. Al Capone can also be played with partners but it has no Gavel Cards that allow a team to swap cards.&lt;br&gt;&lt;br&gt;The unique mechanic is the Orangutan, which can be feed (holds cards) during play. These can be collected by the player or team that goes out. This offers some strategic considerations but doesn't dictate play completely.&lt;br&gt;&lt;br&gt;It introduces the concept of 'linked melds' that score bonus points if both are held by the one player or team. Bonus Gavel cards are also linked to this dual set concept.&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;u&gt;Shortcomings&lt;/u&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Only really shines with 4-player partnership play.&lt;br&gt;&lt;br&gt;The lack of different card sets to collect makes the game a very tight affair with little room to move at times. By this I mean the single card you don't need may well be the card your opponent is looking for.&lt;br&gt;&lt;br&gt;There is a lack of Gavel card variety, resulting in fairly predictable patterns of play. If one player or team draws the majority of them they will be hard to beat.&lt;br&gt;&lt;br&gt;&lt;b&gt;Jekyll &amp; Hyde&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;u&gt;Strengths&lt;/u&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Only game in the series to specialise in 2-player action.&lt;br&gt;&lt;br&gt;Plays in 15-25 minutes.&lt;br&gt;&lt;br&gt;Results in more close finishes than other games in the series.&lt;br&gt;&lt;br&gt;Allows for clever card play. The theme and game mechanics are cleverly interwoven.&lt;br&gt;&lt;br&gt;Comebacks are very achievable.&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;u&gt;Shortcomings&lt;/u&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Doesn't allow for more than 2 players.&lt;br&gt;&lt;br&gt;The easiest game in the series to effect a 'Shut Out' and this may not be appealing to some players.&lt;br&gt;&lt;br&gt;&lt;b&gt;Al Capone &amp; the Chicago Underworld&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;u&gt;Strengths&lt;/u&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Scales well with any number of players from 2-4.&lt;br&gt;&lt;br&gt;Offers the best quality cards in the series for thickness and 'flavour text'.&lt;br&gt;&lt;br&gt;A total of 4 different Gavel Cards, with many having dual options,  means this game delivers the most options of any game in the series and allows for a wider variety of strategies.&lt;br&gt;&lt;br&gt;A total of 11 Evidence card sets means that the play is fairly open and each player can collect a variety of sets each hand, instead of only 2-3 like most of the other games in the series.&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;i&gt;Shortcomings&lt;/i&gt;&lt;/u&gt;&lt;br&gt;&lt;br&gt;The only real shortcoming is that this is the longest game in the series , taking between 6-9 hands to complete. This means a play time of 30-60 minutes, which may feel like to long for some.</description>
	<link>http://www.boardgamegeek.com/article/1685245#1685245</link>
	<pubDate>2007-08-26T08:21:50+00:00</pubDate>
	<dc:creator>Neil Thomson</dc:creator>
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	<title>Thread: Re: For medicinal purposes only</title>
	<description>It's funny, I just reviewed the first Mystery Rummy game Jack the Ripper and both reviews are now on the front page.  Good timing!  &lt;img src=&quot;http://files.boardgamegeek.com/images/laugh.gif&quot; alt=&quot;:laugh:&quot; border=&quot;0&quot;&gt;  &lt;br&gt;&lt;br&gt;Thanks for the review, my girlfriend and I haven't played Jekyll and Hyde (although it was designed for two players), but it's now climbing up my wishlist...  If you can find it for cheap or if it gets reprinted, I can recommend JtR as well.  It sounds pretty different from J&amp;H, but it still has the dark theme and strategic play.&lt;br&gt;&lt;br&gt;---&lt;br&gt;D</description>
	<link>http://www.boardgamegeek.com/article/1667541#1667541</link>
	<pubDate>2007-08-17T01:37:42+00:00</pubDate>
	<dc:creator>leungd</dc:creator>
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	<title>Thread: For medicinal purposes only</title>
	<description>Mystery Rummy Case #3 - Dr Jekyll &amp; Mr Hyde is my first foray into the Mystery Rummy series. I picked it up mainly due to the cheap price it retails for, but the dark theme also hit the right note.&lt;br&gt;&lt;br&gt;The game is nicely packaged. The box makes a good attempt at disguising itself as a book, which holds a pack of suitably themed cards, and a fold-out rule sheet.&lt;br&gt;&lt;br&gt;The rules take one or two read throughs before play can steadily begin, but I still recommend you read them through again thoroughly once you think you've got a grasp of the mechanics, as little but important rulings will more than likely be overlooked. It is however far easier for a seasoned player to teach newcomers the ropes. This can simply be done in a matter of 3 or 4 hands.&lt;br&gt;&lt;br&gt;The game is (as the title states) Rummy, albeit with a few twists. It is a set collecting game where rather than collecting and playing suits, or runs, (as you would with a normal deck of cards) you collect &amp; play card types of a certain colour.&lt;br&gt;&lt;br&gt;Each colour features identical artwork, which you play in sets of 3 or more. These sets are known as Melds, and have the lettering H, J, or J/H on the corners. The twist is you may only play Melds if the corresponding side of the Identity Card is facing up. The Identity Card is a double sided card with artwork of Jekyll on one side and Hyde on the other. So if Jekyll is face up you may only play J melds, if Hyde is face up you may only play H Melds. J/H Melds however may be played no matter which identity side is showing.&lt;br&gt;&lt;br&gt;A player may also play cards singularly on his own side of the table, this is called a 'Lay Off'. Lay offs are what you may play if your opponent has a Meld of 3 or more cards on his side - and you have the same cards (but not enough for a Meld. Say maybe 1 or 2 of the same cards). Lay Offs ignore the ruling for the current identity, and may be played no matter what identity is face up.&lt;br&gt;&lt;br&gt;The deck also contains Gavel Cards. These must be played separately (do not meld), and only one may be played per turn. The bonus of the Gavel Cards is - when played they give the player the opportunity of drawing extra cards. The 'Potion' card allows the player to draw 2 extra cards from the draw pile (but also flips the identity card over). The 'Work In Lab' card allows the player a choice of any card matching the current identity (remember either J,H, or a split J/H) to be taken from a search through the discard pile, or any one matching card from the top 3 cards of the draw pile. There is also another Gavel Card called 'Transformation'. This card may be played on any side of the play area (yours or your opponents). It transforms any Meld or Lay Off from J to H or vice versa, but has no effect on J/H cards.&lt;br&gt;&lt;br&gt;Play continues until a player discards his last card on the discard pile. When this happens play immediately ceases and the round is then scored. Players receive points noted on the cards (Melds/Lay Offs), and deduct any points from cards they have in their hand. Cards matching the current identity double in value. There is also the opportunity to try for a 'Shut Out'. This happens when the player who (goes out) discards his last card has a complete set of cards matching the current Identity showing. When this happens the other player receives no points whatsoever.&lt;br&gt;&lt;br&gt;Use of the 'Transformation' Card can be a huge factor in achieving and stopping Shut Outs, but its value comes at a price - failure to play it before the round ends and the scoring player still holding it receives a -5 point penalty.&lt;br&gt;&lt;br&gt;The game lasts around 30 - 40 minutes, with the first player to reach 100 points over a few rounds (usually 3-4) being determined the victor.&lt;br&gt;&lt;br&gt;Play is relatively fast, Potions and Work in Lab cards may be played frequently from the word go, as players try to burn through the deck in search of Melds. It can also be a cunning game of holding on to your cards 'til the last minute, and scuppering your opponent with a wedge of Melds and Lay Offs. There is also the fun of massive Combo's, for example:&lt;br&gt;&lt;br&gt;Pick up someone else's discard to make a Meld.&lt;br&gt;Play Meld matching Identity.&lt;br&gt;Play a Potion to discard pile.&lt;br&gt;Draw 2 cards for using the Potion.&lt;br&gt;Flip the Identity card over (because of potion).&lt;br&gt;Play new melds (matching New Identity).&lt;br&gt;Make/play further melds with cards you drew.&lt;br&gt;Lay off further cards.&lt;br&gt;Discard a card (turn ends).&lt;br&gt;&lt;br&gt;This game has knocked 'Lost Cities' off the number one spot in our house, which was always going to be a hell of a task.&lt;br&gt;&lt;br&gt;Overall: 9 dodgy potions out of 10.</description>
	<link>http://www.boardgamegeek.com/article/1667385#1667385</link>
	<pubDate>2007-08-16T23:57:22+00:00</pubDate>
	<dc:creator>zombiegod</dc:creator>
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	<title>Thread: &quot;Don't mess with the Mojo!&quot;</title>
	<description>So, last night, my wife and I pulled out MR: Jekyll and Hyde, after having it doomed to living in the back of the closet after my run-through-the-deck-twice-to-force-a-mulligan tactic a few years back, which honked off my wife to no end.  Honestly, I think she forgot about that ploy when she asked me if I could get my hands on the game.  Nevertheless....&lt;br&gt;&lt;br&gt;The most significant part of last night's session of Jekyll and Hyde was that we discovered we had been playing the game slightly incorrectly.  When we played a &quot;Work in Lab&quot; card, we neglected to notice that we were supposed to take only a card that matched the face-up side of the dual identity card.  Playing it correctly made the decisions much tougher, and the Work in Lab cards much less valuable.  When you're pushing your luck to get (a) one of the cards you want, and (b) hoping that it's going to be of the right type, within THREE CARDS, it makes it much less likely to be successful.  Of course, using it to dumpster dive for a discard is still as useful as always....&lt;br&gt;&lt;br&gt;While that was the most significant part of the game, the most notable part of last night's game was when I misplayed a Potion card, when I had already played a gavel card on that turn.  I had already drawn two cards before my wife noticed the error, so I reclaimed the Potion card, discarded one from my hand, and shuffled the other two cards back into the deck.  At this, my wife seemed outraged.&lt;br&gt;&lt;br&gt;&quot;You've messed up the Mojo!&quot; she cried.&lt;br&gt;&lt;br&gt;&quot;... what?&quot; I asked.&lt;br&gt;&lt;br&gt;&quot;The Mojo of the deck!  You messed it up!&quot;&lt;br&gt;&lt;br&gt;I thought she was kidding, and laughed.  She wasn't amused.&lt;br&gt;&lt;br&gt;&quot;The whole order of the deck is messed up!&quot; she said.  &quot;The first card you drew might have been the one I needed, and you totally messed it up!&quot;&lt;br&gt;&lt;br&gt;&quot;But ... it was all unknown, and the same cards that were in the deck are still there.  Nothing's changed.  They're just in a different unknown order.&quot;&lt;br&gt;&lt;br&gt;&quot;Right!  You messed up the Mojo!&quot;&lt;br&gt;&lt;br&gt;I stared at her a moment.  &quot;This is SO going to be a session report,&quot; I said.&lt;br&gt;&lt;br&gt;We wound up having a repeat of going through the deck twice, forcing a mulligan.  Between the melds and lay-offs between us, we had four sets of 5 cards (the maximum number of each evidence type), and we each only had one card left, so the only way one of us could have gone out would be to draw the right two cards with a Potion card, and neither one of us could do it.  The game essentially locked up, which seemed unusual.&lt;br&gt;&lt;br&gt;&quot;See?&quot; my wife demanded.  &quot;THIS is what I meant.  You screwed up the Mojo.&quot;&lt;br&gt;&lt;br&gt;So fellas, take note: Don't mess up the Mojo of the cards when playing against your wife.</description>
	<link>http://www.boardgamegeek.com/article/1661021#1661021</link>
	<pubDate>2007-08-13T19:48:04+00:00</pubDate>
	<dc:creator>Verkisto</dc:creator>
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	<title>Thread: As compared to MR: Jack the Ripper - this one is preferred</title>
	<description>A good rummy game can be great fun, especially when the theme is well integrated into the actual play. Wyatt Earp stands out as a game that almost makes one forget that it is a rummy game given it’s nice implementation of the idea of hunting outlaws in the wild west for bounty. We like to include quick, easy to jump into games in our collection, and rummy games fit this need well. However, at the end of the day, a rummy game is a rummy game: you collect sets, hit other players’ sets, try and maximize the points in your hand while trying to catch opponents with points in theirs. &lt;br&gt;&lt;br&gt;As we trolled the pages of BGG, we had come to learn of a rummy game that seemed to have acquired almost legendary status – Mystery Rummy: Jack the Ripper. What made this game all the more legendary was its unavailability. We happened to walk into a living time capsule in Cambridge one day: the variety store. One wall was covered with games and I knew that we’d find something good. We did indeed – the entire Mystery Rummy run. Elated we quickly grabbed Jack the Ripper but left the other ones behind, thinking that JtR was the definitive game in the series given that almost no one mentions the other entries. There’s a point to this story. We played JtR and really enjoyed it. We thought the idea of a “case file” and “Scotland Yard”, that no suspects could be played until there was a victim were all neat ideas and lent atmosphere to the game. However, before moving from the Cambridge area we paid that store one more visit and picked up a few of the other entries. What we learned was a bit surprising – Jack the Ripper was actually one of the weaker with the Jekyll and Hyde (and Al Capone) entry being more enjoyable. &lt;br&gt;&lt;br&gt;BASIC PREMISE&lt;br&gt;Like all rummy games, the basic idea is to collect sets worth points and to be the first to accumulate a predetermined amount, i.e. 100 points over several hands. &lt;br&gt;&lt;br&gt;THEME &lt;br&gt;The theme of this particular entry into the Mystery Rummy series follows the tale of Jekyll and Hyde. Various characters or events populate the deck including Robert Louis Stevenson. While the idea of having these characters are nice, in reality, they add more to the atmosphere than they do to the gameplay…&lt;br&gt;&lt;br&gt;MECHANICS&lt;br&gt;…but the theme is well integrated into the mechanics in a way that is more compelling than the Jack the Ripper game. In that game, you collect sets of suspects and whichever suspect has the most cards in play has the biggest file making them the culprit. The one way to leverage this is through the vote mechanism, but this turns out to be little more than educated guessing or playing the odds. &lt;br&gt;&lt;br&gt;While it may seem superficial at first, MR: Jekyll and Hyde leverages the idea of dual identity in a way that makes you plan laying your melds in ways that Jack the Ripper doesn’t and can’t. The various magnifying glass cards (characters and events) are either denoted by a J or H (Jekyll or Hyde). At the beginning of the game, players will have set out the identity card with the Jekyll side facing up. What this means for gameplay is that only melds marked by the J can be laid down. This may not seem much fun at first but it is at the heart of how one can control the flow and outcome of the game and actually have a chance at obtaining a shut out.&lt;br&gt;&lt;br&gt;One of the gavel cards is the potion card. Simply, when played, it allows the player to flip over the identity card. So, now the card is Hyde face up and now only melds with the H side up may be played. Why would you do this? Well, maybe because you sensed your opponent gaining some steam or about to go out on the Jekyll identity (or whatever identity was face up before you flipped it). Or, maybe you yourself are stuck and need to start laying down cards and the luck of the draw sacked you with more of one identity over the other.&lt;br&gt;&lt;br&gt;But, there’s a third possible reason, and it relates to the idea of shutouts. In Jekyll and Hyde there is the possibility of earning bonus points if you lay melds only of one identity AND you go out with THAT identity face up. This is a big part of strategy in the game – if you only play this game to collect sets and go out quickly, simply get a pack of bicycle cards and play rummy. Conversely, you may concede that this hand was simply not your hand and to add insult to injury, your opponent is about to shut you out. If you can flip the identity before he or she goes out, you can save yourself from an a severe beating.&lt;br&gt;&lt;br&gt;There’s one other option, and I find this to be a clever addition to the game: the transformation gavel card. With this card, you are able to transform melds or layoff cards into the opposite identity. If you’re sitting there with 3 H melds and one J meld and H is face up, only that J meld is in your way to getting a shut out. If you play the transformation card, you are able to make all the melds H melds and, so long as the identity card is H side up, get that shut out.&lt;br&gt;&lt;br&gt;&lt;br&gt;PRODUCTION VALUES&lt;br&gt;I guess it should be no surprise given that Jekyll and Hyde is the third game in the series, but this game benefits from superior production. The cards are of a better stock and the inclusion of a separate card case that slips into the larger box was a smart move. Anyone owning the Jack the Ripper game will know that you will eventually need a separate deck hold if you intend on traveling with it given the flimsy construction of that game.&lt;br&gt;&lt;br&gt;&lt;br&gt;CONCLUSION&lt;br&gt;As is apparent, we like Jekyll and Hyde a good deal and find it superior to Jack the Ripper. While the latter is a lot of fun and we will continue to play it, the theme and attendant mechanics of Jekyll and Hyde make it a more appealing option for us – there is more room to strategize and interact with other players. As a last note, this game plays relatively intensely at the 2-player level given the ability to keep flipping the identity to suit your needs, or to have it flipped on you just when you thought you were home free. Such moments can bring out your own alternate identity.&lt;br&gt;&lt;br&gt;-c-&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1577621#1577621</link>
	<pubDate>2007-06-27T03:53:30+00:00</pubDate>
	<dc:creator>cvlw</dc:creator>
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	<title>Thread: Re: Are hand values doubled too?</title>
	<description>The rules booklet was made in the old Magic:TG style - card sized to fit into card box*.&lt;br&gt;It actually has 36 pages!&lt;br&gt;&lt;br&gt;*) Which is particularly absurd as this edition does not have a &lt;b&gt;small&lt;/b&gt; card box!</description>
	<link>http://www.boardgamegeek.com/article/1458425#1458425</link>
	<pubDate>2007-04-22T08:07:17+00:00</pubDate>
	<dc:creator>Great Dane</dc:creator>
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	<title>Thread: Re: During a shut out can opponent get a negative score?</title>
	<description>In a shut out the player who went out scores normally and the other player gets no points. Therefore they cannot get negative points.&lt;br&gt;&lt;br&gt;Hope that helps.</description>
	<link>http://www.boardgamegeek.com/article/1458403#1458403</link>
	<pubDate>2007-04-22T07:42:05+00:00</pubDate>
	<dc:creator>Neil Thomson</dc:creator>
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	<title>Thread: During a shut out can opponent get a negative score?</title>
	<description>If you shut out your opponent, but your opponent would have had a negative score, does he/she get zero instead?</description>
	<link>http://www.boardgamegeek.com/article/1458353#1458353</link>
	<pubDate>2007-04-22T06:39:21+00:00</pubDate>
	<dc:creator>msherwoo</dc:creator>
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	<title>Thread: Re: Are hand values doubled too?</title>
	<description>I don't own the first edition, but I'm surprised that the first edition rules are 19+ pages! Holy cow!</description>
	<link>http://www.boardgamegeek.com/article/1458340#1458340</link>
	<pubDate>2007-04-22T06:28:25+00:00</pubDate>
	<dc:creator>msherwoo</dc:creator>
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