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Dr. Jekyll & Mr. Hyde
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Dr. Jekyll & Mr. Hyde

List Price: $13.00
Your Price: $11.95
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(Worth 1,195 Funagain Points!)

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Ages Play Time Players
10+ 60-90 minutes 3-4

Designer(s): Wolfgang Werner

Manufacturer(s): Bambus Spieleverlag

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Product Description

The story of Dr. Jekyll and Mr. Hyde, well known worldwide and screened multiple times, is the struggle between the good and evil selves of one person. Played in teams of two, the goal is to take Dr. Jekyll or Mr. Hyde to victory over the other self. But control over one's own cards is limited. The Dr. Jekyll players will also have to play Mr. Hyde cards and vice versa. Subtle communication with one's partner and sensitive tactics are needed here.

Characters, places and events from the novel are illustrated on 28 different beautifully illustrated playing cards. A supplementary booklet presents the background to the story and corrects some false impressions of Dr. Jekyll and Mr. Hyde.

Product Information

  • Designer(s): Wolfgang Werner

  • Manufacturer(s): Bambus Spieleverlag

  • Artist(s): Carsten Fuhrmann

  • Year: 2002

  • Players: 3 - 4

  • Time: 60 - 90 minutes

  • Ages: 10 and up

  • Weight: 177 grams

  • Language Requirements: Game components are printed in multiple languages, including English. Manufacturer's rules are printed in multiple languages (including English), and additional rules are provided.


  • 14 Dr. Jekyll cards
  • 14 Mr. Hyde cards
  • rules
  • illustrated booklet

Product Reviews


Average Rating: 4.6 in 5 reviews

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An Elegant Value
October 13, 2001

Wow, what a game! I've actually had this game for quite a while, but was unable to play it because we rarely had exactly 4 people who wanted to play a game.

Besides the restriction on the number of players, I'll get the other downside out of the way: the art. Blech! The artwork looks like (and no disrespect is meant to high schoolers here) doodles made on a notebook by an 8th grader.

But that's about all the complaining I can do about this very clever game. The cards are well-balanced between ability to take a trick and value at the end of a round. The gameplay goes quickly, but requires some thought and deduction. And unlike a standard 52 card deck, it's much easier to count cards with only 28 to keep track of.

If, in your future gaming, you will be playing with 4 players, I highly recommend Twilight. Not only is it an engaging game, it's one of the best game values you'll come across.

Note: this review refers to a different release of this product.
My favorite trick taking game
December 06, 2000

With only 28 cards in the deck, this tiny little game has one of the more odd themes I've seen. Each partnership (a 4 player game) represents a rival cult (sun or moon) trying to capture souls and save them in temples.

The serious twist is that each team has their own set of cards. But all of the cards are shuffled and dealt to all of the players. These cards are marked on the back with the appropriate sun or moon symbol.

But each team may only play the cards of their 'suit'. The twisted choice that a player has to make is whether to play the card from their own hand, or nominate another player to play a card on their behalf. The nominated player chooses which card.

After a LOT of play, the game seems to get deeper. The initial deck structure and unusual play take about 3-4 games to get the hang of. Then the game drifts into a deduction game. You have to watch the play of each player and try and figure out where the important cards are.

There is still a fairly strong luck of the deal effect going here, so the game requires at least 7 or 8 hands to balance that out, leading to a 60 minute game. (90 if you play to the recommended value of 1000. We play to a slightly smaller and rather appropriate total familiar to fans of the film 'The Omen.')

This is a game that will strain your brain. Promise.

Note: this review refers to a different release of this product.
Insidious, devious, fun for four
July 28, 1999

What can be said about a card game with only 28 cards? In the case of 'Twilight,' quite a lot, actually. It is a trick-taking game for four players (highly recommended) or, optionally, for three (not recommended). It boasts the very unusual game mechanic that you can only play cards for your own cult, represented by one of the two 'suits' of cards in the slim deck. If you have none of your own, or choose not to play one, you can ask another player to play a card on your behalf. This becomes absolutely necessary as the game progresses, as your opponents will usually have a number of your cards, just as you will have some of theirs.

Strategy rears its ugly head in deciding which card to play in a given situation - not always an easy choice. Since both suits have an identical mix of cards, neither side has an advantage, other than in strategic card play.

Scoring is arcane, befitting a game with this subject (rival cults trying to capture the most souls), and with each round lasting a scant few minutes, a game of 1000 points is easy to achieve in under an hour. Highly recommended.

Note: this review refers to a different release of this product.
Finally artwork to match the mechanics!
July 22, 2004

This game was originally released by the same company under the title of 'Twilight.' The gameplay was innovative, a trick-taking game unlike any other. The artwork however was among the worst ever seen in a game, apparently having been drawn by someone without any art lessons.

This edition of the game is functionally identical to the previous game, but the art has been changed and vastly improved. The new theme is the duality of nature found in Dr. Henry Jekyll and his alter-ego, the monstrous Edward Hyde.

Two players take the part of the Jekyll nature, and the opponents are Hyde. The cards are evenly divided between two suits, each representing one half of the dual nature. The cards are shuffled and dealt between the players, which results in players having cards of both their own and the opposing suit.

The game is played in a fairly typical trick-taking fashion, except that players can only play a card of their own suit. If they do not have one or choose not to play one of their own, they can require another player to play one for them, to be chosen by that player. This results in a lot of mayhem, as a player may be forced to play a really good card for an opponent, or conversely may find themselves in the enviable position of wasting a good opposing card.

Without going into excruciating detail, the scoring is equally innovative. Players must make sure to take the lowest ranked-cards in order to score at all, while middle-ranked cards are often worth the most points. High ranking cards will win the trick, but there are few of these and they are worth few points in and of themselves.

I am very glad to see this one back on the market and in such a deluxe package. Definitely recommended.

A cult above!
March 24, 2001

Wow! What an intriguing little card game. I haven't had this much fun in a partners card game since playing Express. Within the small deck of twenty-eight cards are, in order of rank, Purgatory cards, Clerics, Souls, and Sanctuaries split identically for the Sun or Moon players. Even though the two lowest suits are the only point cards, with Sanctuaries being a multiplier, the major twist of this game is that any player may ask any other player to play a card from their hand for their turn! This creates many options not available in typical trick-taking card games. Also, the Purgatory card, although unbeatable, actually just postpones determining the winner of that trick until the following trick--winner take all! This game would get highest marks, except for the fact that it is really only for exactly four players. But hey, if Bridge clubs can do it, why not Twilight clubs?

Note: this review refers to a different release of this product.

Other Resources for Dr. Jekyll & Mr. Hyde:

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