0% found this document useful (0 votes)
75 views2 pages

Card Game Rules: Strategy & Scoring

The document describes the rules for a card game involving fantasy categories and effects. Players take turns distributing and choosing cards for their hand, then playing cards one by one, with some cards having effects that impact other players or allow opening previously closed cards. The goal is to accumulate the highest score by the end by adding up the visible cards in each player's area.

Uploaded by

filtusss
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
75 views2 pages

Card Game Rules: Strategy & Scoring

The document describes the rules for a card game involving fantasy categories and effects. Players take turns distributing and choosing cards for their hand, then playing cards one by one, with some cards having effects that impact other players or allow opening previously closed cards. The goal is to accumulate the highest score by the end by adding up the visible cards in each player's area.

Uploaded by

filtusss
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 2

b. The value of the card.

It can be: specific (a number indicates the


card value), conditional (there is a Cross icon below the number)
or variable (there is an asterisk instead of the number).
(For further explanation of the values see ahead “The cards” );
CONTENTS: NUMBER OF PLAYERS c. The total number of copies of that card in the Deck: this
100 cards From 2 to 5 Players information indicates the frequency of the card and therefore it is
2 Rules Books (2 to 4 with Simplified rules) very useful when choosing the cards. For Example, 4/100 means
(Italian, English) that there are 4 copies of that card in the entire deck;
Purpose of the game: d. The category:
Achieve the highest possible score. The score is calculated by summing Fairy Wood Shadow Kingdom
the value of the cards each Player will have in front of him/her at the
end of the game, without counting the value of the “closed” ones, i.e.
the ones placed on the table face down. Holy Empire Dragon Valley
e. The typology:
Preparation:
The Dealer (randomly chosen among Players) shuffles the cards and
makes a pile in the middle of the table. Character Place Tale

Game order: f. The number of the card: Some of the cards (6 Fairy Wood, 6 Holy
The game is played over 4 rounds, each consisting of the following 3 Empire and 6 Dragon Valley) are necessary or need other cards
phases (always in the same order): to satisfy a condition or to gain variable points (see ahead “The
cards”). In order to recognize them easily, they have a reference
1 Distribute the cards 2 Choose the cards 3 Play the cards number of the same color of the category each card belongs to.
1 Distribute the cards: Example: The Spirit of the Spring
The Dealer takes the pile and distributes 5 cards to each Player. has a specific value of 1, is a character,
Everyone picks up and looks at his/her cards, without showing them to belongs to the Fairy Wood category and
other Players. is the card number 2. There are 4 Spirit
of the Spring cards in the entire deck.
2 Choose the cards:
When the Dealer gives the start signal, each Player chooses first 1 The effects:
card among the ones received and places it in front of him/her on the Some of the cards produce an effect in the very moment in which they
table face down. Secondly, he/she passes the 4 remaining cards in his/ are played. The effect, to whom the effect is applied and which category
her hands to the Player next to him/her. is affected are illustrated on the right side of the card.
Then, each Player chooses a second card, and passes the remaining Depending on the indicated symbol, the effects are applied:
ones. The process goes on until finally each Player has 5 cards in front
of him/her and none in his/her hands. a) only to the Player
b) to all players
In the 1st and 3rd round not chosen cards are passed to the Player playing the card
sitting at one’s left, in the 2nd and 4th round to the Player sitting at
In case several cards with an effect are played simultaneously, the
one’s right. Players can look at the cards they have chosen and
order with which the effects are applied is as follows:
that are placed in front of them at any time.

3 Play the cards: 1) HUNT 2) OPEN 3) CLOSE


Each Player picks up the 5 chosen cards and decides which cards he/
she wants to play. Only 3 cards will be played, 1 at a time, as follows: 1) HUNT
A) Each Player chooses the card that he/she wants to play and
Hunt cards have effect on all Players.
places it in front of him/her face down.
B) All Players turn the played card face up simultaneously. In case one of the played cards has the symbol Hunt, all other cards
C) All possible effects are then applied. (See ahead “The Effects”). played contemporarily and belonging to the Shadow Kingdom category,
must be immediately closed.
At this point each Player has 1 played card in front of him/her and 4
If there are effects in the closed cards, they will not be applied. The
cards in his/her hands. Steps from “A” to “C” must be repeated twice
more, so that each Player has 3 played cards on the table and 2 cards Hunt card does not have effect on previously played cards.
not played left in his/her hands. The 2 cards not played must then be Example: Tom plays the Fairy Queen, Anna
discarded. plays the Demon (Shadow Kingdom category)
The played cards will remain in front of each Player for the entire game: and Paul plays the Castle (Holy Empire
at the end of the 1st round each Player thus will have 3 played cards in category).
front of him/her, at the end of the 2nd round, 6, at the end of the 3rd, 9 The Hunt effect of the Fairy Queen hits the
and at the end of the 4th, 12. Played cards must always be visible Demon, which must be immediately closed. Its
to all other Players and therefore must be placed side by side and Close effect will not be applied.
must not overlap one another. The Castle does not belong to the Shadow
Kingdom category, therefore it does not suffer
End of the game and score calculation: any effect. Its Close effect will be applied.
At the end of 4th round the game ends and the time comes to make the
2) OPEN
calculation of the score.
The OPEN cards have effect only on the Player who has played them.
Remarks: Some cards could be in the closed state, i.e. face down,
Among his/her previously played cards that are closed, he/she has to
because of the effects applied during the game.
verify if there are any cards belonging to the affected category (indicated
These cards must now be removed from the table as they are worth 0
in the lower right corner). If so, he/she needs to choose 1 and open it,
(zero) points and cannot be used to obtain points from the conditional
placing it face up.
and the variable cards (see ahead ”The cards”).
Each Player calculates his/her score summing up the value of his/her Example: Tom previously had to close the
remaining cards. The Player achieving the highest score is the winner. Elven Warrior (Fairy Wood category). Now
he plays the Spirit of the Spring. He can thus
Keys: open the Elven Warrior.
Closed card: a card placed face down.
Open card: a card placed face up.
To OPEN : turning a Closed card placing it face up.
To CLOSE : turning an Open card placing it face down.
Remark: The Dark Angel allows a player to
On the upper part of each card the following information is reported: open 2 cards at that Player’s own discretion
within all his/her closed cards, independently
a. The name of the card; from the category they belong to.
3) CLOSE 3. Allies Cards: have a specific value.
The CLOSE cards have effect either a) only on the Player who played At the bottom of these cards the “Allies” icon is always indicated,
them or b) on all Players, depending on the symbol indicated on the followed by an image illustrating the allied card. Allies Cards are
card. needed to gain the points of the 4th type cards.
a) Among his previously played cards that are open, the one who has
played the card has to verify if there are any cards belonging to the
affected category (indicated in the lower right corner). If so, he/she Example: the Sky Dance Dragon (card number 4) is
needs to choose 1 and close it, placing it face down. the Allied of the Dwarven Warrior
If the Player does not want to close already played cards, he/she (card number 5).
can choose to close the CLOSE card, as the CLOSE card also
belong to the affected category.
If the Player has no other cards belonging to the affected category 4. Variable Cards: have a variable value. The value of the card
but the CLOSE one, then the CLOSE card must be played closed. depends on the number of required cards that the Player has in front
of him/her. They are worth 1 point (or 3 points if there is the x3 multiplier
Example: Tom has, in front of him, open, the at the bottom of the card near the arrow) for each required card held by
Elven Warrior (Fairy Wood Category). the Player. The required card is indicated at the bottom of the card.
He plays the Fairy Ring.
Example 1: The Dwarven Warrior (card number 5) will
As both cards belong to the affected category
be worth 3 points for each Sky-Dance Dragon (card
(Fairy Wood), Tom can choose which one of
number 4) owned. Example: Tom has 1 Dwarven
the two he likes to close.
Warrior and 2 Sky-Dance Dragon. The Dwarven
Warrior is then worth 6 (2x3) points. As the Sky-Dance
Remark: Dragon cards are worth 3 points
The Magic Circle of Chaos allows to choose each, Tom’s total score is 12 points.
the card to be closed at Player’s own
discretion within all his/her cards (including
the CLOSE card just played), independently Remark: if the Player doesn’t have any Sky-Dance Dragon cards, then
from the category they belong to. the Dwarven Warrior card will be worth 0 (zero) points.

Example 2: The Mischievous Fairy (card number 6) will be worth


b) Among their previously played cards that are open, all Players have 1 point for each Mischievous Fairy (card number 6) owned. Note
to verify if there are any belonging to the affected category (indicated that the required card is equal to the card itself. It is
in the lower right corner). If so, they need to choose 1 and close it, therefore worth at least 1 point because the card itself
placing it face down. must be considered as a requested card. So, if Tom,
If a Player has no cards belonging to the affected category, then the for example, owns 4 Mischievous Fairy, each will be
effect will not be applied on him/her. worth 4 points and therefore the total
Example: Tom plays the Vampire. score obtained will be 16 points.
All Players must close a Fairy Wood category
card. Tom has open in front of him the
Dwarven Warrior (Fairy Wood category), so On cards of the 2nd and 4th types these symbols
he must close it. Anna has open in front of mean that, in order to either obtain variable points
her the Elven Warrior (Fairy Wood category), or to satisfy conditions, the player must own the
so she must close it. Paul does not have any cards indicated.
open Fairy Wood category card, therefore he 5. The Trickster card: a Question Mark is indicated at the bottom
will not suffer any effect . of the card. At the end of the game it can represents another card
Players can look at the closed cards in front of them at any time. in order to gain variable points or to satisfy a condition requiring the
ownership of other specific cards. Remark: it cannot be used, instead,
The cards: to satisfy conditions requiring specific categories or typologies, it can
There are five different card types: substitute only 1 card per match and it is always worth -1 (minus one)
1. Action Cards: have a specific value and produce effects when points during the calculation of points, whichever card it represents.
played. (See above “The effects”).
2. Conditional Cards: have a specific and very high value, but only Example: To satisfy the condition of the Fairy Tale-
if the condition on the card is satisfied, otherwise they are worth 0 Chapter 4 Tom decides that The Trickster represents
(zero) points. The condition to satisfy is illustrated at the The Fairy Queen. The Fairy Tale-Chapter 4 will then
bottom of the card. be worth 9 points. Tom will therefore collect 8 points in
Example 1: the Fairy Tale-Chapter 1 is worth 6 points total, as The Trickster is worth always -1 points.
only if the Player is the one who has the highest number
of Fairy Wood category cards. Remark: the Player gains
6 points even if there is a tie If you want to gain gradually confidence with the Game, try to use first
with 1 or more the
Players.
SIMPLIFIED RULES:
Example 2: the Fairy Tale-Chapter 2 is worth 7 points
Remove from the 100 cards deck the 20 cards that are marked
only if the Player owns both 1 or more Fairy Ring (card
with the Symbol represented aside. The HUNT, the conditional
number 1) and 1 or more
and The Trickster cards won’t be used.
Spirit of the Spring (card
number 2). RULES FOR A GAME IN COUPLES:
These rules apply to a game with 4 Players. First of all, Players form
Example 3: the Fairy Tale-Chapter 3 is worth 8 points two teams by two members each. Then, they sit at the table in front of
only if the Player owns both 2 or more Dragon Valley the partner. The Players must always pay attention to the cards their
cards and 2 or more Holy partner is playing. The game starts and proceeds as usual, with the
Empire cards. exception of the score calculation. In a couples game, in fact, the team
having the total score higher than the other team is the winner.

Example 4: the Fairy Tale-Chapter 4 card is worth 9 Questions, comments, suggestions can be addressed to : info@whatsyourgame.it
Web site : www.whatsyourgame.it
points only if the Player owns the Fairy author: Satoshi Nakamura illustrator: Yoko Nachigami
Queen (card number 3). © 2004 Yuhodo © 2005 What’s Your Game?

You might also like