A game for 3 or 4 people and 1 or 2 decks of cards.
WARLORD: The current player.
FOOLAMANCY: The face up card in front of each player. May never be a JOKER.
TRUTH: The face down card in front of each player.
TARGET: The sought after card played by a WARLORD each turn face up in the middle of the table. May never be a JOKER.
AGENDA: The card chosen by each player at the beginning of the game and placed aside. The suit and number of this card will have an effect on their score.
Several ERF sides were once at war, and each one fielded a master foolamancer. After the battle was over and one side stood victorious, some said that the Rulers in this great war had been manipulated by the Foolamancers they had employed, and that the real battle was amongst these Casters, to discover which one was the true Foolamaster!
To capture as many cards as possible. Each card is worth 1 victory point. Each card that is the same suit as your AGENDA is worth 2 victory points. Each card that is the same number as your AGENDA is worth 3 victory points.
If a player has a JOKER as their AGENDA, they ONLY score points if they have the LEAST number of points (otherwise the player with the most points wins). All cards captured by a player with a JOKER as their AGENDA are worth 3 points. If two players with a JOKER AGENDA tie, neither wins.
STARTING THE GAME:
Leave the JOKERS in. Shuffle the DECK. If you would like a longer game, Shuffle TWO decks together. Note that JOKERS can never be played as FOOLAMANCY or TARGET cards.
Each player is dealt a hand of 3 cards. The player who looks most different today from how they normally look goes first. This player is known as the WARLORD. When their turn is over the next player becomes the WARLORD.
Each player chooses a secret card from their hand known as their AGENDA. They look at it, note its suit and number to themselves, and put it away to the side away from the play area. A good layout is to put all cards CAPTURED by each player face up so all other players can see them, beneath or near the AGENDA.
Each player puts their other two cards into the play area. One FACE UP, called the FOOLAMANCY, and one FACE DOWN beneath it, called the TRUTH. Note that the FOOLAMANCY can NEVER be a JOKER.
Each player draws back up to 3.
PLAYING THE GAME:
- The current player (THE WARLORD) may (if they want to) discard their current FOOLAMANCY and replace it with a card from their hand.
- The WARLORD then plays a card from their hand FACE UP in the middle of the play area. This card is known as the TARGET. The TARGET may NOT be a JOKER.
- The WARLORD then turns to each player starting with the player CLOCKWISE from them and asks if they would like to challenge for the TARGET.
- If NO ONE challenges, the WARLORD captures the card they played.
- Only ONE other player may challenge (the first player to do so), once that challenge is resolved, the turn is over.
At the END of every turn ALL players replace any FOOLAMANCY or TRUTH cards they may have lost during the turn AND THEN draw back up to three cards, starting with the WARLORD and going CLOCKWISE.
If a player challenges the WARLORD for the TARGET, then the WARLORD can do one of two things.
1. GIVE IN: The TARGET card is CAPTURED by the player that challenged.
2. CALL THEIR BLUFF: The challenging player reveals their TRUTH and the challenge is resolved like this:
The WARLORD’S Score is equal to their TARGET card plus the WARLORD’S FOOLAMANCY card.
The CHALLENGER’S score is equal to the CHALLENGER’S FOOLAMANCY card + the CHALLENGER’S TRUTH card.
With these caveats:
ACES are worth 1, KINGS are worth 11, QUEENS are worth 12 and JACKS are worth 13.
A pair is equal to the value of ONE of that pair + 13.
I.E 2 Aces are worth 14. Two JACKS are worth 26
A JOKER and any card is equal to 26 (the value of 2 JACKS) + the value of that card.
Ties always go to the WARLORD.
If the WARLORD has a HIGHER SCORE or EQUAL score, the WARLORD captures the TARGET and another card - either the CHALLENGER’S FOOLAMANCY or the WARLORD’S FOOLAMANCY - the WARLORD decides which.
If the CHALLENGER has a HIGHER SCORE (but not EQUAL), the CHALLENGER captures the TARGET and either the CHALLENGER’S FOOLAMANCY or the WARLORD’S FOOLAMANCY - the CHALLENGER decides which.
Note that TRUTH cards are never captured, and JOKERS are never captured (they can only be played as TRUTH or AGENDA cards)
At the end of the challenge the CHALLENGER discards their FOOLAMANCY (unless it has been captured) and their TRUTH. They then replace these cards from their hand.
If the WARLORD’S FOOLAMANCY card has been captured they replace it with a card from their hand. Otherwise it remains.
Only AFTER these cards are replaced do players draw back up to 3.
ENDING THE GAME:
Play until a player ends a turn with less than 3 cards and can’t draw any more because the deck is exhausted. Reveal AGENDA cards and score the game.