DOUBLE FANUCCI
FCD#3 RULES v2
FLATHEAD EDITION
SETTING UP THE GAME:
The dealer, also known as the deckmaster, shuffles the cards and deals four to everyone, then decides the direction of play with either the person on his left or right. The cards are placed in the center of the table and the first card on top is discarded. Once there are no cards in the deck and the discard pile the round ends and a winner is determined. If in one play you run out of cards, you are dealt four new cards automatically.
HOW TO WIN:
Gain 1000 points before a round ends.
Have the most points at the end of the round.
Use the Indefensible Gambit (see gambits at the bottom)
NUMBER CARDS
The cards are numbered from 0 to 9 and also infinity. This means there are eleven cards per suit. These are the values of the cards, which may change depending on the suit. For simplisitic purposes infinity cards are worth 10 points.
SUITS OF CARDS
There are 15 different suits.
TOPS - Tops are simply worth what they're worth.
ZURFS - If your name starts with Z, add one point to the number value on the card.
PLUNGERS - Plungers are simply worth what they're worth.
FROMPS - Fromps are simply worth what they're worth, but if you discard a fromp you gain a point for doing so.
RAINS - Rains are simply worth what they're worth.
MAZES - Mazes are worth what they're worth normally but are NEGATIVE in Combines. Negative 0 is still 0 though.
LAMPS - Lamps are worth what they're worth but due to being a light source any play containing a lamp cannot be nerfed by a grue.
SCYTHES - Scythes are simply worth what they're worth.
INKBLOTS - Inks are simply worth what they're worth except 6 and 9 which are worth 9 and 6 respectively. Damn multiple personality disorders.
HIVES - Hives are tricky. Evens are worth normal, odds are worth double. Infinites are worth 0, 0s are worth negative 1.
TIME - Time cards are simply worth what they're worth, unless the value is the same as the hour it currently it is. Then it's worth double. Infinites are wilds. Time is infinite, after all. Lunch time doubly so.
SMILEY - Smiley cards are worth what they're worth.
EARS - Ears are worth what they're worth.
BUGS - Odds are worth what they're worth, evens are worth half.
BOOKS - Books are worth double in all cases.
FACE CARDS
Face cards have no suit, have special abilities, and are worth certain points.
GRANOLA - It's a bowl of granola. Worth 0, but is an automatic trump target. Any time someone wants to trump you, they have to trump the granola.
DEATH - Worth 10 points. When played in any kind of play, you can take one card from the other player's hands and discard it.
LIGHT - Worth 5 points. Automatically negates grue cards used against you while it is in play.
SNAIL - Worth 2 points. The player who plays after you do takes too long and his turn is skipped. The snail moves to him. He doesn't gain the points, but the effect will go around the room until the card is removed from play.
BEAUTY - Worth 4 points. All girls at the table also get an additional 2 points.
TIME - Worth as many points as the hour you play it in. If it's 11:59 it's worth 11 points, if it's 1:02 it's worth 1. The points do not change.
GRUE - There are three ways to play the grue card. One is to cheat with it (see below). The second is to play as a normal card face up worth 10 points. The third is to force a player to discard a play and replace it with the face down grue card worth 0. You can also use it to negate the effects of any other face card except light. If used on snail, the snail is eaten. If the lights are turned off before you can play the card, YOU are eaten by a grue and must restart from the begining.
LOBSTER - Worth 5 points, but you can't use with with anything else. It must be played as a single play.
JESTER - Jesters are wild and can be anything except a face card.
LEGAL PLAYS
On each play, you must announce exactly what you are doing. One play is equal to one turn.
DRAW - You can only draw a new card at the begining of your turn if you have less than four cards. If you announce you're drawing, then realise you already have four cards, you end your turn and everyone else in the game gets 5 points. You can only draw one card per turn.
DISCARD - You can discard at the begining of your turn. You forfeit your turn but you may discard as many cards as you want. If you discard all of your cards you may buy one card for five points. Discarding your cards, unlike playing them, has no effect on other players.
SINGLE-PLAY - Play one card, gain that many points.
DOUBLE-PLAY - Play two cards, gain that many points. If you only have two cards left you may draw another card for free.
DIVIDE - Pick two cards that the numbers are divisible by themselves with no remainders, such as 6 and 3. Hold both cards, announce you're dividing. They're counted as the divided answer (2 in this case) and you gain that many points. Mark them with a Red gem to show they are discarded. There are special rules to diving zero and infinite. If you divide by zero, everyone's hands are taken and shuffled together then dealt back out evenly.
REVERSE - Pick one card. You get the opposite ammount of points. When you reverse a card, you also reverse direction of turns. Mark the reversed card with a Blue gem to show it is reversed.
TRUMP - Find another play on the table that is equal in points to the card you want to play as if you were playing the trump card as a single play. Ie the divided 6 and 3 above is worth two points so you trump it with a 2. You discard that play and they lose that many points but you gain no points. Afterwards, discard the trump card.
UNDERTRUMP - Trump one of your own plays, take another turn.
COMBINE - If the sum of the points of all of the cards you want to play is equal to ten, you can combine them. Mark combines with a Green gem. You gain twenty points.
PASS - Forfeit your turn, pick up five points.
OVERPASS - You must have a poker straight (consecutive numbers) in order to play an overpass. Announce you're overpassing, discard the cards in order while counting. You gain no points but make the next person lose a turn.
MUTTONATE - If you muttonate a card, it is placed in another player's play area with a Black gem. They lose that many points.
IONIZE - Discard the card, everyone including you loses that many points.
CHEAT - For a cost of ten points and discarding your card, you can cheat!
* Look at another players hand.
* Draw an extra card that turn.
* Exchange scores with someone else.
* Turn the discard pile into the draw pile and vice versa.
* Exchange hands with someone else.
* Play a Triple Play!
* Ignore all cheat card effects in place. See below.
CHEAT CARD EFFECTS
These cards are special. Cheat with them, and get special effects! These cards are placed on the other side of the deck opposite of the discard pile. Only one of these effects may be in place, so when one gets replaced the previous effect is over. This discard pile can be moved to the normal discard pile to negate any effects by using the last cheat rule above.
* Cheat with the Grue card, cause a player to restart from the begining again. They discard their entire hand and all their plays, draw four new cards, and their score is reset to zero.
* Cheat with the 3 of Fromps, no one wins. Everyone loses. You suck.
* Cheat with the Seven of Smilies. No one is allowed to sit anymore. STAND UP!
* Cheat with the Granola card. The game pauses and everyone goes to get something to eat and come back. Anyone who doesn't come back with food or refuses to leave loses all of their points because they died of starvation. Drinks are optional.
* Cheat with the Lobster. You have permission to pinch the player of your choice.
* Cheat with the Light. The grue card is discarded entirely for the rest of the game and gets it's own special discard pile.
* Cheat with the Snail card. All double plays that have been played are now split into single plays and the lowest value is sent to the discard pile and the players lose that many points. If both values are the same they both get discarded.
* Cheat with the Beauty card and cast KENDALL! The rest of the game becomes draw one play one.
* Cheat with the Time card. Everyone wearing a watch loses 5 points. If anyone asks the players what time it is they MUST say it's 4:30, or lose an additional five points.
* Cheat with the Jester and cast LLADNEK! The rest of the game is now hand limit of three cards, draw five, play two, face cards are worth nothing, and if you double play the Grue and the Light you win!
* Cheat with the Infinite Ears or the Naught of Books. No one is allowed to speak.
GAMBIT PLAYS
These plays are a bit strange, but if you can pull them off you'll do weird things!
THE INDEFENSIBLE GAMBIT: Undertrump three times while a 3 of Fromps is on top of the discard pile and you win automatically.
THE JESTERS GAMBIT: Do a double play with the 0 of Tops and any other Naught card. Worth zero. Take half the deck, turn it over, place it in the discard pile.
THE PLUMBERS GAMBIT: Do an overpass play with a nine of plungers. If you can produce at that point two rubber duckies double your points.
THE INSIDE DUO GAMBIT: Discard the Lobster, count up all your negative points and add half to your score. Math is important, after all.
ILLEGAL PLAYS
- You can never undertrump the Snail.
- You can never muttonate a single top unless it is a two person game.
- You can never double play the Time face card.
- You can never cheat Death.
- You can never divide infinites. You CAN divide by zero.