Innkeeper's Folly

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Innkeeper's Folly

Starting The Game

The game can begin with up to four players. The goal of the game is to match the center number exactly. When this is done, the player who did this gets a piece of the idol. If all 3 pieces are collected by a single player, the game ends and that player wins. After one piece is collected, all totals are reset to 0, all cards are reshuffled, and a new center number is chosen. After all 3 pieces are collected, any player that does not have a piece is eliminated. If there are three players each with one piece, the winner of future rounds chooses who they steal a piece from. Each player is dealt 6 cards of different numerical values and with different suits. These will be explained below. To determine who goes first, draw from the center number deck, and the player with the highest number goes first, then turn order goes clockwise. Each turn consists of two phases. Draw and play. Players always draw at the start of their turn, unless other effects keep them from doing so. Only one card can be played per turn. All cards specify who's total they modify.

Cards

The deck contains 56 standard cards, numbered from 1 to 8, with seven suits, which do the following:

  • Lizard: Card value is halved (Round up)
  • Drake: Subtract Point Value from target total
  • Wyvern: Add point value to target total
  • Spider: Add numerical value then halve your total (round down)
  • Dragon: Card's point value is doubled, only playable on yourself
  • Giant: Add numerical value then halve total (Round down), only playable on opponent
  • Ghoul: Card's point value is doubled, only playable on opponent

The deck also contains bonus cards. All have a numerical value of 0 and have no suit. There are 2 copies of each.

  • Pirate: Steal the total of another player and add it to your own.
  • Lekyros: Draw a card. Ignore it's effect, but you may add or remove it's value from all players.
  • Vampire: Halve the total of another player (round down.) Add the removed value to your total.
  • Drunk: Reverse all totals. 60 becomes 06, 132 becomes 231, etc.
  • Demon: Reset target total to 0. Shuffle target hand into the draw pile. Target draws 6 cards.
  • Zombie: Target cannot draw for the next two turns. At the start of target's turn, add 3 to target's total. Effect ends when target draws a card.
  • Axe: Halve the center number (Round down.)
  • Chain: Target cannot increase their total by more than 5 on their next turn.
  • Hammer: Double the center number.
  • Mountain: Set target total to 0.
  • Dream: Pass all totals in any direction.
  • Tavern: Pass all hands in any direction.

The Center Number

A deck of cards ranging from 30 to 50 is shuffled each time a new round begins. Draw a card to determine the target number.

Notes

The maximum total is 200. If a card would set your total to something over 200, it will automatically be set to 200. Zombie makes it impossible for the player to draw cards themselves, through any means. They no longer automatically draw a card at the start of their turn, and cards like Lekyros will not allow them to draw a card. Only other players may force them to draw. Chain will not let cards that increase a score by more than 5 be played at all. For example, one cannot play Wyvern 7 and only gain 5, they simply cannot play the card at all. Purely for flavor, the three idol pieces are called: The Jade Eyes The Diamond Claws The Ruby Body