General Concepts

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The following concepts are basics for playing a game of Furoticon.

Materials

A normal deck must contain exactly 40 cards. Except for Home Havens, which are unlimited, a normal deck may not have more than 3 copies of a card.

A draft or sealed deck must contain exactly 20 cards. There is no limit to the number of copies allowed in a deck, but a player may only use Home Havens and cards acquired from the draft or sealed event to construct his or her deck.

A way to clearly keep track of AP and SP totals is necessary to play Furoticon. It is normally a good practice to keep dice around, but paper and pen or pencil may be used to keep track of totals if no dice, gems or tokens are available.

Starting a game

To start a game, follow these steps:

  • Each player shuffles his or her deck so that the cards are sufficiently randomized. An opponent may also shuffle or cut the deck. The deck is also known as a black book.
  • Determine who goes first. This may be done in any way that all players agree on (e.g. flipping a coin or rolling a die).
  • Each player sets his or her Max SP and SP to 50. This can be easily done by placing dice totaling 50 SP on his or her Owner card. Owner cards are optional and exist to supply a player with a reminder of the costs and values in the game, as well as a convenient place to keep track of his or her SP total.
    • If players are playing a quick starter game, each player sets his or her Max SP and SP to 25.
  • Each player draws a hand of 6 cards from the top of his or her black book.
  • Starting with the player going first, each player decides whether to keep his or her hand or to take a mulligan. Players may take only one mulligan.
    • To take a mulligan, a player places the cards in his or her hand on the bottom of his or her black book in any order. Then that player draws a new hand of 5 cards.
  • Once the last player has finished his or her decision, the game begins with the first player's Refill step. The player going first gets 5 AP instead of 10 on his or her first Refill step.
  • See Gameplay to continue.

Ending a game

A player with 0 SP loses the game.

A player may voluntarily concede the game at any time. That player loses the game.

A player wins the game when all of his or her opponents lose the game. If that player has any teammates, the teammates win the game as well, even if they had previously lost the game.

An effect may cause a player to win or lose the game immediately.

If every player takes no Main Step actions besides ending the turn (drawing a card, playing a card, playing a skill, entering bed and swinging with at least one Furre) for three turns in a row, the game is a draw at the end of the last player's third turn.

If all remaining players simultaneously win or lose, the game is a draw.

If each player has taken 60 turns, the game is a draw.

When a player loses in a multiplayer game, all objects owned by that player and all skills or cards controlled by that player that haven't gone off no longer exist in the game. If that player controlled any objects that he or she didn't own, their original owners regain control of them. If it was that player's turn, play as if that player has immediately ended his or her turn after everything has gone off and there is nothing to react to.

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