OBJECTIVE:
FWAVORITES take turns engaging in FWIGHTS with their FWIGHTERS and playing FWANCIES until one person reaches the center of THE FWARTRESS first, thus winning the FWAR and completing their siege.
WHAT YOU NEED:
◘ Four players (FWAVORITES).
◘ Four standard decks of cards (with Jokers).
◘ Four d6 dice. (NOTE: red, black, blue, and green dice are preferred for historical adherence to Quarternarian custom.)
◘ One d4 dice (optional).
◘ Ample table space.
OVERVIEW:
To win the FWAR, FWAVORITES must break through a column of FWARTRESS FWIGHTERS and defeat the last defender to reach the center of THE FWARTRESS.
FWAVORITES may play any FWANCIES from their hand at any time. Each FWANCY has a unique ability when played and can target any FWIGHTER on the table unless otherwise specified.
◘ THE FWARTRESS itself has a turn, going last each round. It cannot instigate FWIGHTS but may play its own FWARTRESS FWANCIES against FWAVORITES. (NOTE: See the FWANCY FWEATURES OF THE FWARTRESS table for card interactions.)
◘ Once a FWAVORITE defeats a column of FWARTRESS FWIGHTERS, they must then go through the last remaining cards in THE FWOXHOLE at the center: first defeating the FWARTRESS FWUNDRAISER, then the DIVINE FWARTRESS DEFWENDER beneath it, which then resurrects the top card from THE FWALLEN as THE FWINAL FWARTRESS FWIGHTER upon its defeat.
◘ The FWAVORITE who defeats THE FWINAL FWARTRESS FWIGHTER wins the FWAR and completes their siege of THE FWARTRESS.
CREATING THE DECK OF SUITPREMACY:
Remove all 2’s, 3’s, J’s, and K’s from four standard decks of cards, adding eight Jokers and shuffling them all together for 152 total cards (same as THE AUTHOR'S VERSION of FWARS OF SUITPREMACY).
Four-color decks (red, black, blue, and green) are preferred for both ease of play and historical adherence to Quarternarian custom.
CREATING THE FWARTRESS:
1. Search the DECK OF SUITPREMACY for a 4 (the DIVINE FWARTRESS DEFWENDER) and remove it, then shuffle the deck. Place the DIVINE FWARTRESS DEFWENDER face-up in the center of the table.
2. Draw a card from the DECK OF SUITPREMACY and place it face-up on top of the DIVINE FWARTRESS DEFWENDER, thereby covering it. This card becomes the game's FWARTRESS FWUNDRAISER, and together these cards comprise THE FWOXHOLE.
3. FWARTRESS FWIGHTERS: Stretching out from this middle area, place two cards face-up in each cardinal direction (N, E, S, W) and four cards face-up in each intercardinal direction (NE, SE, SW, NW), comprising twenty-four total cards.
STARTING THE GAME:
1. Sit around the center of the table in a circle, equidistant from each other, facing each intercardinal direction of THE FWARTRESS.
2. FWIGHTERS: Deal nine cards face-up to each FWAVORITE in a 3x3 grid stretching towards THE FWARTRESS, each grid facing a column of four FWARTRESS FWIGHTERS.
3. FWANCIES: Deal eighteen cards face-down in a pile to each FWAVORITE and to THE FWARTRESS itself. Each FWAVORITE draws four FWANCIES into their hand.
4. Roll a die to determine the turn order for the FWAR. Roll as fast as you can without taking turns. The FWAVORITE who first rolls a 4 gets to play first as FWAVORITE 1, and all others are designated FWAVORITE 2, 3, and 4 in clockwise order, with THE FWARTRESS going fifth and last.
EACH TURN, FWAVORITES:
Draw FWANCIES, at the start of their turn, until their hand contains the maximum four cards allowed.
Play FWANCIES at any moment during the game, after which they join THE FWALLEN.
FWIGHT in FWARS. FWAVORITES must engage in one FWIGHT per turn, on their turn. To do so, they choose one of their FWIGHTERS to declare a FWIGHT in a straight line towards either a FWARTRESS FWIGHTER or a FWIGHTER in THE FWOE ZONE. This decision to attack is final, and all FWAVORITES must accept the terms of the FWIGHT before it is concluded. FWIGHTERS lose and join THE FWALLEN if their FWARTITUDE is less than or equal to that of the opposing FWIGHTER(s) at the end of a FWIGHT. Before the FWIGHT ends, however:
The FWIGHTER who instigates the attack (and only the attacker) must observe the SACRED SQUARE OF SUITPREMACY, meaning they DIG, CORRUPT, DISARM or DESTROY any defending FWIGHTER(s) over whom they possess SUITPREMACY. Such defender(s) lose all FWARTITUDE, are automatically defeated, and join THE FWALLEN upon conclusion of the FWIGHT.
The defending FWAVORITES can choose one FWIGHTER to the immediate left or right of the attacked FWIGHTER to help defend, thereby adding its FWARTITUDE and joining the FWIGHT. (Note: In a FWIGHT, each participating FWIGHTER directs its FWARTITUDE to each individual FWIGHTER of the opposing side.)
Any FWIGHTER in a FWAVORITE’s front row that has a direct line to the closest FWARTRESS FWIGHTER may initiate a FWIGHT upon the latter, regardless of column positioning.
Move a FWIGHTER (optional). FWAVORITES may conclude their turns by moving one of their FWIGHTERS one open space to the left or right within the grid. While moving, FWIGHTERS must adhere to THE LAWS OF FWARTRESS FWYSICS. FWIGHTERS are not permitted to move beyond THE FWOE ZONE or into THE FWARTRESS.
EACH TURN ON ITS TURN, THE FWARTRESS:
Plays a FWARTRESS FWANCY. After all FWAVORITES take their turns in a round, THE FWARTRESS plays a FWARTRESS FWANCY that targets a specific FWAVORITE determined by a die roll corresponding with the FWAVORITES’ number in the turn order.
As outlined in the FWANCY FWEATURES OF THE FWARTRESS table. FWARTRESS FWANCIES have the same effects as their FWANCY counterparts but have rules guiding their use to THE FWARTRESS’ advantage.
FWARTRESS FWANCIES fizzle out if their conditions are not able to be met.
Note: FWAVORITES may not use a 9 to negate FWARTRESS FWANCIES.
THE FWOE ZONE:
Between all neighboring FWAVORITES lies a shared FWOE ZONE in which FWARTRESS FWANCIES cannot target FWIGHTERS, and the path to the center of THE FWARTRESS is defended by only two FWARTRESS FWIGHTERS.
FWAVORITES may move a FWIGHTER laterally into the FWOE ZONE on their turn if it is unoccupied, treating the movement as if moving one space, but may still only move once per turn.
In this area, only one FWIGHTER is allowed at a time. Therefore, FWAVORITES may engage their opponents’ FWIGHTERS in FWIGHTS to battle for positioning in THE FWOE ZONE.
Any FWIGHTER in a FWAVORITE’s closest column to THE FWOE ZONE may initiate a FWIGHT upon the latter. If the result of the FWIGHT leaves THE FWOE ZONE unoccupied, a FWAVORITE may separately choose to use their movement action to move a FWIGHTER into it.
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