OBJECTIVE:
◘ FWAVORITES take turns engaging in FWIGHTS with their FWIGHTERS and playing FWANCIES until the FWAR is won.
WHAT YOU NEED:
◘ Two or four players (FWAVORITES) in teams of one or two.
◘ Two or four standard decks of cards (with Jokers), depending on the game version.
◘ Four d6 dice. (NOTE: red, black, blue, and green dice are preferred for historical adherence to Quarternarian custom.)
OVERVIEW:
◘ To win a FWAR, FWAVORITES must break through a column of FWIGHTERS and directly attack their opponent once, undefended, with any of their own FWIGHTERS.
◘ 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.
GAME VERSIONS:
◘ FWINAL FWAR VERSION: The game is played with two modified decks to create the DECK OF SUITPREMACY and lasts one FWAR.
◘ THE AUTHOR'S VERSION: The game is played with four modified decks to create the DECK OF SUITPREMACY in a best-of-three series of FWARS.
CREATING THE DECK OF SUITPREMACY:
◘ FWINAL FWAR VERSION: Remove all 2’s, 3’s, J’s, and K’s from two standard decks of cards, adding two Jokers and shuffling them all together for 74 total cards.
◘ THE AUTHOR'S VERSION: 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.
◘ Four-color decks (red, black, blue, and green) are preferred for both ease of play and historical adherence to Quarternarian custom.
STARTING THE GAME:
1. Sit across from your opponent(s) and next to any teammates (if applicable). (NOTE: All FWAVORITES share the same FWIGHTERS and FWANCIES with their teammate(s).)
2. Create the DECK OF SUITPREMACY corresponding with the desired game version.
3. Search the DECK OF SUITPREMACY for a 4 (the DIVINE DEFWENDER) and remove it, then shuffle the deck. Place the DIVINE DEFWENDER face-up off to one side of the table, equidistant between opposing sides.
4. Draw a card from the DECK OF SUITPREMACY and place it face-up next to the DIVINE DEFWENDER. This card becomes the game’s FWUNDRAISER.
5. FWANCIES: Deal twenty cards face-down in a pile next to each side. Draw four FWANCIES into your hand. (THE AUTHOR'S VERSION: Deal twenty-seven FWANCIES to each side instead.)
6. FWIGHTERS: Deal sixteen cards face-up to each side in a 4x4 grid stretching towards the middle of the table, leaving a gap in between.
7. Roll a die to determine the turn order for the FWAR. Roll as fast as you can without taking turns. The player who first rolls n number of 4’s (n being whichever number FWAR it is in the series) gets to play first.
8. THE AUTHOR'S VERSION: Repeat steps 6 and 7 before each FWAR in a best-of-three series.
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 their opponent(s). 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.)
◘ 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 FWYSICS.