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Fan & Mallet (団扇と小槌) thumbnail

Fan & Mallet (団扇と小槌)

Fan & Mallet (団扇と小槌) Rulebook

Table of Contents

Table of Contents

  • Components
  • Preparations
  • Flow of the game
  • Inhabit
  • Possession
  • End of the game
  • Kid ghosts
    • Umbrella kid ghost (red) — Add spirit power of immediately preceding spirit object
    • Bucket kid ghost (blue) — Add power of the abscent spirit object
    • Mirror kid ghost (green) — Add number of connected spirit object
    • Mortar kid ghost (yellow) — Add number of odd followers
    • Cauldron kid ghost (purple) — Add 4 if minority faction
    • Hatchet kid ghost (brown) — Add four if factions alternate
  • Staff roll

Components

  • 12 house cards — each shows: ① Origin: The spirit object that resides here from the start; ② Faction: Which side it obeys (background colour); ③ Colour: The colour of the spirit power.
  • 2 Incarnation pawns — God of riches (white), God of poverty (black)
  • 14 Possession markers — 7 white, 7 black
  • 60 Follower cards (in 6 colours)
    • Spirit object: 24 white, 24 black
    • Kid ghost: 6 white, 6 black

Follower cards show: ② Faction: Which side it obeys (background colour); ③ Colour: The colour of the spirit power; ④ Spirit power: The strength of the follower; ⑤ Ability: How to increase its power.

Card size: 63 x 89mm

Preparations

  1. The player who most recently saw a kid ghost is the God of riches (starting player).
  2. Shuffle all house cards, and place them randomly in an oval, face up.
  3. Put the possession markers inside the oval.
  4. Each player places his incarnation pawn in his rightmost closest corner (see figure).
  5. Each player shuffles all follower cards of his own faction to make his draw deck, place the deck inside the oval face down, and draw 6 cards from the deck.
  6. Both players salute the other and the game begins.

Play moves around the oval of houses in a clockwise direction.

Flow of the game

A player's turn goes as follows:

  1. Put one of your cards in hand (follower) in a house, and move your incarnation. ⇒ Inhabit
  2. If there are 5 followers in a house, it's possessed. ⇒ Possession
  3. Draw a card from your deck. If the deck runs out, you continue the game with what you have left in hand. Then, it's the opponent's turn.

The game goes like that, with the players taking alternating turns.

Inhabit

  1. Choose one follower from your hand, and place in the house that is closest to your incarnation in clockwise direction in the oval. If there already is a follower of another colour on that house, place the new follower on top of the old one, overlapping it so you see the card beneath. However, if the house already has a follower of the same colour, or if the "origin" spirit object has that colour, the new follower is instead placed on the next available house, clockwise around the oval.
  2. Move your incarnation to the house where you placed your follower.

Example (White's hand): six followers of different colours, each shown with the house it would move to.

Possession

When there are 5 followers on one house, compare the total spirit power (including ability bonuses) for the two factions on that house. The player that has the most power on that house places one of his possession markers on that house.

If it's the very first house to be possessed in the game, place 2 possession markers. In case of a tie for most power, the faction of the house itself breaks the tie.

Example 1: White faction: 2+4=6; Black faction: 3+1+4=8. The black player has most power and places his possession marker there.

Example 2: White faction: 4+3=7; Black faction: 2+1+4=7. The house's own faction is White, so the white factions wins the tie.

End of the game

The first player to place all his possession markers on houses in the game wins, and the game ends immediately.

If you want to play several games in a row, the winner gains as many points as there are unused possession markers. Decide a set amount of poins to play to. The winner is the player who first reaches this amount of points.

Kid ghosts

All kid ghosts have a base spirit power of 1 (top left number). If their ability is triggered, their spirit power is increased with 1-4.

The powers of the umbrella, mirror, bucket and cauldron kid ghosts ignore faction colour. The mortar and hachet kid ghosts do not include the Origin spirit object in their effects.

Umbrella kid ghost (red) — Add spirit power of immediately preceding spirit object

Add the spirit power of the immediately preceding spirit object.

Example: The preceding card is a green 4. The umbrella kid ghost now has 5 spirit power (1+4).

If placed as first card, or after another kid ghost, it doesn't gain any bonus.

Bucket kid ghost (blue) — Add power of the abscent spirit object

When determining power, add the power of the strongest spirit object that is not present in this house.

Example: There is no 1 or 4 on this house. The strongest of them is 4. The bucket kid ghost now has 5 spirit power (1+4).

If all spirit object powrs are present, then this card gains no bonus.

Mirror kid ghost (green) — Add number of connected spirit object

Add total number of continuous spirit objects, without any other ghost kid in between, directly under and on top of this card, to its spirit power.

Example: One beneath, and three on top of, a total of 4 spirit object cards. The mirror kid ghost now has 5 spirit power (1+4).

If there are kid ghosts both beneath and on top of the card, it doesn't gain any bonus.

Mortar kid ghost (yellow) — Add number of odd followers

When determining power, add the number of odd (1,3,5) followers.

Example: Add the number of odd followers (red 1, blue kid ghost 5, brown 1, green 3). The mortar kid ghost now has 5 spirit power (1+4).

If there are no odd followers, the card gains no bonus.

※ Blue kid ghost [4]

Cauldron kid ghost (purple) — Add 4 if minority faction

When determining power, if the own faction has 2 or fewer cards, add 4 to this kid ghost's power.

Example: White has purple kid ghost and red 4; only 2 cards, so the kid ghost adds 4 to its power. The cauldron kid ghost now has 5 spirit power (1+4).

If the faction has 3 cards or more, it doesn't get any bonus.

Hatchet kid ghost (brown) — Add four if factions alternate

When determining power, if you and your opponent have placed cards alternatingly, add 4 to this card's power.

Example: Black and white cards are alternating, so the kid ghost adds 4 to its power. The hatchet kid ghost now has 5 spirit power (1+4).

If the faction colours are not alternating, this card gains no bonus.

Staff roll

  • God of poverty: A god that causes poverty for whoever it possesses. It is said to hold a fan, so that it can fan the smell of miso.
  • God of riches: A god that brings riches. Its hammer is said to cause both treasures and living creatures to appear.
  • Spirit object (Tsukumogami): An object that has lasted for so long that a spirit now lives in it.
  • Kid ghost (Zashiki-warashi): A spirit who resides in houses, plays pranks and brings good luck.