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For Fame & Fortune

For Fame & Fortune Rulebook

Table of Contents

Table of Contents

  • Game Components
  • Objective
  • Fortune Hands
  • Ties Break
  • How to Play: The Basic Game (2 to 5 players)
    • Drafting Stage
  • Game Round Ends
  • Scoring
  • How to Play: Variant & 6 Players Game
    • Wild Fortune Cards
    • Fortune Modifier Cards
    • Fortune Multiplier Card (9-16)
    • Advance Scoring Variants

Game Components

  • 65 Fortune Cards: 13 cards in each of 5 suits: Dove, Sword, Heart, Clover, and Diamond.
  • 13 Wild Fortune Cards.
  • 2 Fortune Multiplier Cards.
  • 4 Fortune Modifier Cards.
  • 8 Fortune Game Guide cards.

Objective

Form your best Fortune Hand!

Fortune Hands

Fortune Hands are listed in descending order, from the best hand to the weakest.

  • Complete Fulfillment (best hand): Running order of cards from the same suit from 10 to 14.
  • 5 Fortunes: 5 cards of the same number.
  • Partial Fulfillment: Running order of cards from the same suit.
  • Rainbow Fulfillment: Running order of cards from ALL different suits.
  • 4 Fortunes: 4 cards of the same number.
  • 3½ Fortunes: 3 cards of the same number and 2 cards of the same number.

Ties Break

Ties are broken by larger numbers, then by higher rank suits. Higher rank suits have smaller rank numbers in the bottom left of the card. The suit ranks, from highest to lowest, are:

  1. Dove (I)
  2. Sword (II)
  3. Heart (III)
  4. Clover (IV)
  5. Diamond (V)

Equivalent Fortune Hands with Wild Fortune Cards will always be smaller regardless of numbers or ranks.

How to Play: The Basic Game (2 to 5 players)

You only need the 65 Fortune Cards and the starting Fortune Multiplier Card (from x1 to x8).

  1. Select a Dealer. Place the Fortune Multiplier Card in front of the Dealer with x1 facing out.
  2. Shuffle the Fortune Cards. Deal 10 cards facedown to each player. Place the rest in the center as the draw deck.

Drafting Stage

  1. Draft 5: Each player selects 5 cards from their hand of 10 and passes them simultaneously to the player on their left (clockwise). The player on the Dealer's left becomes the next Active Player.

  2. As the Active Player you must now play 1 card, play 2 cards or pass.

    To play a card, place it faceup in front of you. Each card you play has 3 functions:

    a. They represent your stake in the game. This is shown on the bottom right chip number of the card. Your stakes will increase either your winnings (if you win) or your losses (if you lose). Play wisely!

    The stake chip values are: 1 for Cards 2 to 9, 2 for Cards 10 to 13, and 3 for Card 1/14.

    b. They can be used by ALL players when forming the best Fortune Hand.

    c. They will reduce the number of cards for drafting.

    Note: You cannot play 2 cards if there are already 3 or more cards faceup, amongst all players, on the table. (In such an event, you may only play 1 card or pass.)

    4i. If you Play 1 or 2 cards:

    a. Each player MUST Draft [5 minus the number of cards faceup on the table] (e.g. 2 cards faceup and 1 card played, draft 2 cards).

    b. After Draft, the Active Player draws to replenish hand back to 10 cards.

    c. The player to the left of the current Active Player becomes the new Active Player.

    The sheet's diagram labels this step "Draft 2 [5 minus 3 cards faceup]".

    4ii. If you Pass, play passes to the player on your left. If all players pass, each player MUST Draft [5 minus the number of faceup cards].

    NOTE: Whenever play reaches the Dealer, . (e.g. Rotate the Fortune Multiplier Card from side x1 facing out to having side x2 facing out.)

Game Round Ends

The game round ends when the 5th card is played. If the draw deck runs out of cards, or when the Fortune Multiplier reaches x8 (reverse side), the last Active Player/Dealer will be forced to play the 5th card.

a. When the Game Round ends, players must form their best Fortune Hand from a combination of their OWN hand, OWN 3 card Fortune, OWN 3 card Fame, or any of the 5 STAKE cards faceup on the table.

b. The Winner of the round is the player with the best Fortune Hand.

Scoring

The Winner will score points from each player based on [Base Stake (usually 1 point) + Winner's Stake + Losing Player's Stake] multiplied by the Fortune Multiplier. Correspondingly, the losing players each lose points based on their own stakes as mentioned.

Example:

  • Player A loses [1 + 4 (Winner's Stake) + 3 (Losing Player's Stake)] x 3 = 24 points.
  • Player B loses [1 + 4 + 2] x 3 = 21 points.
  • Winner wins 24 + 21 = 45 points.

c. The player to the Dealer's left becomes the new Dealer and the Game Round restarts.

GAME ENDS after everyone has a chance to be the Dealer, or after a fixed number of Game Rounds as determined at the beginning of the game. Player with highest total score wins!

How to Play: Variant & 6 Players Game

Optional: 13 Wild Fortune Cards, 2nd Fortune Multiplier Card and/or 4 Fortune Modifier Cards.

Wild Fortune Cards

Include these 13 cards for 6 Players or as a Variant.

Wild Fortune Cards can be used in place of any suit with the same number. However, Equivalent Fortune Hands with Wild Fortune Cards will always be smallest regardless of numbers or ranks.

The more Wild Fortune Cards, the weaker the Fortune Hand.

Same rules apply when forming 3 card Fortunes and 3 card Fame with Wild Fortune Cards.

Wild Fortune Cards also have Higher Stakes: they carry stake chips of 4, 5 and 6.

The sheet's ranking diagram runs from Strongest to Weakest: 2, 3, 4, 5, 6 at the top; then the Wild card 5, 6, 7, 8, 9 row; then the Wild card 9, the Wild card 10, 11, 12, 13 at the bottom.

Fortune Modifier Cards

Include these cards as a Variant.

a. During your turn, you may play any number of Fortune Modifier Cards from your hand faceup in front of yourself. Facing is important. This action does not count as your normal action and must be carried out before your regular action.

b. Once played, draw cards from the draw deck equal to the number of Fortune Modifier cards played.

c. Depending on the facing of the Fortune Modifier card, add or subtract from the Fortune Multiplier ONLY when counting points against or for you.

Scoring now becomes [Base Stake (usually 1 point) + Winner's Stake + Losing Player's Stake] multiplied by [Modified Fortune Multiplier] (add and subtract all Fortune Modifier cards played by the winner and losing player from the Fortune Multiplier). The Fortune Multiplier cannot be less than 1.

Fortune Multiplier Card (9-16)

Include this card as a Variant.

Advance Scoring Variants

These will bring out the full flavor of F3 and allow you to fully showcase your skills and playing abilities.

a. Fortune Stakes: If you play 2 cards of the same value for your stake, your stake points will double, triple for 3 cards, quadruple for 4 cards and quintuple for 5 cards.

Example: 10, 10, 9 played as stake = (2+2+1) x 2 = 10 stake points.

b. Fame Points: When you are the game round winner, any OTHER CARD YOU OWN that can be used to form another Fortune Hand of 4 Fortunes or better will score you additional points. Scoring now becomes [Base Stake + Winner's stake + Losing player's stake + Fame Points] multiplied by [Modified Fortune Multiplier].

Example: A winning Fortune Hand of 6, 7, 8, 9, 10 and another Fortune Hand of four 7s that shares the 7 from the winning hand, using 3 OTHER cards you own = 3 Fame Points.

increase Fortune Multiplier by one

When you pass, you:

a. Choose to draw 1 card from the draw deck or take the top card from the discard pile (if available). Then discard 1 card from your hand faceup to the discard pile.

b. Any player may Steal the card that was just discarded by shouting "Steal" then play 2 cards from their hand with the discarded card to form:

  • 3 card Fortune: 3 cards of the same number, OR
  • 3 card Fame: Running order of cards (does not need to be of the same suit).

If there is more than 1 Thief (stealing player) for a card, 3 card Fortune have priority over 3 card Fame with Ties broken as per Fortune Hands.

Example ranking, highest first: 3 card Fortune of 10 Heart, 10 Dove, 10 Sword; then 3 card Fortune of 10 Heart, 10 Clover, 10 Diamond; then 3 card Fame of 10 Heart, 11 Sword, 12 Clover.

Place the 3 cards in front of the Thief. These cards belong to and can only be used by the Thief, not to be confused with the faceup stake cards.

The Thief becomes the new Active Player and must discard 1 card from hand faceup to the discard pile. If the discarded card is not stolen, play passes to the player on the left of the Thief.

c. If the discarded card is not stolen, play passes to the player on the left.

5. Repeat (4) until there are 4 stake cards faceup on the table. Drafting Stage ends.

The subsequent Active Players may then play 1 last stake card faceup to end the round (only possible if the Active Player is able to form a Fortune Hand) or pass.