Hội Phố (Second Edition)
Hội Phố (Second Edition) Rulebook
Table of Contents
Table of Contents
1. Game Components
- 15 Merchant Cards
- 5 Ship Cards
- 18 token 1 Money
- 18 token 2 Money
- 18 token 5 Money
- 13 Contract Cards
- 5 Summary Sheets
- 1 Vietnamese Rulebook
- 1 English Rulebook
2. Winning Goal
To be the Winner of Faifo, players will try to gain Contracts by having the most money at the end of each round or by using Merchants' skills.
If at least one player has the required number of Contracts (table below), the game ends. Player who has the most Contracts wins the game.
| Players | 3 | 4 | 5 |
|---|---|---|---|
| Contracts needed | 5 | 4 | 3 |
3. Explaining Cards
Each Merchant card shows:
- Reputation — the merchant's number, shown on a hanging lantern.
- Rival — the reputation number of the merchant that is this card's rival.
- Merchant's name — the merchant's name (in Vietnamese).
- Reveal icon — an eye icon; if present, players must reveal their money when affected by this merchant's skill.
- Reputation 1st place's reward — the money gained when this merchant has the highest reputation this turn.
- Reputation 2nd place's reward — the money gained when this merchant has the second-highest reputation this turn.
- Merchant's skill — the skill text triggered when this merchant has the lowest reputation this turn.
Each Ship card shows the money reward for each possible number of Ship cards appearing on the same turn:
- When only 1 Ship Card shows up: gain 5 money.
- When 2 Ship Cards show up: each Ship Card gains 1 money.
- When 3 or more Ship Cards show up: no reward.
4. Round Set-up
Each player takes:
- 1 Ship card
- 1 Summary sheet
Shuffle all the remaining cards and deal face down to all players. (In a game of 3 players, discard face up 2 cards then deal the rest.)
Sort and place money tokens near the playing area. Each player then takes 5 money for the first round; for the following rounds, see Starting Money (4.1).
Arrange Contracts in order from low to high with the Contract Card number 5 on top. Place the Contract deck in the middle of the table.
4.1. Starting Money
At the beginning of each round, after all players are dealt cards, each player then counts and keeps the amount of money equal to the number on the top Contract.
For example: all players are dealt cards and the number on the Top Contract Card is 7. Player A has 10 money, A must return 3 and keep 7 money. Player B has 5 money, B can keep all 5 money.
5. Flow of a Round
Each round has 4 turns (Player plays 4 out of 5 cards in hand). In a 5-player game, there are only 3 turns per round. Money and cards in hand are always hidden (unless the player is required to reveal them).
Each Turn has the following steps:
Put a card facedown - Reveal it - Resolve and claim reward
When the last turn ends, all players reveal their money. The player with the most money claims the top Contract card.
6. Claim Reward
Each turn, after revealing cards, all players resolve and claim their reward following the order below:
1- Resolve Ship Cards: players gain rewards according to the number of Ship Card(s) appearing this turn.
2- Resolve merchant cards by following 3 steps:
- a- Resolve rivals — any card that shows up with its rival this turn will have its reputation become 0.
- b- Compare reputation — the merchants who have the highest and second-highest reputation gain rewards as stated on their card.
- c- Resolve merchant's skill — the merchant with the lowest reputation will trigger its skill. Player(s) must reveal their money when affected by a skill with the reveal (eye) icon.
6.1. Example
There are 2 Ship Cards appearing this turn, each Ship Card gains 1 money.
Resolve Rivals: Merchant 14 meets its rival - Merchant 5, therefore, the reputation of Merchant 14 becomes 0.
Compare reputation: Merchant 5 is the card with the highest reputation, it gains 2 money. Merchant 1 gains 1 money.
Resolve lowest reputation: Merchant 14, which now has reputation (0) after meeting its rival, will trigger its skill.
If there are more than 1 Merchants meets their rivals and has their reputation become 0, their skills are triggered in order 13->14->15.
6.2. Less than 3 Merchants Show Up
On revealing cards, if 2 merchants show up, only resolve highest and lowest reputation. If 1 merchant shows up, it will be resolved as both the highest and the lowest reputation card.
7. End of a Round
At the end of the last turn (the 4th turn in a game of 3-4 players or the 3rd turn in a game of 5), the round ends.
All players reveal their money and the player with the most money gains 1 Contract card (the top of the contract deck).
7.1. Tie
If there is more than one player that has the most money, they show their last card (the card that wasn't played this round). The player with the highest reputation merchant claims the Contract. If all remaining cards are Ship cards, nobody gains the Contract.
8. End of Game
At the end of each round, if at least one player has the required number of contract cards (see section 2), the game ends. The player with the most contract cards wins the game.
8.1. Equal Number of Contracts
If there is more than one player who has the most contracts, they compare the total value on their contracts, whoever has the smallest value wins the game.
Merchant Skills (Cards 1-15)
Each of the 15 Merchant cards has a reputation number and a skill that triggers when that merchant has the lowest reputation this turn. The skills, by reputation number, are:
- Try your luck: Choose another player to play Rock, Scissor, Paper. The winner takes a half of loser's money (round down).
- Good Fortune: Gain four (4) money from the bank.
- Protection Fee: Take one (1) money from each other player. Players who have Contract(s) must pay two money (2) instead.
- Dictating: Gain one (1) money then call a Merchant, the player who has the called merchant must immediately put that merchant card facedown to be played next.
- Snitching: Call a Merchant, the player who has the called Merchant must pay you three (3) money. If cannot call any merchant, this skill is disabled. If not enough money, pay all he/she can.
- Networking: Swap a Merchant card in your hand with a Merchant card on the table. Trigger the skill of the merchant you placed down (cannot take this card back in hand).
- Embargo: All players return money they gain this round, including money gained from ship cards and reputation.
- Enticing: Choose a player and take half of their money (round down). The chosen player must reveal their money and count publicly.
- Seducing: Choose a player, swap all of your money with their money. Both players reveal their money and swap publicly.
- Supported: Compare your money with all players (everyone must reveal). If you have the least money, you gain one Contract (even if tied).
- Asking a favor: Choose a Merchant on the table and trigger its skill. You may choose any merchant available from the present and previous turns.
- Prioritized: Immediately gain one Contract, other players gain one (1) money.
- This Merchant does not have any skill.
- Charity: Lose 3 money to the bank. If you don't have enough money, pay all the money you can.
- Socializing: Pay two (2) money to adjacent players (left and right). If you do not have enough money, take money from the bank.
9. Creative Team
Game designer - Mẫn Trần: "Faifo is a great board game... until you are robbed by others."
Game designer - Toàn Nguyễn: "Nothing is impossible" - Napoleon Bonaparte... and he has not played Faifo (yet).
Illustrator - Đậu Đỏ: After 3 times redrawing EVERYTHING... i've found my path...be like me.
Graphic Designer: Hạc
Content editors: Trần Ngọc Tuệ Mẫn, Ngô Huyền Châu Anh, Đoàn Vũ Quốc Anh, Đường Hoàng Duy
10. Thanks
Ngu Hanh Games wants to send thank to 600+ members of group Hóng Hớt Board game, 400+ members of group Hội Quán Ngũ Hành, Nguyễn Trung Khang, Công Thái Gia Bảo.