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Silver Fang

Silver Fang Rulebook

Table of Contents

Table of Contents

  • Contents
  • Setup
  • Goal
  • Cards
  • Gameplay
    • Draw a Card from the Deck
    • Take a Card from a Discard Pile
    • Call for a Vote
    • Exchange Multiple Cards
  • Abilities
  • Card Spots
  • Round End & Scoring
  • Subsequent Rounds
  • Silver Fang
  • Game End
  • Tips & Reminders
  • Remembering Cards
  • Combining Decks
  • Team Version
  • Talking Within Teams
  • Team Card Clarifications
  • Reference Guide
    • 0 Even Steven / Odd Maude 0
    • 1 Rummager 1
    • 2 Divulger 2
    • 3 Accomplice 3
    • 4 Investigator 4
    • 5 Forwarder 5
    • 6 Sheriff 6
    • 7 Splayer 7
    • 8 Aura Seer 8
    • 9 Constable 9
    • 10 Vampire Bat 10
    • 11 Diseased 11

Contents

  • 1 Odd Maude (0)
  • 1 Even Steven (0)
  • 4 Rummagers (1)
  • 4 Divulgers (2)
  • 4 Accomplices (3)
  • 4 Investigators (4)
  • 4 Forwarders (5)
  • 4 Sheriffs (6)
  • 4 Splayers (7)
  • 4 Aura Seers (8)
  • 4 Constables (9)
  • 4 Vampire Bats (10)
  • 4 Diseaseds (11)
  • 4 Switcheroos (12)
  • 2 Tallymen (13)
  • 4 Reference Cards
  • 1 Silver Fang Scorepad
  • 1 Silver Fang of Discarding

Setup

  1. Shuffle the deck, and deal five cards facedown in a horizontal row (a village) to four players (if there are fewer than four players, remove any extra dealt villages from the game).
  2. Give each player a reference card.
  3. Place the deck facedown in the center of the table, and create a discard pile with one faceup card from the deck.
  4. Choose a start player at random, and place the silver fang in front of their cards.
  5. Each player secretly views two of the five cards in their village.

Goal

Remove werewolves (numbers on cards) from your village (your cards). After four rounds, the player with the fewest werewolves wins.

The cards in Silver Fang can be played the normal way Silver is played, but they were designed to be especially fun with the Team version of Silver (see the Teams section for Team rules).

Cards

Cards in Silver Fang have two functions:

First, the numbers represent how many werewolves have followed this resident to your village. The more powerful the resident, the more werewolves they attract!

Second, each card displays a person with an ability. If a card is in your village, that person is a resident. Some residents help you when they live publicly in your village (low-numbered faceup cards). Some are in hiding (facedown cards). Other times, people help out as they wander by (when you draw their card from the deck). Use all of your resources to figure out who is in your village and remove residents who attract the most werewolves.

Card layout: the number on the card is the werewolves attracted by this resident. Your Village consists of Public Residents (faceup cards) and Hidden Residents (facedown cards). Each card has an ability icon: a row of five squares with one highlighted means the ability is available when faceup in your village; an icon with a deck/discard arrow and one square means the ability activates when drawn from the deck (and placed on the discard pile); an icon of three squares joined by plus signs means the ability applies at scoring.

Gameplay

Beginning with the start player, take turns clockwise. On your turn, do 1 of the following 3 actions:

  • Draw a card from the deck, or
  • Take a card from the discard pile, or
  • Call for a vote.

Draw a Card from the Deck

If you draw the top card from the deck, do one of the following:

  1. Place the card into a discard pile. If the card has a drawn-from-deck ability icon on it, you may use the card's ability.

    or

  2. Exchange one or more of your cards with the card you drew. Put exchanged cards faceup into a discard pile, and put the new card facedown in front of you, in an exchanged card's place. See "Exchange Multiple Cards" for more details on how to exchange multiple matching cards.

Take a Card from a Discard Pile

If you take the top card from a discard pile:

Exchange one or more of your cards with the card you drew. Put exchanged cards faceup into a discard pile, and put the new card faceup in front of you, in an exchanged card's place.

Call for a Vote

If you have four or fewer cards, you may call for a vote (say "Call" on your turn instead of drawing a card). At this time your turn ends. Each other player gets one more turn (they may not call on their turn), and then the round ends.

When you call for a vote, you may not do anything else on your turn (i.e., no faceup abilities or using the silver fang).

Exchange Multiple Cards

To exchange multiple cards from your village, all exchanged cards must have the same value (e.g., all 10s). Before discarding them, slide them all forward, and turn any that are unrevealed faceup. Place the card drawn in an exchanged card's place - you cannot discard the drawn card as part of a set of matching cards until your next turn.

Example: three 10s match, so they are placed in a discard pile. The newly drawn card may go in either card spot.

If any slid cards do not match, return all of them to the village, turning them all facedown (even if they were faceup before). Add the new card at either end of the village in the orientation it was when you drew it (facedown from the deck, faceup from a discard pile).

If three or more cards don't match, take an additional card from the deck and place it facedown at either end of the village without looking at it.

Abilities

All cards have abilities. You may activate these abilities when the card is faceup at scoring (three-squares-with-plus icon), when the card is faceup in your village (five-squares icon), when the card is placed faceup into your village (Forwarder only) or onto a discard pile immediately after drawing it (drawn-from-deck icon). These card abilities are optional.

  • Odd Maude and Even Steven (0): use these abilities when these cards are faceup at scoring.
  • Rummager, Divulger, Accomplice, Investigator (1-4): use these abilities when these cards are faceup in a village.
  • Forwarder through Tallyman (5-13): use these abilities when you draw these cards from the deck, and then place them on the discard pile.

You may not use the ability on a drawn-from-deck-icon card taken from a discard pile.

For abilities that allow you to view facedown cards, view cards secretly so that no other players can see them. If you swap or otherwise move a card that is faceup, it remains faceup after it is moved.

You may not use any card's ability on the turn that you call for a vote.

Keep the Reference Guide handy for players to look up abilities of their cards, as they won't be able to pick up a facedown card to check how it works unless they use an ability that allows them to view it.

Card Spots

When you view a card, return it to the same spot that you took it from. When a single card replaces another card, the new card must go in the same spot as the old card.

When one card replaces multiple cards, the new card may go in any of the spots that the old cards were in. Then collapse empty spots by sliding cards together.

Round End & Scoring

The round ends when one player has called for a vote and each other player takes one more turn, or the deck is depleted (the latter can happen before all other players get a turn after a player has called for a vote). Slide any faceup cards above your other cards, then flip your remaining cards faceup. This helps show faceup Even Steven and Odd Maude versus those which may have been facedown in your village.

Each player should resolve the effects of the faceup Even Steven and Odd Maude (0s). Scoring cards are always resolved lowest value to highest, starting with the player with the silver token (if you are using cards from other Silver decks).

Your score for the round is the sum of your remaining village cards.

If you called for a vote and have the lowest sum (or are tied for it), you score 0 points. If you called for a vote and do not have the lowest sum, you score the sum of your cards plus 10 more points.

Write down each player's score for that round, and add it to the sum of the previous rounds.

Place the silver fang in the middle of the table on the side of the deck nearest to the player who scored the fewest points in the current round. If that player successfully called for a vote, they place the silver fang pointing towards them just under the space next to the discard pile. This indicates that the player may use the silver fang to choose cards from that discard pile in the next round. (See "Silver Fang" below.)

If the call was unsuccessful and there is a tie for the lowest score in the current round, the tied player who had the silver fang during this round keeps it and points it towards them near their cards. If the player with the silver fang did not score the fewest points in the current round, the tied player who is closest to the start player's left places the silver fang pointing to them near their cards for the next round.

Subsequent Rounds

After the first, second, and third rounds, you'll play one last round. (The game is four rounds.)

Shuffle all the cards in the deck and deal four sets of 5 cards. Each player chooses a set. Remove unused sets from the game.

Place the deck in the middle of the table and turn one card faceup next to it to form a discard pile.

Each player secretly views two of the cards in their village.

The player with the silver fang pointing to them goes first.

Silver Fang

If you have the silver fang as a result of successfully calling for a vote, place it next to the main discard pile, with the point facing towards you. It creates a new discard pile that anyone may discard to, but only you may choose cards from. If no one made a successful call the previous round, just place the silver fang pointing to the player who scored the lowest on the previous round, near their cards to indicate that they go first.

Game End

The game ends after four rounds.

The player with the fewest points wins.

In case of a tie, the tied player who has the silver fang wins. If the player with the silver fang is not tied to win, the tied player closest to the left of the player with the silver fang wins.

Tips & Reminders

Abilities on cards are activated when the card is faceup:

  • 0 (scoring icon) in your village at scoring (they must be faceup before the round ends).
  • 1, 2, 3, & 4 (faceup-in-village icon) in your village.
  • 5 (drawn-from-deck icon) in your village immediately after drawing it from the deck.
  • 6-13 (drawn-from-deck icon) on a discard pile immediately after drawing it from the deck.

Remembering Cards

There is a bit of a memory element to Silver Fang, in that you'll need to remember the facedown cards you've seen. One of the best ways to remember your cards is to silently repeat the ones you know from left to right. So if you have seen the first three cards, and they are 1, 8, and 1, repeat "one eight one" to yourself a few times.

It's easy to temporarily forget cards you've seen if you or other players are talking about different things while playing. It is considered bad form to try to distract other players who are focusing on remembering cards they have viewed by saying random numbers out loud.

Combining Decks

You can combine Silver decks to customize your games. Replace all cards of one number from one deck with all cards of that same number from another deck. You can combine any combination of numbers, and any number of decks this way!

Just make sure you always have two 0s, two 13s, and four each of cards 1-12.

A fun way to combine decks is to let the losers of the last game each replace a number of their choice before the next game.

Team Version

To setup the team version of Silver, choose any Silver deck (or combine any number of decks per the rules). Silver Fang was designed specifically to work well with teams, as many of the cards will benefit both members of a team.

Organize your teams by having team members sit across from each other.

Gameplay works the same as in the regular version of the game, with one exception: When trading in matching cards, you may include matching cards from your teammate(s) as long as you are replacing at least one card from your village. Treat your teammate's village(s) like your own... you may not turn up your facedown cards before you choose them from other villages. If you end up with cards that do not match as a result of this, you are penalized the same way as in all Silver games.

For a player to call successfully, that player's individual score must be equal to or lower than all other players' individual scores, including their teammate(s)' score. A successful call results in only the player who called getting 0 points (their teammates get the sum of their cards as usual).

When scores are tallied at the end of a round, the sum of each team's scores (after all card abilities and call results have been applied) are added together.

Talking Within Teams

In order to play Silver in Teams, there are some additional rules regarding communication:

  1. You may not tell your teammate about any facedown card, regardless of whose village that card is in.
  2. You may not indicate which card(s) a teammate should target for any card effects, including turning over, viewing, or discarding, when they have an action that allows them to do so.
  3. You may not ask a teammate about any facedown cards.
  4. You may discuss strategy openly, such as whether to call or not, or whether to use effects or not, but in doing so you may not indicate the value of any known facedown cards in any village.
  5. You may discuss which facedown cards you have viewed and which ones you have not viewed, but you may not offer any other information about those cards.

Team Card Clarifications

Cards that interact with other players do so with slightly different verbiage on the cards. "Opponent" means a player who is not on your team.

The following clarifies how certain cards work when playing with teams:

  • Apprentice Seer: You may not view any of your teammate's cards, only your opponents' cards.
  • Bodyguard: The Bodyguard does NOT protect the Bodyguard and the card it is covering from teammates. They may interact with either card as if the Bodyguard is not there.
  • Prince: Your Teammate may interact with faceup cards when a faceup Prince is in your village.
  • Regifter: You may only give 1 of your cards to an opponent, not to a teammate.
  • Robber: You may only steal cards from your opponents, not from your teammate.

Reference Guide

0 Even Steven / Odd Maude 0

If face up at scoring, Even Steven does not score or use the effects of any even cards in his village, while Odd Maude does not score or use the effects of any odd cards in her village.

1 Rummager 1

When faceup in your village, you may choose from the top 3 cards on a discard pile instead of just the topmost card. If you have additional Rummagers, you can view and choose from 3 more cards per Rummager.

2 Divulger 2

For each faceup Divulger in your village, you may turn any 1 card in any village faceup.

3 Accomplice 3

For each faceup Accomplice in your village, you may use the ability of a faceup (faceup-in-village icon) card in any other village at any time during your turn.

4 Investigator 4

For each faceup Investigator in your village, you may view 1 card from the top of the deck before your turn (you must keep the cards in the order they were before you viewed them).

5 Forwarder 5

Keep this card in your village face up, and then, after determining which cards will be discarded, place them faceup in another village.

6 Sheriff 6

Turn over 1 card in each village. This must be done in every village that has cards (any village without cards is ignored, but does not prevent the ability from taking place).

7 Splayer 7

View all of the facedown cards in any village, and then organize all cards (faceup and facedown) from left to right (from the perspective of the player whose village is being affected), lowest to highest.

8 Aura Seer 8

View facedown cards 1 at a time in any 1 village until you find a card you would like to turn faceup. You may not go back and turn a card faceup once you've looked at another card. You do not have to turn the last card you view faceup.

9 Constable 9

View and reorder the top 4 cards on the deck.

10 Vampire Bat 10

Place this card faceup next to an existing discard pile and then discard a card from any village faceup on it. This is now another discard pile that anyone may choose from and may also discard to.

11 Diseased 11

The player who would normally take their turn after you is skipped, and it is the next player's turn.

12 Switcheroo 12

Exchange any number of your cards with the same number of cards from any other village.

13 Tallyman 13

The player who plays this card may choose to score all faceup cards, including using any scoring abilities on those cards. Scoring abilities are applied in order from lowest numbers to highest numbers. If this ability is activated, all faceup cards and effects are scored. Scored cards stay with their original owners in their original orientation following scoring.

Facedown cards are not counted, including facedown cards that have effects applied to them (for instance, Silver Eye's Nelly could not be applied to a facedown card).

When doing this mid-round scoring, write the numbers in the small scoring boxes for each round to record Tallyman scores during the round, and then add them to the scores of the players at the end of the round for the final round score.

12 Switcheroo 12
  • 13 Tallyman 13