To prevent tantrums, tachycardia, cramps, panic attacks as well as heavy sweating, neck tension and destructive violence we advise you to watch the tutorial videos below.
The one who earns 48 points first, wins the game. The game is divided into rounds and you can earn points in each round. Those points will be added to your score. There are many different round types, which are chosen at the start of a round. Each player selects a special round and the one with the most points is played.
There are five different characters in every race, which are ranked as follows:
the Chief, the Warden, the Sorceress, the Soldier and the Dork.
In each round, a dominating race is chosen. How to do this is explained in each game mode. So, the selected race is stronger than any other race in this very round. Generally, the higher-ranked card beats the lower-ranked one:
The Chief beats everyone from the Warden to the Dork, the Warden beats everyone from the Sorceress to the Dork and so on. You get the idea. The youngest player begins the game by shuffling and distributing the cards. After the end of the round, this process continues clockwise.
The cards of the dominating race beat all the other races. For example, the Ogres are dominating, therefore, the Ogre Dork beats the Shiner Chief. Each round is further divided into fights.
One player plays a card, then the other players follow clockwise and also play a card. If possible, they must continue with the race of the first played card. If a player hasn’t got a card of this race, they always have to play a card of the dominating race. If he/she hasn’t got a card of the dominating race either, he/she can send any card into the fight. A card of another race can never beat the first played race, unless it’s the dominating race of this round. Whoever sends the most powerful card into the fight wins it. The winner then takes this fight’s cards and puts them down in front of him/her, the card back facing upwards. Those cards are needed later to sum up the Renown.
Example (2vs2): In this round, the Shiners dominate. Player One plays the Goblin Soldier, for instance. The Goblin Dork is the only Goblin card in Player Two’s hand and must therefore play this card. Player Three has no Goblin or Shiner card and thus plays a rather unimportant card such as the Humfrog Dork. Player Four has no Goblin card but the Warden and the Dork of the Shiners. Because the Shiners are the dominating race in this round, Player Four has to play one of his Shiner cards. Player Four chooses the Dork because Player Four is the last player in this round and the Dork is of lower value in comparison to the Warden and wins the fight anyways. The Shiner Dork is the highest card in this fight - Player Four wins the fight.
Each player gets five cards. The remaining cards are put aside facing down, forming the draw pile. The first card of the draw pile goes halfway visible at the bottom of the draw pile, facing up. The race of this card is the dominating race in this round. If the open card is not the Dork of its race and one of the players has the Dork of this race, this player can swap the card from under the draw pile with the dork. At the beginning of the round, this has to happen quickly because once the first fight has started, you can only swap the card at your turn. The player who hasn’t dealt the cards in this round starts. At first, he/she can decide whether to play a special round; after that, the other player can do the same thing. If someone plays a special round, the draw pile is set aside – it’s not needed then. In case nobody wants to play a special round, you play a normal round. The player who hasn’t dealt the cards begins and plays the first card. Whoever wins this first fight draws a card from the draw pile. Then, the other player also draws a card from the draw pile. When everyone has drawn a card, the player who won the prior fight continues and plays the next card. This carries on like that until there are no cards left do draw. The card facing upwards is the last card to be drawn. If no one can collect 66 Renown, the player who wins the last fight also wins this round. But remember, you can only count your Renown if it’s your turn.
In this mode, each player gets six cards in total. First, each player gets distributed three cards, then two cards are set aside facing down – this is the reinforcement. The player to the left of the dealer looks at his first three cards and selects the dominating race for this round. If he/she can’t decide which race to select, he/she can wait for the next three cards. However, this player isn’t allowed to look at these cards and must reveal one of these cards randomly and show it to the other players. The race of the revealed card is now the dominating race in this round. Then, the remaining cards are distributed and each player has six cards in their hands. The player on the dealer’s left decides first, if he/she wants to play a special round.
The other players follow clockwise and the player who has selected the special round, which earns the most points, is allowed to play this special round. This player is also allowed to take a look at the reinforcement and can switch his/her cards with these two cards, but is still only allowed to hold six cards in hand. If no one selects a special round, the player who has selected the dominating race is allowed to look at the reinforcement and switch cards. After that, a normal round is played. The player who has had a look at the reinforcement plays against the other two players. This also applies to a special round. The player who plays the special round plays against the other two players. If these two players win, they both get points. If the one who is playing against them wins, only he/she gets points.
Example 1: Player One, as the player to the left of the dealer, has selected the Ogres as dominating race. Because of bad cards Player One doesn’t want to play a special round. The other two players don’t select a special round either. A normal round is played and Player One is allowed to look at the reinforcement. After that, he/she begins the round with the first fight and plays a card.
Example 2: Player One shuffles the cards and distributes them. Player Two is to the left of Player One and is allowed to pick the dominating race. This player has three different race cards in hand and can’t decide which race to pick. He/She waits for the next three cards and reveals one of them randomly. The race of this card is now the dominating race in this round. The same player picks up the other two cards and then decides to play the special round Rum-Fiesta. Player Three has bad cards, for instance, and therefore doesn’t select any special round. Say Player One, however, has very good cards and selects the special round Domination. Because Player One can win nine points with a successful Domination round and Player Two only six with the Rum-Fiesta, Player One is allowed to play his special round and can take a look at the reinforcement cards. Then, this player begins the round with the first fight.
In this mode, two players play against another two players. The players who play together must sit facing each other. Each player gets five cards, which means, all the cards are in play. The process of choosing the dominating race is the same as in the Three Player Mode.
In normal rounds, the earned Renown of the two players forming a team is added. In a special round, the player who plays the special round must win it alone, if the player is successful the earned points count for the whole team. The teammate of a player, who is playing a special round, is not allowed to beat him/her.
Example: A player plays the Domination round. His teammate wins one fight, so the round is lost and the other team earns the points – feels bad, man.
The goal of a normal round is to earn 66 Renown, or if that’s not possible, to win the last fight of this round. Each card gets you a different amount of Renown:
Renown: Chief = eleven Renown, Warden = ten Renown, Sorceress = four Renown, Soldier = three Renown, Dork = two Renown.
The cards of a fight are placed facing down in front of the player who won the fight. If a player thinks he/she has collected 66 Renown, he/she can end the round. However, this is only possible, if this player has won the last fight. If the enemies haven’t won a single fight, you earn three points for winning this normal round. Two points are awarded for winning a normal round, if the enemies have only won one fight. If the enemies have collected 33 Renown, you only get one point for winning a normal round.
All the races are equally strong, so there is no dominating race in this round. The only thing that matters is the value of the card within the race (Chief – Warden – Sorceress – Soldier – Dork). After the first card is played, the other players must also play a card of this race, if they have one. Renown is obsolete in this round. The player who plays the Domination has to win all fights to be successful.
It’s more or less the same as the normal Domination. The twist, however, is that the dominating race counts in this special round, so, it’s a lot harder to win all the fights in the Power-Domination in comparison to the normal Domination. A small mistake can end the round and the Dork of the dominating race might brutally assassinate the Chief of another race, for instance.
Only the player who calls the dominating race in this round is able to play the Rum-Fiesta. The goal of the Rum-Fiesta is to gain 66 Renown with only three fights (Four-Player Mode), or with only four fights (Three-Player Mode). In this round, the dominating race counts like in a normal round. You can’t play this special round in 1vs1.
A player that hasn’t picked the dominating race can also play a Rum-Fiesta, a Pseudo-Rum-Fiesta. However, the first fight is started by the player, who has picked the dominating race. The one who plays the Pseudo-Rum-Fiesta has to win the first and all the following fights. The goal is – as well as in the1 Rum-Fiesta – to gain 66 Renown with only three fights (Four Player Mode), or with only four fights (3 Player Mode). This round is also not playable in 1vs1.
Yell as loud as you can “F**K THE SYSTEM” and start this special round. Your goal in this round is to not win a single fight. The dominating race also counts in this round.
The Wardens are rioting against the authority. In this round, the Warden represents the most powerful card. The humiliated Chiefs are worse than the Dork in this special round. Apart from that, this round plays exactly like a Domination.
Each race has a couple, the Sorceress and the Soldier. If a player has both of these cards in hand, he/she can play one of the cards and show the other one to the rest of the players. In case it’s the dominating race, this player earns 40 Renown. In case it’s one of the other races, the player gains 20 Renown. However, you can only make this move if you are the one starting the fight. In the special rounds Wardens-Riot, Domination, Power-Domination and F**k the System this cannot be played, since Renown has no relevance in these rounds.
Action cards can alter the entire course of the game. They can be played at different points in the game, which are highlighted on the card. Each player draws two hidden action cards at the beginning of the game. Action cards are set aside facing downwards until they are played. When an action card was played it is set aside and can’t be used in this game anymore. Some action cards are not usable in a certain game mode. Make sure to sort these action cards out before you begin playing.
If one of the players gets a total of 48 (or more) points, the game ends. When a player wins, the other players get a Loser-Point (mark this on the sheet of paper). You could now stop playing this game, if you wanted to. However, you should play until one of the players has three Loser-Points, then he/she is the ultimate loser.