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Generally, the more tricks you get, the more points you earn, but The Fox has one last sneaky ace up its sleeve if you grab ten or more tricks in a round, you’ve essentially “busted” and get zero points for the round. The trick taking continues, 13 being taken in each round, and then scoring occurs. There are some clarifications on the timing of the ability’s effects, but players don’t need to be briefed on them upfront because the sentence long text on the cards is sufficient in fully explaining how they work. The rules for the cards are so simple that they, quite literally, are not listed in the rulebook that comes with the physical game (they are listed in the digital rulebook).
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The Fox allows you to swap out the round’s trump card (which is labeled the ‘decree’ and is dealt face up at the start of the round) with any card in your hand, changing the suit for the rest of the round, or at least until your opponent plays a fox card. The Monarchs, the 11 cards, force opposing players to play their highest card of the matching suit or the 1, if they have it. This is the only way to score points during a round. The sevens, for example, are Treasures and give a point to every seven in the trick when it is won. These abilities add simple but important deviations from the basic game rules. These abilities are the same across all three suits so the 5 of Bells has the same ability as the 5 of Moons and Keys, for example. In The Fox in the Forest that ‘something’ is having every odd numbered card in the deck contain a special ability. Naturally, any game featuring trick-taking as its primary mechanic must add something to the mix. If player 2 didn’t have any Moon cards they could have played a 2 of Bells and taken the trick as Bells, being the trump suit, defeats any other suit regardless of number value. Player 1 wins the trick by having played the higher value card. Player 2 only has one Moon card so they must play it it is a 3. Bells are the current trump suit (Keys and Moons are the game’s other two suits). In cases where the suits don’t match, if one of the cards is the defined “trump” card, it will take the trick regardless of the number value attached to the card, otherwise the card played first will win.Įxample time. In the case where two cards of the same suit are played, the highest numbered card wins (in Fox in the Forest cards range from 1 to 11). If they don’t, they may play a card from any suit. The opposing player must play a card from that suit if they have one. To recap how trick-taking works the lead player may play any card from their hand. Taking a century-old mechanic and adding a unique wrinkle or two to it can be a great way to get people into modern tabletop gaming. The mechanic is one of the oldest in tabletop gaming and the appeal of forming a game around it is obvious just about anybody who has experience with 52 card deck games will understand how trick-taking works. Trick-taking is having a bit of a moment between this game (and its co-op sequel) and, probably more notably, The Crew coming out in the last few years.
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