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Faction (Zine)

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When you dismiss a card, cut it in half.

Ӵ
starting hand.
During setup, don’t add an Ace to your Ӵ
by Cameron Mankin selected card into play.
A solitaire card game of palace intrigue Queens played by the court put the Ӵ
Faction faction.
After setup, dismiss 10 cards from your Ӵ
Add a second joker to your Faction. Ӵ
purpose of being swayed. the first drawn.
Face cards have a value of 11 for the Ӵ event of a tie, choose
card. K > Q > J > 10. In the
your faction, dismiss one additional
When you would dismiss cards from Ӵ the Court’s discard. hand at random.
random non-face card. or put a card from your hand into card from your
Jacks played from your hand target a Ӵ Jacks - Discard a played court card Ӵ Jacks - Discard a Ӵ
Jokers when drawn.
Add a Joker to your Faction. Dismiss Ӵ top of your faction. highest on top of the court.
look at the top 4 cards. of your faction’s discard. Put one on cards of the court’s discard. Put the
Queens and Kings played by the court Ӵ Queens - Look at the top three cards Ӵ Queens - Look at the top three Ӵ
your hand.
10s are dismissed when played from Ӵ two in the discard. two in the discard.
choice into your hand and the other highest value in play and the other
play with the visible modifiers. of the faction. Put a card of your of the court. Put the card with the
Intrigues underneath it with a card and Kings - Look at the top three cards Ӵ Kings - Look at the top three cards Ӵ
you have not yet completed.Cover all
For a challenge, choose an Intrigue When played by your faction: When played by the court:
Intrigues Face Cards (Faction) Face Cards (Court)

What Is This? Winning & Losing Playing a Turn


Faction is a solo deck-building card You win when the entire court is in your Repeat the following:
game played with a standard deck of faction.
playing cards. You play as a member of 1. Draw cards from your faction until
the Napoleonic court, scheming against You lose if you have no cards in your you have 5 in hand, reshuffing if
the Corsican Tyrant and recruiting oth- faction and discard or if the court is necessary.
ers to your cause. entirely composed of face cards.
2. Deal 3 cards from the court, laying
them out in a row, reshuffling if Ӵ Face cards have no value, but
Setup Dismissal & Reshuffling necessary. Resolve any face card as provide an effect (see Face
1. Gather the Ace, 2, 3, 4, and 5 of When a card is dismissed, remove it they are revealed (see Face Cards). Cards).
each suit and shuffle them together. from the game. If the card was face-
3. Play any number of cards from your Ӵ Aces have a value of 11 or 1, but
This is your faction. Set it by your down, don’t reveal it.
hand, as many times as you’d like: are dismissed when played.
left hand.
If you would draw or
Ӵ Red cards (♥♦) are courtiers. Play 4. Sum the cards in play for the court
2. Draw cards until you find an Ace. dismiss from an
a total greater than the value of to find the court’s threat. If threat
Put that card in your hand, and empty faction
a card in play to sway a card, is greater than your projected
shuffle the rest back into your or deal from an
adding it to your discard. Play the power, dismiss the difference from
faction. empty court,
exact value of that card to put it the top of your faction, reshuffling
first reshuffle
3. Shuffle the remaining cards. This is into your hand instead. Court face if necessary. If the two are exactly
the appropriate
the court. Set it above your faction. cards have a value of 10 for the equal, dismiss a card played by the
discard
purpose of being swayed. court instead.
4. Both your faction and the court into that
have a discard. deck. Ӵ Black cards (♣♠) are guards. Play 5. Discard any remaining court cards
to project power equal to its or played faction cards.
1st Edition (6/9/24) value.

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