The Fool
The day wears on…
It is late in our journey now, and we grow weary. As we trudge the high mountain pass, the air grows thin, sapping our last reserves of energy. At this altitude, even the thought of setting up camp seems prohibitive.
And so, when we round a rock and see our tents already erected before us, it is not an unwelcome sight. In the camp’s centre, beside a roaring spectral fire, sits a woman in jester’s garb. "You all seemed so tired, that I was inspired to light up your fire!" she calls out. But her grin is malicious as her cap 'n' bells jingle in the evening wind.
In her hands, she shuffles a deck of cards. "Come sit by the flames, and we’ll have us a game! The one who defeats me shall my Blessing claim. But be warned! The Fool’s jests are no simple test! Pay attention, and perhaps you’ll earn your rest…”
The Challenge
We are summoned to play the Fool's card game.
Set a timer for three minutes.
Take the deck and deal its cards face-down to all travellers, making the piles as equal as possible.
Clockwise starting with the Reader, travellers take it in turns to pull the top card off their pile and place it face-up in the middle.
If the card played has a value with only a single digit (e.g. 7), play continues as normal.
If someone places down a card with a double-digit value (e.g. 12), the next traveller’s card must be a double-digit value, or the round ends.
If the next traveller in the sequence fails to play a double-digit card, the person who played the last double-digit card wins the round. They add the pile of cards in the centre to the bottom of their hand, then begin the next round of play.
Players are eliminated if they run out of cards.
This is the fundamental game. However, things are complicated by something called THE SLAP RULE. In certain circumstances, any player may SLAP the central pile to claim all its cards and win the round. The quickest slap wins the pile. The slap rule comes into play if any of the following things happen:
DOUBLE — when two cards of identical value are laid down consecutively (e.g. a 7, then another 7).
SANDWICH — when two cards of equivalent value are laid down with one differing card between them (e.g. a 7, then a 5, then a 7).
THREE IN A ROW — when three cards with values of ascending or descending value are placed (e.g. 5, 6, 7 or 3, 2, 1).
TOP TO BOTTOM — when a card with the same value as the first card in the round is laid down (e.g. the round started with a 3, then later a 3 is played).
TENS — when two cards played consecutively add up to a total value of ten.
WILDS — if someone lays down the Triplets.
SUIT STRAIGHTS — when three cards with a matching suit are played in a row (e.g. three Moon cards).
If any traveller slaps the pile illegally, they are eliminated.
HELP FROM AN ITEM
If any traveller carries DICE and is eliminated, they may choose to instantly eliminate one other player as well.
Success. If any traveller wins all the cards or one traveller is ever left before the three minute marker, the Challenge is passed.
Failure. If no traveller wins the game within three minutes then the Challenge is failed.
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If the Challenge is passed, the traveller who won receives the Blessing of the Fool.
If the Challenge is failed, all travellers suffer the Curse of the Fool. Take this spirit's card and place it in a designated area on the table so everyone can see it. If this is the party's third Curse, click here.
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As the game comes to an end, we look up and notice that the camp is dark around us, the jester gone. It is deep night, and we have been playing for hours.
Re-form the deck before continuing.