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Good Fortune

Good Fortune Rulebook

Table of Contents

Table of Contents

  • Components
  • Goal
  • Setup
  • Turn
    • 1. Choosing tiles
    • 2. Placing and winning tiles
    • 3. End of turn
    • Example of a first turn of play
  • End of Game
    • Example of end-game scoring
  • Variants
  • The 7 Charms
  • Credits

Components

  • 21 numbered tiles, each showing 2 charms and 1 die
  • 1 lucky medallion, one of 8 existing designs
  • A 22nd "memo" tile, to help remember who had tile 1 and tile 21 at the start of the game

Goal

Collect identical charms to score as many points as possible.

These points are shown on the die at the center of each tile.

Setup

Players randomly receive tile 1 and tile 21, one each. Each player then draws 8 tiles face down.

The 3 remaining tiles are placed randomly, face up, at the center of the table, forming the central row.

Each player reveals their tiles and lays them face up in front of themselves, in ascending order (for clarity during play): this is their luck row.

The player with tile 1 goes first. They take the lucky medallion and place it on their side, with the small icon face up (in the example, the ladybug).

Turn

1. Choosing tiles

The player who has the medallion chooses a tile from their luck row and advances it toward the central row (without hiding it). Then the other player also chooses a tile from their row and advances it as well.

2. Placing and winning tiles

The numbers on these two tiles (the numbers visible in the corners of each tile) are compared.

The face of the medallion showing (below, the ladybug) indicates which of the 2 tiles is placed first onto the central row:

  • If the "small icon" face is showing, it is the tile with the smaller number.
  • If the "large icon" face is showing, it is the tile with the larger number.

The player whose tile has priority places it at one end of the central row, following these cases:

  • If their tile shares a charm with one of the tiles at the ends of the central row, they are obliged to connect that charm to that tile. They may choose which of the two, if both are eligible.

They take the opposite tile (located at the other end of the central row). They place this won tile beside them (perpendicular to their luck row, face up, and separated from it) to form their collection. The die on this tile shows how many points they have won.

  • If their tile shares no charm with the tiles at the ends, the player still places their tile against whichever end they choose, and discards the opposite tile, which is returned to the game box.

It is then the other player's turn to place their tile, following the same conditions.

3. End of turn

The medallion is flipped over and passed to the other player, who becomes the first to choose their tile on their turn.

The order of choosing a tile and the condition for placing a tile first therefore alternate every turn.

Example of a first turn of play

  1. Rémi, who has tile 1, chooses and advances his tile 9. Then Nathalie, who has tile 21, chooses and advances her tile 5.

  2. The medallion is showing the small ladybug face. Nathalie has the smaller number with her tile 5. She therefore places it first onto the central row. She "connects" her tile 5 to tile 8, which shares the Hand of Fatma charm. She therefore wins tile 15 by "pushing it off the central row."

    Rémi cannot connect his tile 9, so he must place it at the end of his choice. He discards the opposite tile.

End of Game

When players have no more tiles to place, they sort their collection of tiles into groups of identical charms, from most frequent to least frequent.

If there is a tie in the number of charms present, the group whose dice show the higher point total must be grouped first.

Multiplying happiness!

Calculate the score of each group by multiplying the sum of the points on its dice by its number of tiles, then add these together to get a final score.

Example:

These 3 tiles total 9 pts, so they yield 3 tiles x 9 pts = 27 pts.

The tiles bearing the Ganesh charm are grouped first because this charm comes up most often, like the Clover, but it totals more points.

These 2 tiles total 4 pts, so they yield 2 tiles x 4 pts, so 8 pts.

The player with the most points is declared the winner!

Example of end-game scoring

Nathalie's collection:

  • 10 pts, 4 tiles (Ganesh)
  • 7 pts, 2 tiles (Mati)
  • 4 pts, 2 tiles (Scarab)
  • Total: 40 + 14 + 8 = 62 pts

Rémi's collection:

  • 10 pts, 4 tiles (Neko)
  • 5 pts, 3 tiles (Fatma)
  • 4 pts, 1 tile (Scarab)
  • Total: 40 + 15 + 4 = 59 pts

As usual, Nathalie has won! Bad luck, Rémi.

Variants

"Guessing" variant: Players choose, then advance their tile at the same time. So only the priority rule for choosing tile 1 no longer applies.

The medallion can therefore stay with the players who keep flipping it over each turn without passing it.

"Simple placement" variant: Remove the medallion from the game! Players simply place a tile in turn on the central row. Tile numbers therefore no longer matter.

The 7 Charms

  • Neko (lucky cat)
  • Trèfle (clover)
  • Ganesh
  • Mati (evil eye)
  • Fatma (hand of Fatma)
  • Cheval (horseshoe)
  • Scarab

Credits

  • Author: Jean-Louis Roubira
  • Illustrator: Pauline Détraz
  • Development: Jonathan and Grégory Pailloncy
  • Publisher: Daïmon Play
  • Production: Synergy Games

Thanks to Christina Foitou, my wife, and to my children, Jonas and Noémi. — Jean-Louis Roubira