The Fox in the Forest Deluxe
The Fox in the Forest Deluxe Rulebook
Table of Contents
Table of Contents
Overview
The Fox in the Forest is a trick-taking game for two players, each playing cards to win tricks against the other over multiple rounds. Players score points during a round by winning tricks containing specific cards and at the end of a round based on the number of total tricks they won. The player with the most points at the end of the game is the winner.
Components
- Game Cards (33)
- Bells: 1-11
- Keys: 1-11
- Moons: 1-11
- Scoring tokens (17): x8, x4, and x5 (three colors; the printed text does not state each token's value)
- Special Cards (9) (see Expansion Modules)
- Poison Cards (3) (see Expansion Modules)
- Goal Cards (16) (see Expansion Modules)
- Reference Cards (2) (see Reference Cards)
Setup
Each game consists of multiple rounds. In each round, one player will be the dealer. (For the first round, randomly select the dealer. For each round after that, alternate which player is the dealer.) At the beginning of a round, the dealer for the round completes the following steps:
- Shuffle the 33 game cards.
- Deal both players a hand of 13 cards. (Each player may look at their own hand but should keep their hand hidden from the other player.)
- Set aside the remaining 7 cards face down to make a draw deck.
- Take the top card of the draw deck and place it face up next to the draw deck. This card is known as the decree card. (The suit of this card will be important during the round.)
Gameplay
Round Overview
Each round consists of a series of 13 turns for each player, called tricks. Every trick, both players will play one card from their hand face up into the middle: one player will lead (that is, play the first card of the trick), and the other player will then follow (that is, play the second card of the trick). Based on the two cards that are played, one player will be said to win the trick.
Trick Details
Leading: The non-dealer leads on the first trick of a round. After that (unless specified otherwise), the winner of one trick will lead the following trick. The leader can choose to play any card from their hand, without restriction. The suit of that card is known as the lead suit for the trick.
Following: After one player leads, the other player now must play a card that (if possible) matches the lead suit; that card can be (unless specified otherwise) of any rank in that suit. If the follower does not have a card in the lead suit, they may play any card without restriction.
Determining the Trick Winner: After both cards have been played (and any abilities activated; see Abilities), players determine the winner of the trick. Typically, the card with the highest rank in the lead suit wins the trick. However, the suit of the decree card (known as the trump suit) is considered higher than the lead suit:
- If either card in the trick is in the trump suit, the player who played the card in the trump suit with the highest rank wins the trick.
- If neither card in the trick is in the trump suit, the player who played the card in the lead suit with the highest rank wins the trick.
The winner of the trick takes the two cards and keeps them face down near their side of the table. The number of tricks won by each player is public information, visible to both players during the round. However, no player may look at the faces of cards in previously won tricks.
The winner of a trick leads the next trick (unless otherwise specified). Continue to play tricks until all 13 tricks have been won.
Abilities
All the cards of odd rank (1, 3, 5, 7, 9, and 11) have special abilities printed on them, which activate when the card is played. They may change what your opponent can play, how the winner of the trick is determined, or who leads the next trick; they may let you take a special action when you play the card; and they may give points to the winner of the trick. The exact timing of each ability is included in the text.
(See the Appendix: Common Questions for any additional help with these abilities.)
End-of-Round Scoring
After all 13 tricks have been played, count how many tricks each player has won. Players may gain points at the end of the round, based on the number of tricks they won. (See the chart below.) You want to win more tricks than your opponent, but not too many.
| Tricks | Points | Description |
|---|---|---|
| 0-3 | 6 | Humble |
| 4 | 1 | Defeated |
| 5 | 2 | Defeated |
| 6 | 3 | Defeated |
| 7-9 | 6 | Victorious |
| 10-13 | 0 | Greedy |
(If you get too greedy, you will be brought down like the villain in so many fairy tales.)
After the end-of-round scoring, if either player has at least 21 points, then the game is over. Otherwise, play another round (with the dealer of the next round being the player who did not deal the current round).
End of Game
Play complete rounds until either player has at least 21 points. The player with the most points wins! If there is a tie, the player who gained the most points during the last round wins.
Variable Game Length: For a shorter or longer game, you may agree to end the game at a different number of points:
- For a shorter game, we recommend playing complete rounds until either player has at least 16 points.
- For a longer game, we like playing complete rounds until either player has at least 35 points. (You will need a piece of paper and a pencil to record the higher scores.)
Expansion Modules
Overview
This expansion consists of three separate modules that can be used individually or together: special cards, goal cards, and poison cards.
Special Cards (9x)
Before the game begins, select two special cards at random. Shuffle those cards into the main deck without looking at them. Return the remainder to the box.
Special cards can be played into a trick like any other card, unless specified otherwise. Each special card has a unique ability. When an ability refers to “special cards,” that includes only the other cards from this expansion module.
If both players agree, you can play with more or fewer special cards, and you could even choose specific ones instead of selecting randomly.
Unsuited Cards: Certain special cards state that they are “unsuited.” An unsuited card is considered to be the same suit as the other card in the trick. If an unsuited card is led, the second player can follow with a card of any suit.
Identical Cards: If both of the cards played in the same trick are considered to be identical due to the ability of a special card, whoever led the trick is the winner.
No Trump Suit: If a special card is the decree card, there is no trump suit. A single 9 (Witch), however, is still treated as a trump card when determining the winner of a trick.
Goal Cards (16x)
Before the game begins, shuffle all 16 goal cards into a face-down deck. At the start of each hand, reveal the top two cards of the goal deck.
Players may claim an available goal card at any time if they meet its scoring condition. When a player claims a goal card, they gain the listed points and place the goal card in the discard pile. Each goal card can only be claimed once.
Any goal card that goes unclaimed is placed in the discard pile once the hand ends. If the goal deck ever runs out, reshuffle the cards from the discard pile.
Some goal cards remain in play until the hand ends and can be triggered multiple times. These goal cards have ongoing effects that will cause you to gain or lose points when you trigger them. Triggering these effects is not optional.
If your score is at zero, ignore any further loss of points.
Note: this section uses “hand” where the rest of the rulebook uses “round”; the printed wording is kept. The individual scoring conditions of the sixteen goal cards are printed on the cards themselves and are not listed in this rulebook.
Poison Cards (3x)
Before the game begins, swap out the three base 8s in the main deck for the three Poison 8s. When you take a Poison 8 in a trick, you immediately lose 1 point. If your score is at zero, ignore any further loss of points.
Reference Cards
The two Reference Cards are shown in the Components panel of the rulebook. Their text is transcribed here.
Special Card Reference
8 — Axe: If you follow a Woodcutter with this, use the Woodcutter's ability and win the trick. Otherwise, this is an unsuited 8.
6 — Tree: If you lead this, your opponent must play 1 random card from their hand to the trick, ignoring suit requirements. This is an unsuited 6.
4 — Fairy: When you play this, look at up to 2 random cards from your opponent's hand. You may take 1 of those cards. If you do, give your opponent 1 card from your hand. This is an unsuited 4.
2 — Crown: You may add this to any legal play of a non-special card. If you do, draw 1 card. Ignore any ability your other card has and treat it as a Monarch of its suit when determining the winner of the trick. You may instead play this on its own as an unsuited 2.
M — Mirror: This is always treated as if it were identical to the current decree card in rank, suit, and ability.
? — Bow: This always beats any trump card or special card, and it always loses to any other card.
? — Hammer: If you follow with this, name a suit. Your opponent must discard their card to the bottom of the deck, face down. They must draw 1 card, then play 1 card to the trick of the named suit, if possible. This always beats any odd card, and it always loses to any other card.
? — Potion: When you play this, discard it and another card from your hand to the bottom of the deck, face down.
? — Shovel: When you play this, you may take 1 random card from the last trick you won and play it to the trick instead. If you do not or cannot, you lose the trick.
The four special cards marked “?” have no numeric rank on the reference card.
Suit Card Reference
11 — Monarch: When you lead this, if your opponent has a card of this suit, they must play either the Swan of this suit or their highest ranked card of this suit.
9 — Witch: When determining the winner of a trick with a single Witch, treat the Witch as if it were in the trump suit.
8 — Poison: The winner of the trick loses 1 point for each Poison in the trick.
7 — Treasure: The winner of the trick gains 1 point for each Treasure in the trick.
5 — Woodcutter: When you play this, draw 1 card. Then discard any 1 card to the bottom of the deck, face down.
3 — Fox: When you play this, you may exchange the decree card with a card from your hand.
1 — Swan: If you play this and lose the trick, you lead the next trick.
Scoring Reference
Find Treasure: After each trick, the winner gains 1 point for each Treasure in the trick.
Win Tricks: After each complete round of 13 tricks, the players each gain points based on how many tricks they won in the round:
| Tricks | Points | Description |
|---|---|---|
| 0-3 | 6 | Humble |
| 4 | 1 | Defeated |
| 5 | 2 | Defeated |
| 6 | 3 | Defeated |
| 7-9 | 6 | Victorious |
| 10-13 | 0 | Greedy |
Appendix: Common Questions
When do the abilities on the 3 (Fox) and 5 (Woodcutter) occur?
Each of these two abilities takes place immediately when the card is played, before another card is played or the winner of the trick is determined. (Note: If the person playing a 3 changes the decree card, the trump suit may also change. The new trump suit is used to determine the winner of the current trick.)
If my opponent leads a 9 (Witch), do I have to follow the 9's suit or the trump suit?
You must follow the 9's suit if you can. A non-trump 9 is not treated as if it were in the trump suit until after both cards in the trick have been played following the normal rules.
If my opponent leads a trump card and I have a trump card, can I play a non-trump 9 (Witch)?
No. A non-trump 9 is not treated as if it were in the trump suit until after both cards in the trick have been played following the normal rules. If you can follow suit with a trump card, you cannot play a non-trump 9.
Who wins a trick with two 9 (Witch) cards in it?
The special ability on the 9 (Witch) only applies when the trick contains one 9 (Witch). (The witch's magic lets her transform into the trump suit at the end of the trick, but with two witches in the trick, they neutralize each other's magic.) If the 9 of the trump suit was played, it would win; otherwise, the 9 of the lead suit would win.
Who leads the next trick after a trick with two 1 (Swan) cards in it?
If both players play a 1 (Swan), the player who loses the trick would lead the next trick.