The Grimoire Game

"It's not an elegant game, nor a simple one, but it's our game."
— Kiera Westglow, Myrisian Citizen
  As Myrisians began to settle into a new way of life with Sages and Towers, they began to redefine their culture to be something new. They started drifting away from what had been before their departure from their old homes, and among the development was to alter the traditional deck to their own tradition. A game was developed which required skill and planning to win, yet still had an element of luck to it. This became known as "The Grimoire Game" over time, with many small regions having their own spin on the name along with variances to the rules.

Broadly speaking, the goal of the game is to collect points through completing 'Grimoires' each round. These are done by either completing sets of a number or a sequence of at least three cards in the same suit. The start of a turn is marked by drawing a card, which may then be used to help develop a Grimoire in progress or discarded. It is possible for a player to draw the top card of the discard pile, but if they do so it must be played immediately. Only one Grimoire may be created at any time, though some variants of the game allow "parallel development". A round ends when the deck is exhausted, a player has no cards in hand by the end of their turn, or all players agree their Grimoire has been "finished". Points are scored based on the size and complexity of the Grimoires created. The game itself is over when an overall points goal has been reached, which is usually decided before the game starts.

 

Assailants and Benefactors

Within the parlance of the game, each suit is supposed to represent a particular field of study with some of these fields opposing each other while being assisted by others. These suits are arranged in an order determined during the start of the game, represented by some form of tokens arranged in a circle around the deck. Each suit 'attacks' the one to its left while 'assisting' the one across from it. These are termed "Assailants" and "Benefactors", and have a particular effect on play.
  • An "Assailant" can force another player to discard a card of lower rank from the relevant suit from a Grimoire in play, or from their hand if they have one in hand. (If they choose to discard, they will draw a new card to replace it.)
  • A "Benefactor" can be played into a sequential Grimoire as though it matches the suit, or to take a card from the discard pile which is of the relevant suit. This is the only time by the standard rules a player can search through the discard pile, and it must remain in the same order the whole time.
  • The eight remaining cards have broader, and thus more powerful, effects on gameplay by contrast. Notably, when any of these eight cards would be used, they are removed from play instead of being discarded. This rule was put in place later on, to prevent the game from degenerating too much.
  • The six fusion cards (Steam, Magma, Smoke, Ice, Frost, and Dust) can function as either an Assailant or Benefactor counting as either of their indicated suits. For example, the "Steam" card can function as if it had the suits of Fire or Cold.
  • The Void will force all players to discard one card from each of their Grimoires, but these cards are removed from play with the Void card. This is meant to represent a loss of knowledge due to an accident or mishap.
  • The Source will force a player to discard their entire hand (placing it on the bottom of the discard rather than the top) and draw as many new cards. This represents a fundamental change in approach taken from new information previously unavailable.

  • Rules Variants

    A number of variant rules exist, developed in different Towers or regions over generations. The comfort with which these variants are played sometimes cause travelers to assume the rules are part of the core game. This assumption has led to at best a gentle dissuading of new faces from joining in, or at worst an outright ban on people from outside the local area from participating. One variant which is vehemently disowned by many Myrisians is one where the game is played for money - it is widely discouraged, as experienced players can very easily overwhelm newer ones.
  • "Experiments": This is the most widely-used variant, having spread over much of Myrisia over generations. The six 'fusion' cards of the deck are able to be played with their respective suits, and will double the score of a Grimoire they are attached to. The full set of six may constitute its own potential Grimoire, scoring five times the normal amount. Usually this gives the player a win for casual games, and in competitive games it has been known to bring people who were in the last place back into contention for winning.
  • "Parallel Development": Each player may create multiple Grimoires when playing from their hand, as long as they meet the basic requirements. Any Grimoire targeted by an Assailant which is reduced to below the minimum requirements to be played is completely discarded as a 'failed experiment'.
  • "Masterpiece": Only a fully completed Grimoire can be played on the table, with cards remaining in-hand until that point. The discard is laid out in sequence rather than showing only the top card, and this is the only valid target for Assailants to be used against.
  • "Research Mastery": Starting from the dealer's left, each player declares which suit they will use for their research. Most rules concerning Assailants and Benefactors are not used for this game, aside from the effects of the Void or Source cards.
  • "Hidden Research": Grimoires are developed face-down, with Benefactors being the only face-up cards permitted, and Assailants affecting all other players than being targeted.
  • "Breakthrough": One of the suits is given greater weight in points for a round, determined randomly by the first card of the deck when play begins. The score for Grimoires of the indicated suit is doubled. If one of the eight 'fusions' is displayed, then in contrast the relevant suits are considered weaker this round and only score half the points (rounded up).
  • Required Items
  • Myrisian Playing Cards
  • Four tokens representing the suits.

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