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After a round ends, you will find the Fool and then score points for the

Set Up Round. After this you will start the next round. For the next round, shuffle Scoring
Separate the 9 Role Cards and the 56 Animal Cards (including Wilds). up the animal cards and deal new hands to players. Since players keep All players score points according to the role they chose for the
Spread out the Role Cards in the center of the table. Shuffle the Animal one card from the previous round, they will receive one less from round 2 Round. Score is printed on the front of the respective Role Cards. This
Cards and deal out a starting hand to each of the players according to the onward. number is the value of each Trick won during the Round.
following table. Any remaining cards are put to the side. They will not be The following is an example of a 4 player
A trick-taking card game for 3-8 players, Ages 8+ used this round. game on the last two Tricks. The number in the upper right corner
# of Hand Remaining # of Hand Remaining shows how many points this player will
Players Dealt Cards players Dealt Cards receive for each trick they capture in the
Skip the Rules! Watch the Video! round. The mouse player will get four
Watch a live tutorial and learn to play the 3* 12 2 6 9 2
points per trick captured.
game without reading the rules by visiting 4** 11 3 7 8 -
www.level99games.com/games/anansi 5 11 1 8 7 -
Player 1 Hand Player 3 Hand
Designer * For a 3 player game remove any two suits from the deck before
beginning.
Ken Maher ** For a 4 Player game remove one of the suits.
Artist
Summary of Play The Leopard, Monkey , Chameleon, Hornet and the Turtle earn 3
Stephanie Johnson The game is played over a series of rounds in which players choose Player 2 Hand Player 4 Hand points for each Trick. The Hare, Mouse and Snake earn 4 points for each
their roles, play cards, find the fool, and score points. Trick. Anansi scores 5 points for each Trick. Keep track of the scores on a
Development Team sheet of paper.
D. Brad Talton Jr., Joshua Van Laningham, The game ends as soon as one player has collected 3 Fool Cards or
after 5 Rounds have been played. A finished trick. Since the Lead card at Once the Fool is found and the scores recorded, place all Role Cards
Christopher Smith, Mike Robles, Sam Tapper, Reagan back in the center of the table, shuffle all the Animal Cards and deal them
McClellan, JR Honeycutt, Chad Hantak the bottom of the stack is Arrogance, the
Choosing Roles player who played the 8 of Arrogance out again adding the left-over card from each player’s hand of the previous
Round.
Playtesters When choosing roles, randomly set out animal cards equal to the would win this Trick.
Ty Arnold, Kier Arnold, Matthew Fournier, number of players plus one in the middle of the table for all players to see Starting with the player who was just named the fool choose your new
and others on the Level 99 Games Forum and select from. Set aside the rest for possible use in later rounds. roles (all 9 are available) and begin another Round.
For the first round, the smallest player gets to choose the first role. In
Components future rounds, the player named the Fool in the previous round is first to
• 9 Role Cards choose their role in the following round (if none, determine who chooses
• 56 Animal Cards first randomly). The right to choose a role then moves to the player’s left.
• 10 Trait Cards The nine roles are: Anansi the Spider, the Hornet, the Chameleon, Player 1 Hand Player 3 Hand
• 12 Fool Cards the Mouse, the Hare, the Turtle, the Snake, the Monkey and the Leopard.
• 8 Off-Suit Abilities Variant Reference Cards Each role has its own unique abilities and its own score multiplier which
Object is fully explained in the “Scoring” section of this rulebook..
Any roles not chosen by players are set aside for the round. At the
“A story, a story; let it come, let it go.” beginning of each round, randomly set out a new set of animal cards.
Once, all the stories belonged to someone else but now they belong to Player 4 Hand
Anansi, the Trickster (which is a story unto itself!). Everyone knows Card Play Player 2 Hand
TRICK 1 TRICK 2 TRICK 3
that the best stories happen when you play someone else for the fool. But Once the hands are dealt, roles are assigned, the Leopard has named
the Trump suit for the Round, and the Monkey has traded for their In this Trick the Lead card is of the
sometimes even the best of tricks can backfire, and who plays the fool then?
desired card, play begins with the first Trick (set of cards played). The Friendliness Suit. Since there is no other
In Anansi and the Box of Stories the players take on the roles of Hare goes first. If the Hare is not in play, randomly choose who goes first. Friendliness card in the Trick, the played
archetypal animals in a trick taking game where you can use your animal The first player can play any card from their hand. This is called the who played the Lead card wins the Trick.
cunning and abilities to turn the tricks in your favor. “Lead”. The next player must play a card of the same suit as the Lead (wild Since this is the last Trick of the Round,
During each Trick, every player plays one card they feel will trump cards count as the Lead suit). If a player has no cards of the Lead suit, then the last card in all player’s hands will be
everyone else’s. The player who wins the most tricks without being made a they can play a card of any other suit. This is called playing “off-suit”. If kept for next round.
fool will prove their wisdom and be made the winner. This role gives three points a Trick. Since this
a you have not played a trump card in a Trick, you cannot play a trump
player won three Tricks they get 9 points.
until you have no cards of the Lead suit in hand. This is called “breaking
The cards the Trump”. After everyone has played one card, the Trick ends. Finding the Fool ROLE
The Role Cards display each Character’s image, score multiplier, and The winner of the trick is the player who played: At the end of the Round, when all but the last card in each players’
an explanation of their unique ability on the front.
The Animal Cards consist of both a suit (Strength, Bravery,
1) The highest-numbered trump card; or if no trumps were played, hand has been played, each player will add up the value of all the Anansi
Cards they have collected in their captured tricks.
Game End
2) the highest-numbered card of the lead suit. The game ends one of two ways: immediately when one player
Arrogance, Jealousy, Friendliness or Craftiness) an Animal (one of the In the case of a tie (through using special abilities or the two wild The player with the highest total of Anansi Animal Cards takes a Fool
receives a third Fool card, or after 5 Rounds have passed. If any player gets
nine Characters) and a Value (from 1-9). Anansi cards) the Trick goes to the next highest-numbered lead card Card and places it in front of them to show their folly. If there is a tie, the
a third Fool Card, they also automatically lose the game, no matter their
In addition, there are two Wild Animal Cards that have a value but no played. If it is still tied, no one wins the trick. Player with the single highest-numbered Anansi card wins. If no one has
score.
suit. These are wild and may be used during any trick, and can even win a The winner of the trick gets all of the cards played (these are the Anansi cards, no one is the Fool for that round.
Among all remaining players, tally up the score for each player.
trick (they count as the Lead suit). They also count the same as any of the “captured Tricks”) and puts these cards in front of them in a pile face- Fool Cards also subtract 5 points from a player’s score at the end of the
Subtract 5 points from a player’s score for each Fool Card they have.
other Anansi cards in the deck for determining the fool. down, taking care to keep each captured trick in a separate pile. That game (see Game End section). If a Player receives a third Fool Card, the
Score totals can be negative. The winner of the game is the player with
player then leads the next Trick, play again proceeds to the left. game ends (scoring still occurs) and they automatically lose the game.
the most points. If there is a tie, the highest scoring Player with the least
If a role card affects your card play (Snake, Chameleon, Hornet), they number of Fool cards wins. If there is still a tie, then both players win.
use that ability at the moment they play their card during a trick. The
Mouse can only use his or her ability at the moment a trick is captured. FOOL
Remember, you can only use the special ability once per round! You can A PLAYER WITH FOOL
CARDS GETS THE FOLLOWING

AT THE END OF THE

-5
GAME:
POINTS FOR ONE,

turn your character card sideways to mark that you have used one of these
-10 FOR TWO, AND LOSES

THE GAME FOR THREE

(IMMEDIATELY).

abilities.
Play Tricks until each player has one card left. This final card of each
hand (including the final round) is kept in the player’s hand secretly to be
9 7
used in the next round. The kept cards do not count toward scoring this The round ends, and the left player has one Anansi card with a
Role Card Animal Card Wild Card value of 9. The right player has two Anansi cards with a total value
round, nor toward finding the fool. This final card is added to the player’s
next hand. Consider carefully what you will carry over between rounds! of 7. Thus, the left player is the Fool and gets a Fool card.
Special Abilities Partnership (Variant) Off Suit Abilities (Variant) Common Questions
THE LEOPARD is feared by the other animals The smartest animals work together, whether to Especially clever players may wish to introduce more trickery into the Q: What happens if it is the end of round 5 AND a Player receives a
for its great power. The player choosing the Leopard prove their wisdom or their cunning. Playing with C1 game. Playing with off-suit abilities makes every card play a chance to use third Fool card?
gets to name the Trump Suit for that Round (after partnerships lets you team up to score.
B1 D1 your cunning. A: The Player that received the third Fool Card would lose the game, then
looking at their dealt hand). Trump cards played The partnership variant allows for play with 4, 6,
automatically beat the highest numbered card of any or 8 players working in teams of 2. Teams sit around
A1 A2 Off-suit abilities are special abilities that trigger when you play a card
that is neither a trump nor a lead card (note that you can only play off-suit
proceed to final scoring and the end of the game as normal.
Q: I have the Hornet role and am playing with off suit abilities variant.
other suit. They may choose any one of the six suits the table spaced equally among the teams. A four D2 B2 when you do not have any cards that match the lead card). Whenever you
(Strength, Bravery, Arrogance, Jealousy, Friendliness, team (8-player) game this would look like this. C2 play a card off-suit, look at the animal on the card, and activate the ability If I use the Hornet’s ability to play two cards of the same animal, do I
or Craftiness) as trump. All cards of that suit will beat Normal rules apply with the following exceptions: that matches that animal. get the off suit effect twice?
any card of the others. The player announces trump • A player cannot modify their partner’s cards with the Snake, THE LEOPARD can remove an Anansi card from A: No, you are playing them as if it were one card, so you only get the effect
by saying “This is a story about ... (Bravery).” Chameleon, or Hornet ability. one your captured tricks. The removed card is set once. You would choose which one of the effects to use.
The Leopard may choose to have no trump for the • Tricks captured and fool cards are shared between both partners. Use aside for the rest of the round. Q: Can I play with multiple variants at the same time?
Round. In this case the highest card of the suit led will the lower score multiplier from among the two roles the partnership A: Yes! All the variants are designed to be mixed and matched, so you can
win each Trick.“This is a story about nothing.” selected. play with as many or as few as you want!
If no one chooses the role of the Leopard, • The Anansi role has the ability “Your partnership’s captured tricks are
trump for the Round is defaulted to Cleverness (all
Cleverness Cards are Trump).
worth 1 additional point.”
• The first partnership to collect three Fool Cards loses the game as THE MONKEY takes a card from the current Terminology
trick (except the card that is currently ‘winning’ the Trick: A set of cards being played once by each player. At the end of
normal. This triggers the end of the game with the scoring as normal.
trick) and puts it into your hand. Then put a card from this the player with the highest card or highest Trump card played wins all
THE MONKEY is a thief. The player choosing cards played.
the Monkey may call for any one card of a suit and your Hand into the current trick face down. This card
is considered blank until scoring ends and does not Captured Trick: The cards gained from winning a Trick. These are
value. The player who has that card must trade it with face-up.
the player who chose the Monkey. The player who count for anything (finding the Fool, Leopard’s off-suit
ability, scoring, etc.). Round: A full set of tricks played, with one card left over in each
chose the Monkey chooses the card to return in the player’s hand. At the end of this, scoring occurs.
trade. If no one has the requested card, the Monkey is THE SNAKE allows no more off-suit abilities to be
Game: A full set of 5 rounds played (or when one player gets 3 Fool
out of luck. used for the rest of this Trick.
Cards).
THE SNAKE is strong. Once per Round the
Suit: Strength, Bravery, Arrogance, Jealousy, Friendliness, or
Snake may change the value of one of his cards by
Craftiness. These are present on all Animal Cards.
adding or subtracting 2 to its face value. He declares
Value: The number in the corners of every animal card.
this as it is played. This effect ends after the Trick is
taken. If this causes a tie for who wins the Trick, the Character Traits (variant) Off-Suit: A card that is not of the current Lead suit or Trump suit.
Animals are more than just their physical traits–character plays a part THE HARE allows the player who played it to lead Trump: A card of the suit that is declared trump by the Leopard, or a
Snake wins.
THE HARE is fast. The player choosing the Hare in deciding how they act and what they will do. In this variant, you have the next trick. If multiple Hares are played off-suit, the Cleverness card, if there is no Leopard. Trump cards played automatically
may jump in and lead the first Trick in a Round, access to select special character traits, which offer additional scoring player that played the most recent one leads. beat the highest numbered card of any other suit.
whether it was their turn to do so or not. He may use opportunities. and more
this ability only two times per round. This option Normal rules apply with the following exceptions: You can visit www.level99games.com to stay updated on all of
must be declared by the player after a Trick is won, • Pair a character trait randomly with each role, then choose roles as our new releases! Follow the QR code below to get there!
but before any other player has led a card to the new normal THE MOUSE allows the player who played it
Trick. • Character Traits take effect during scoring, and give you some to break order and play last during the next Trick.
additional points.
THE MOUSE is sneaky. Once per Round he may If multiple Mice are played off-suit, the player that
• Any unused Character Trait Cards are set aside for the Round, but will
decide to prevent ONE Trick from scoring. The player played the most recent one goes last.
be available again next Round, like Role Cards.
who claimed it may still lead the next Trick, but may
• In combination with the Partnership Variant, scoring effects from Traits
not score the Trick for points.
are applied only to the player who chose the Trait, not to their partner.
Set the chosen Trick aside face up to show that it
Once the individual scores are tallied, they are added together for the THE CHAMELEON changes to the current Lead
won’t score any points. The Anansi cards in this Trick partner’s final score for the Round. suit when played.
also do not apply for determining this Round’s totals!
THE CHAMELEON is subtle. Once per Round
the chameleon may change the suit of one of its cards.
This may be used to change a card into a trump suit.
The chameleon cannot use this ability to change the
animal on the card. THE HORNET gives the winner of its Trick one
negative point. Mark this on your score sheet. Scores
THE HORNET acts as a swarm. The player
can go below 0 during scoring.
choosing the Hornet may play any two cards of the
same animal to count as one combined value in one of
the suits of the cards added together. This effect ends
after the Trick is taken. You may not use this if you
only have two cards in your hand. THE TURTLE gives the player who played it 1
This also means that this player will be short one point. Mark this immediately.
card for the remainder of the Round. They therefore
have to not play in one Trick of their choosing before
the Round’s end if they use this effect.
THE TURTLE is wise. The player choosing the
Turtle may not be named the fool for this Round. If
ANANSI has no additional effect for this variant.
the Turtle has claimed the most Anansi points for the
Round the title of Fool is given to the player with the
next highest total.
ANANSI is crafty. He is neither feared nor
This player has two Bravery cards in their winning Trick(s) at the end of the
admired by anyone, but they do all watch him closely,
round. With the Brave Trait they would score an additional 2 points, for a
for they all know he has something up one of his eight
Thanks for Playing!
total of 5 points (1 Trick+2 bonus points).
sleeves. The player choosing Anansi receives no special
abilities.

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