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I was looking for rules in English to Fantasy II, and since I couldn't find any I decided to make the translation myself. After wrestling with my very rusty schoolboy French (and leaning heavily upon Altavista's Babel Fish) I came up with the following. I've occasionally departed from literal translation, but hopefully I remain in line with the spirit of the original.
I hope some of you find this useful, and apologise for any errors I may have made.
Fantasy II, game by Sylvie Barc, translation by Phil Dixon.
The Cards
Hommes, Garous and Ogres are races on the same basis as those of Fantasy: the corresponding cards placed in front of each player will count in the evaluation of the largest Forest at the end of the game.
Men (Hommes)
Magic does not work in the presence of Hommes. During his turn, a player can pose a Homme card in front of him. Subsequently, no ability affecting the cards placed in front of him can take effect. On the other hand, abilities affecting the player’s hand can still be applied. For example: it is not possible to use a Dryade to steal a Lutin card but the ability of a Korrigan will always work.
Ogres
During his turn, a player can place an Ogre in front of him. He decides which card this Ogre will eat: either he chooses a card placed before an opponent who does not have any Homme cards before him, or he chooses a Homme card placed in front of an opponent. All creatures can be eaten by Ogres. The chosen card is removed from play until the end of the game.
Werewolves (Garous)
During his turn, a player can place a Garou card in front of him and "transform" a Homme placed in front of an opponent. He takes the Homme card and moves it into the column of any other race already present in his (the acting player’s) Forest. Only Hommes can be transformed. See “playing the game” for an explanation of the races’ columns.
Beer (Bieres)
During his turn, a player can use a Biere to neutralise the ability of an Homme. He can then play a card affecting the cards placed in front of the owner of the Homme.
Hommes don’t share nicely (especially when it comes to beer), so if a player has more than one Homme in front of him, it will be necessary to use one Biere card for each Homme present to neutralise them all.
Biere cards used by a player are removed from play until the end of the game.
Secrets
Each race has its Secret, which makes it stronger.
During his turn, a player can place a Secret card in front of him. The Secret cards never change place in the course of game. (That is, they are immune to the abilities of Dryades).
A player may place a Secret card corresponding to a race when no individual of that race is yet present in his Forest. (QUERY: Does this mean, “may ONLY place”?)
At the end of the game, Secret cards do not count towards the size of a Forest. However, each card of the corresponding race will be worth two points instead of one.
Setting up the game
Shuffle together all cards from Fantasy and Fantasy II. Each player receives 5 cards. The remainder are placed faced down to form the deck.
The youngest player plays first, then play moves clockwise.
Playing the Game
During his turn, each player draws a card and then may:
Play a Secret card;
Play a creature card and apply its ability;
Play one or more Biere cards, to neutralise an equal number of Homme cards in the Forest of an opponent;
It is possible to play a card even when its ability is not applicable. For example, a player may decide to play a Farfadet against an opponent whose Forest is protected by one or more Hommes.
Players should place their cards in front of them in columns, one for each race.
Hommes cards should be the first (leftmost) column of each Forest. This allows each player to see at a glance which forests are protected.
Secret cards should be placed visibly at the head of the column to which they correspond.
Hommes cards which have been transformed by Garous, are placed in a column chosen by the player of the Garou card: a transformed Homme placed into a Gnome column thus becomes effectively a Gnome.
Important
When the power of a Farfadet is applied (or that of an Elfe which is copying a Farfadet), it is no longer the cards which are exchanged, but the seats occupied by the players.
It is therefore possible for a player to have two turns in a row, or none at all during a particular turn around the table.
For example, Bob, Carol, Ted and Alice are arranged in that order around the table. If Bob plays a Farfadet on Carol and they swap seats, he will immediately play again, while Carol will not play this turn.
Remarks
An Elfe can of course copy the ability of an Ogre or a Garou already placed in that player’s Forest.
A Fee can cancel the ability of an Ogre or a Garou.
A Fee can also cancel the effect of one or more Bieres played simultaneously. Cancelled Bieres are removed from play.
The End of the Game
The game continues until the deck is exhausted. Players then continue to play with the cards in their hands. As soon as a player has no cards in hand, he takes a card from the hands of each of his opponents, except from those who only have one card in hand.
As soon as a player can no longer replenish his hand (because none of his opponents have more than one card) the game ends immediately.
Each player counts the creatures in his Forest. If he has played a Secret card, creatures of that type count double.
The player with the largest Forest is the winner.
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