Fireball Island - Cards

Cards

Each player is dealt one card at the beginning of the game, face down. Players may look at their own hands but not at opponents'. Throughout the game, whenever a player lands on a dark space, he draws a card. Any card can be played both on the active player's turn or another's (with the exception of the Fake Jewel card, which must be played against someone stealing the gem from you). There is a maximum hand size of four; a player with a full hand may not draw any new cards.

The complete list of cards:

  • FIREBALL! Immediately roll a fireball
  • FAKE JEWEL! Play this card when a player attempts to steal the jewel from you. You keep the jewel and the opponent must continue his move past you.
  • CANCEL ANY CARD EXCEPT FIREBALL CARD! Cancels any card, including another CANCEL or a MAGIC TALISMAN.
  • MAGIC TALISMAN STOPS A FIREBALL! Prevents any player from rolling a fireball.
  • REROLL THE DIE! The player that just rolled the die must reroll; the original roll is ignored.
  • TAKE ANOTHER TURN AFTER YOUR TURN! You take an extra turn after your turn. The rulebook is ambiguous about whether you can play this card to force an opponent to take another turn, or if you can take a turn between two opponents' turns.
  • TAKE 1 CARD FROM ANY OPPONENT! Take one card at random from any opponent's hand. This card can be blocked, however, should the player hold both a talisman and the jewel.
  • MOVE AHEAD X SPACES INSTEAD OF ROLLING DIE! (X is 4, 5, or 6). May only be played before the active player moves; the active player moves the appropriate number of spaces instead of rolling the die. The rules are ambiguous about what happens if you use this card on a player who is in a cave, though since the rulebook suggests playing it on opponents to force the number, that it would be legal in caves.
  • MOVE ANY OPPONENT BACK X SPACES! (X is 1, 2, or 3). From the rulebook:

    Play one of these cards on any opponent's turn, to move the opponent back on the trail the number of spaces indicated on the card. If you play the card before the opponent rolls the die, the opponent must move back before rolling. If you play the card after the opponent has rolled the die, the opponent must finish the move, then move back.
    NOTE: These cards do not move players out of caves, smolder pits, or the water penalty area at the bottom of Great Sway Bluff. If one of these cards moves an opponent back onto an unoccupied bridge, the opponent must end his or her move on the bridge.

    This card is a prime candidate for house rules, since it is sometimes unclear which direction is 'back' and it often would make more sense to move a player during your own turn rather than on their turn. "Back" after moving would imply the direction opposite that moved, while "back" prior to rolling would be subject to the whim of the one who played the card.
  • DOUBLE THE NEXT DIE ROLL! The next die roll is doubled. Importantly, a '1' becomes a '2' so no fireball is rolled. It is unclear what happens if a player in the caves must double his die roll and rolls above 3.

Read more about this topic:  Fireball Island

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