Absurdity Afoot Card Quest

$39.95

Overview: Absurdity Afoot is an absurd card game designed for 3-6 players, each embarking on a journey to become the Supreme Ruler of Absurdia. The game combines elements of strategy, luck, and pure whimsy. Players collect and play a variety of bizarre cards with the goal of accumulating Absurdity Points (AP). The first player to…

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Description

Overview: Absurdity Afoot is an absurd card game designed for 3-6 players, each embarking on a journey to become the Supreme Ruler of Absurdia. The game combines elements of strategy, luck, and pure whimsy. Players collect and play a variety of bizarre cards with the goal of accumulating Absurdity Points (AP). The first player to reach 100 AP wins, claiming the coveted title and a cardboard crown (included in the box).

Components:

  • 120 Playing Cards, including:
    • 40 Action Cards
    • 30 Creature Cards
    • 20 Object Cards
    • 15 Twist Cards
    • 15 Challenge Cards
  • 1 Rulebook
  • 1 Cardboard Crown

Card Details:

  • Action Cards: Perform specific actions, like “Swap Hands with the Player Wearing the Most Colors” or “Declare a Thumb War on an Opponent.”
  • Creature Cards: Summon creatures with peculiar abilities, such as “Dancing Llama: Forces everyone to dance or lose 5 AP” or “Philosophical Platypus: Engage in a debate; winner gains 10 AP.”
  • Object Cards: Use objects with strange effects, like “Invisible Cloak: Skip your next turn invisibly (you still play but pretend not to)” or “Rubber Chicken: Squeak to negate any action once.”
  • Twist Cards: Change the game’s rules temporarily, e.g., “Speak in Rhymes” or “Play with Cards Face Up.”
  • Challenge Cards: Pose challenges to opponents, such as “Win a Staring Contest” or “Tell the Best Joke.”

Setup:

  1. Shuffle all the cards and deal 7 to each player.
  2. Place the remaining cards in the center as the draw pile.
  3. Decide the starting player by a unanimous vote on who has the most absurd laugh.

Gameplay: On their turn, a player can either draw a card from the pile or play a card from their hand. Playing a card means executing its action, summoning its creature, utilizing its object, implementing its twist, or issuing its challenge. Each card action successfully completed earns the player AP, as specified on the card.

Winning: The game continues until a player reaches or exceeds 100 AP, becoming the Supreme Ruler of Absurdia. They are awarded the cardboard crown and must give a short, absurd acceptance speech.

Rules:

  • If a player refuses or fails a challenge, they lose 5 AP.
  • Players can form temporary alliances, but only one can wear the crown.
  • Twists apply immediately and last until another Twist is played.
  • Creativity in executing card actions is encouraged and can be rewarded with extra AP at the group’s discretion.

Absurd Additions: For added chaos, introduce house rules like “Must Mimic a Creature Card’s Sound When Played” or “Players Must Address Each Other as ‘Your Whimsiness.’”

Absurdity Affot is more than a game; it’s an exercise in embracing the absurd, laughing at the unpredictable, and celebrating the joy of nonsensical victory. Perfect for parties, family gatherings, or any occasion needing a sprinkle of absurd whimsy.