FANTASY MICROCOSM






INTRODUCTION
Card game for 2-4 players. 
Fantasy Theme. 
Tit-for-Tat Card-combo mechanisms. 

VICTORY
Have the most points at the end of the game. 
If tied, just argue about it… forever. 

THE DECK
Players share a common deck of 60 cards. 

CARD TYPES
There are 5 card types:
C = Character
H = Holding
G = Group
E = Event
T = Thing

CARD SUBTYPES
Spells = Some Events are identified in their notes as spells. 

CARD DESCRIPTIONS
The top left corner states the card type.  
The top right corner is the card’s point value. 
The upper half is an illustration.
In the middle is the card name. 
At the bottom is the card combo/ability notes. 

CARD ABILITIES
Cards have 1 of 2 types of abilities: 
When played: These activate as soon as the card is played. 
Combo: These cards are worth more points if you have the indicated cards in your 
Fief at the end of the game. 

SETUP
Shuffle the deck. 
Each player draws 2 cards. 
The oldest person goes first. 
Play proceeds clockwise. 

TURN SEQUENCE
Players take turns. 
On your turn, draw 1 card from the deck and play 1 card from your hand. 
When you play a card place it face up in front of you on the table. 
If the card has a non-combo ability this gets used immediately. 
All the cards in front of you are known as your Fief. 

HAND SIZE
At the beginning and end of your turn, you will normally have just 2 cards in your hand. 
However several cards have as their ability: Draw 1 Card. (Do this immediately when played) 
This effectively increases your hand size by 1 for the rest of the game until the 
End game when you will play all the remaining cards in your hand. 

END GAME
When the last card is drawn shuffle the discard and draw from it. 
When there is no deck or discard left, players continue taking turns, 
playing one card at a time from their hands until all cards are played. 

DISCARD PILE
Cards only ever go into the discard pile when another card sends them there. 
These cards eventually return to play in the end game. 

STEAL ABILITY
When played take the indicated type card from your opponent’s Fief and put in your Fief. 
Important note: When you steal a card, you don’t get to use its “when played” ability. 
You do however still get to make combos with it. 

DISCARD ABILITY
When played take the indicated type card from your opponent’s Fief and put in the discard. 

SLAY ABILITY
Like the discard ability except it targets a specific card or two. If the targets are not 
present nothing happens. If they are present, they are discarded and the owner of the 
Slayer card gets 2 points (use counters) per target card discarded. 

BASIC COMBO CARDS
These give a bonus if you have both cards in your Fief. 
Place them adjacent so you don’t miss any in end game scoring. 
Note that all Basic combos give the card stating the combo a final score of five. 

SUPER COMBO CARDS
These are the ones that give you 1 extra point for every 2 cards you have of an indicated type. 
Round up for this. The Most points you can receive from one of these cards is 10. 

MOST OF COMBO CARDS
These require you to compare numbers of types of cards between you and your opponents. 
If you are tied for most, you get the bonus. 

END GAME SCORING
It is recommended you use tokens or markers to help tally for final scores. 
Final scores are based on all the cards in your Fief and the combos they make. 

LINKS TO CARD LISTS!!!

Card List Part I	Fantasy Microcosm

Card List Part Ii	Fantasy Microcosm

MEDIEVAL FANTASY MICROCOSM
This deck may be shuffled together with the Medieval Microcosm deck for a longer game. 
Medieval Microcosm	









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