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Fiddlefoo (Rules)

Setup

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Place 1 random card of each color in a 2x2 square on the table. This is the start of the (shared) Map.

Create a deck from all remaining cards.

  • Deal each player 8 cards (to take into their hand).
  • Place the rest as a facedown draw pile to the side.
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Objective

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The game ends when a player is out of cards. The number of music notes left in your hand represent your negative points.

It’s recommended to play a few games in a row, keeping track of score. The player with the best score at the end ( = least negative score) wins!

Gameplay

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From start player, take clockwise turns until done.

On your turn, add 1 hand card to the Map.

  • The card has to be in the same row (horizontal or vertical) as another card of the same color.
  • The card can’t be adjacent to a card of the same color.

By doing so, you’ll have created a “Pair”: your new card and the older one of the same color.

There are two important properties of such a Pair.

  • Its range: all the numbers between its lowest number and its highest number. (For example, a 2-6 Pair has a range that includes 3, 4, and 5.)
  • Its distance: how many spaces are in-between the two cards on the map.
Example of valid card placement and the pair you create from it.

Now all the other players may throw hand cards at you that match one of the following criteria. They do so while yelling “Fiddlefoo, a penalty card for you!” ;)

  • Either that card is the same color and its number is inside the range.
  • Or the number of music notes on that card is equal to the distance. If they choose this option, they may only give you 1 card this turn.

If the distance you created is larger than 3, however, you do a “Safe Song”! Nobody may throw anything at you, but you must draw 1 card from the deck.

Take all cards received into your hand.

If you end your turn without any cards, the game ends (and you win). Have fun!

Example of penalty cards others may throw at you for making a certain pair.

Expansions & Variants

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Variant: Wildcard

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You might’ve noticed that the Purple color is a bit special. (It has fewer cards / numbers.)

If you play this Variant, the Purple color becomes a wildcard! It is any color you want.

In practice, this means the following.

  • If a wildcard number is inside the range somebody created, you can always throw it to them. (Even if their Pair used a different color.)
  • If someone creates a Pair using wildcards, then you can throw any card at them that has a number within its range.

Variant: Cooperative

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This Variant allows you to play the game cooperatively. (Everyone wins/loses together.)

What changes?

  • During the game, you keep track of a single faceup pile of cards for each color, next to the board.
  • Instead of throwing a card at another player, you may also decide to add it to such a pile. You may only do so, however, if your number is higher than the current number at the top of the pile.
  • The game ends when all players have emptied their hand except one. You win if every faceup pile (next to the board) contains exactly 10 music notes.
Example of how to setup and play the cooperative variant (with slight modifications to base game).

Expansion: Talkytoot

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This expansion adds extra material: cards that also contain special actions.

Such actions can trigger …

  • When paired (they are part of a Pair created this turn)
  • When thrown (at another player)
  • When drawn (from the deck)
  • or When Scored (at the end of the game)

They usually allow you to do something you really want to do but can’t following the regular rules. Less likely, they are penalties or restrictions to obey.

It’s recommended to include just some of them—perhaps the one you like the most!—as all of them at the same time is very overwhelming.

setup.webp