The Fool's Cup

## History

The Fool’s Cup is a drinking game practised all over Omnia, deriving its namesake from the ‘Fool’s Journey’; a metaphor for the journey through life undertaken by an individual known as ‘the Fool’. Referred to also as a ‘game of Fools’, the historic record of its invention (by nature of the game’s alcoholic inclusion) is murky at best. Most rumour credits Valoo with the game’s invention around 400 P.E., though little accredited scholarly documentation supports this notion. The Nomani are the most vocal proponents of the game, claiming to have inspired the game’s conception across their caravan travels centuries prior. Ultimately the origins of the game are meaningless, as it is universally applicable across any gathering, with Variants of the game’s rules practised among various communities.

## Requirements

Setting up a game of the Fool’s Cup requires the following components:

* **Shots -** This is the Party’s drink of choice. Though often a single drink bottle, Parties have been known to concoct purposefully vile-tasting combinations from different drinks.
* **Chasers -** This is the Party’s chaser of choice. This includes (but isn’t limited to) lemonades, fruit juices, tonic water, etc.
* **Tarot Cards -** A deck of Greater Arcana tarot cards must be available to draw from.
* **Pot -** The Pot is the entity of the prize being played for. This can be gold, items, favours, tokens, etc.
* **Variants -** Different variations of the game may require the use of available Sorcery Spells or Alchemy Potions.

## Rules of the Game

* The 22 Cards of the Tarot’s Greater Arcana are stacked in a Deck of Cards, along with Shots and Chasers poured for drinking.
* The Party’s members state what they’re placing into the Pot, and place the items by the Deck. All Party members must gamble something.
* The Party’s members decide on a fixed order of drawing cards, with the Party member drawing a card being ‘The Fool’ for their turn.
* To draw a card, the Party member must Roll a d22. The Roll’s number dictates what Card they draw from the Deck of Cards list below.
* All Party members have 5 Life Points to start with. Shots will subtract Life Points [-#] and Chasers will add Life Points [+#].
* Once a Party member reaches 0 Life Points or less, they are incapacitated and out of the game.
* The last Party member with Life Points, or the Party member who finds the World first, wins the Pot.

## The Journey - Deck of Cards

**1. The Fool** **-** The Fool’s bar crawl has just begun, so the Cup is empty. No one drinks [0].

**2. The Magician -** The Fool may perform any Sorcery Spell or successful sleight-of-hand trick (Burglary d20 Roll 10 & over) to drink a Chaser [+2]. If unable to, the Fool drinks a Chaser [+1].

**3. The High Priestess -** The Fool drinks a Shot [-1]. If the Fool can guess a coin toss (d2 Roll) correctly, everyone drinks a Shot [-2].

**4. The Empress -** The Fool drinks a Chaser [+1].

* **Laore-Hoj Variant:** If the Fool can perform a Life Sorcery spell, they drink a Chaser [+2].
* **Laore-Tel Variant:** If the Fool can use a Healing Potion, they drink a Chaser [+2].

**5. The Emperor -** The Fool sets a Rule for the rest of the game that the Party must unanimously agree upon. Any holdouts unable to agree must drink a Shot [-2] along with the Fool [-1]. No Rule is set if there are holdouts.

**6. The Hierophant -** The entire Party drinks a Shot [-2].

**7. The Lovers -** The Fool chooses a Partner to marry! Every drink this Fool takes, the Lover also takes [both -&+] for the Journey’s remainder.

**8. The Chariot -** The Fool drinks a Chaser [+1], and commands the Party to bow and drink a Shot [-2].

**9. Strength -** The Fool drinks a Chaser [+1].

* **Laore-Hoj Variant:** If the Fool can perform a Metal Sorcery spell, they drink a Chaser [+2].

* **Laore-Tel Variant:** If the Fool can use a Strength Potion, they drink a Chaser [+2].

**10. The Hermit -** The Fool drinks a Shot [-1], and must ask one of the Party a question they must answer honestly. If they are found lying (d20 Intrigue Roll) by the Fool, the Party Member asked must drink a Shot [-2].

**11. Wheel of Fortune -** The Party spin a bottle. Whoever the bottle lands on (d# Roll) drinks a Shot [-1].

**12. Justice -** The last Party member who made the Fool drink a Shot must drink a Shot [-2]. If none have, the Fool must drink a Shot [-1].

**13. The Hanged Man -** The Fool does not drink [0] and may choose one Party member to drink a Shot [-1] instead.

**14. Death -** The Fool drinks a Chaser [+1].

* **Laore-Hoj Variant:** If the Fool can perform a Death Sorcery spell, they drink a Chaser [+2].

* **Laore-Tel Variant:** If the Fool can use a Turtle Master Potion, they drink a Chaser [+2].

**15. Temperance -** The Fool drinks a Chaser [+1].

* **Laore-Hoj Variant:** If the Fool can perform an Air Sorcery spell, they drink a Chaser [+2].

* **Laore-Tel Variant:**  If the Fool can use a Leaping Potion, they drink a Chaser [+2].

**16. The Devil -** If the Fool has a Partner, they may choose to divorce them. If Partner disagrees, a coin toss (d2 Roll) decides who succeeds. If the Fool has no Partner, they drink a Shot [-2].

**17. The Tower -** Everyone drinks a Shot [-1]. The Fool can choose to drink two Shots [-2] and force another Party member to drink three Shots [-3].

**18. The Star -** Everyone drinks a Chaser [+1].

* **Laore-Hoj Variant:** If the Fool can perform a Weather Sorcery spell, they drink a Chaser [+2] instead.

* **Laore-Tel Variant:** If the Fool can use a Night Vision Potion, they drink a Chaser [+2].

**19. The Moon -** The Fool drinks a Shot [-1].

* **Laore-Hoj Variant:** If the Fool can perform an Illusion Sorcery spell, the Party drinks a Shot [-2] instead of the Fool.

* **Laore-Tel Variant:** If the Fool can use Poppy Milk (Opium), the Party drinks a Shot [-2] instead of the Fool.

**20. The Sun -** The Fool drinks a Chaser [+1].

* **Laore-Hoj Variant:** If the Fool can perform a Fire Sorcery spell, they drink a Chaser [+2].

* **Laore-Tel Variant:** If the Fool can use a Fire Resistance Potion, they drink a Chaser [+2].

**21. Judgement -** The Fool drinks a Chaser [+1], or the Fool may be bribed by the Party to let the whole Party drink a Chaser [+1].

**22. The World -** The Fool completes the Journey and wins the game! Alternatively, the Fool may force the Party to double their Pot gambles and continue the game, with all Life Points returned to the Fool [+Max].