MSFG RULES Download
MSFG RULES Download
Based on the popular Deck-Building concept MSfG allows you to not only build your own deck, but
also those of your opponents! Find the best students for your house and stack your opponents’ decks
with corrupt faculty in an attempt to drive them mad!
For more information about the game, including a full learn-to-play video that makes reading these rules
something you don’t need to do, go to www.funto11.com.
Game Contents
1
Set-Up and Preparation
The Starting Class
Each player takes two copies of each students from the Starting Class except for Keziah
Mason (only one copy) and Natalie Peaslee (three copies). These cards are shuffled and
placed face down on the player’s House Board (where it says “Deck”).
School Store
Substitute Faculty
Deck Faculty
Faculty
Store
Discard
Pile
Student
Store
Discard
Pile
Student Students
Transfer Deck
Student
2
House Board
House Board
This is where all the action takes place! Each board will belong to a separate House
within the School and each player will use one for the game.
e
f
d
c
b
The cards
Students (including Transfer Students and Faculty (including Substitutes)
Starting Students)
The Faculty Cards are the staff members at
The Student Cards are innocent, young females heading the School for Girls. Actually Lovecraftian
towards a bright future! (or not...) By adding these cards monsters and insane cultists, these cards will
to your deck, you are filling your deck with opportunities be purchased for you by your opponents.
to defend your house against the Faculty members that
plague it.
Nightmare Point
Nightmare Point Friendship Point
Friendship Point Production
Production Production
Production
Girl Power
Health
Resolve
Damage
Nightmare
Friendship Point
Point Cost
3 Cost
Keywords & Ability Keywords & Ability
A Sanity Tracker (numbers on no cards in it any time you need to draw a card,
paddle) shuffle up your Discard pile and place it face
down as your Deck in the appropriate spot on
Each player starts the game with a token on
your playmat.
the 20 of their Sanity Tracker. 20 represents a
completely healthy and sane group of students. d Classroom
As you continue through the game your sanity is The Classroom area is where Faculty will
compromised, slowly slipping from your grasp! do their best to bleed your students of
When you reach 0, you’ve gone completely their sanity.
insane and lost the game.
e Discard
b Purchase PIle The Discard area is where you place your
The Purchase Pile of your House Board will hold used cards at the end of each turn.
the Student cards you purchase each turn along
with the Faculty cards purchased for you by the
f Locker
other houses. These become the first cards you
draw in your next turn. Some cards go to the right of your House Board.
Cards in the Locker don’t go to your discard pile
and stay in play until some card effect would
c Deck remove it.
The Deck area will hold the cards that you’ll
draw at the start of each turn. If your deck has
Faculty Eevent
Event Cards: Faculty, Student
There are “Event Cards” hidden throughout both
the Student and Faculty Decks. Event cards are single
effects that happen the turn they are revealed. Each card
is unique; some events can be good, others not so much.
When an event card appears on the School Store shelf,
read its effect to find out what happens. After the event
happens, all cards on the shelf are discarded and 3 new
cards are put out. Events that don’t go to Lockers are
removed from the game.
Student Event
The Locker
Some cards have a special keyword, “Locker.”
These cards, when purchased, are moved
to the right of the player’s House Board
(to the player’s Locker). They remain there
for the rest of the game and continue to
have their effect. Some events go to a
player’s Locker as well. Locker cards that
produce Nightmare or Friendship points
don’t work the turn they are purchased.
Locker cards have numbers printed in the
Nightmare and Friendship production area
as well as the Girl Power and Resolve areas.
You can ignore these numbers for now, 4
they are there for future expansions.
How to play
Winning
The player who resists going insane (reaching 0 on the Sanity Tracker) the longest wins!
2-Player game
A Turn
special Rule #2
1. Go to the Bank. Draw your cards!
In a 2-player game, Pet Teachers
Draw your Purchase Pile into your hand, then
go into your own discard pile,
draw from your Deck until you have 5 total cards
not your opponent’s.
in your hand.
3. Pay your Tuition. Make your purchases using the points provided by the cards in your hand.
Determine the amount of Friendship Points and Nightmare Points you have to
spend (these are found on the cards you drew in your hand). Some cards have
numbers in both the Friendship and Nightmare Point areas; these cards
only produce one or the other (your choice). During your turn, you may
purchase one (and ONLY one) student from the School Store. Put that
student into your Purchase pile. If you can’t (or choose not to) buy a
student from the School Store, then add a Transfer Student to your
Purchase pile. Then you may purchase one (and ONLY one) Fac-
ulty from the School Store. Put the Faculty you purchase into the
Purchase pile of the player to your left. If you can’t (or choose
not to) buy a Faculty, add a Substitute to the Purchase pile
of the player to your left. Don’t put cards from your hand
immediately into your Discard pile after you make a
purchase; wait until the correct time.
5
4. Pre-Class! Use any Pre-Class abilities printed on cards in your hand.
Pre-Class abilities help you in your fight to stay sane. You may choose to use any
“Aggressive” and “Friendly”
Pre-Class abilities of the cards in your hand. Cards with Pre-Class abilities have If a Faculty Member is purchased
a slight glow around their Friendship Point Production icon to help you pick with an “Aggressive” keyword, send it
them out. straight to the Classroom of the player
it was purchased for, where they must
After you use your Pre-Class abilities, move all Faculty members in your hand to
deal with it immediately (have Class
the Classroom, then move all Student cards in your hand to your Discard pile.
and Class dismissed.)
Add up the total Girl Power of a your BFFs. Distribute that power in any manner you
choose to the Faculty Members in your Classroom. Any Faculty that takes Girl Power
equal or greater than its health is defeated and moved to your discard pile. If any of
these Faculty have “Defeat” abilities, they happen now. Next, add up the damage on
all remaining Faculty in your Classroom; you lose sanity points equal to that damage
minus the Resolve total on all of your BFFs. “Survive” abilities on any Faculty that
are still in your Classroom at this point happen now.
Note: Distribute BFF Girl Power in any way you’d like from your Students
to the Faculty. For example, you can combine the Power of two Students to
defeat one Faculty Member or split the damage from one Student among
multiple Faculty Members.
“BFF Ability”
Student cards with BFF abilities are
activated when a Student is drawn as a
BFF. If the Student is removed from the classroom
The Mad Cackle
before its effect resolves, the effect is canceled. The Sanity tracker on the house board
has 4 different colors. Any turn you
move your sanity tracker from one color
to another, you must laugh/cackle as if
6. Class dismissed. Move cards in the classroom to your discard pile to end
you are going insane. Failure to do this
your turn. The next player takes a turn.
allows your opponents to taunt you as a
spiritless hack of a human.
Game End
When a player loses their last point of Sanity, the player is eliminated from the
game. The last player with any Sanity left wins!
6
Game Design: Luke Peterschmidt
Graphic Design: Jay Hernishin
Dark Lore Expert: Kenneth Hite
Art: Betsy Peterschmidt
The other guy who did lots of stuff: Rob Noss
Geekterns: Abby Tomlinson, Timothy Davis, Antonio Coach
Production Coordination: Kai Nesbit & David Freeman
Sr. 1% Advisor: David Blankley