DOUBLE
FANUCCI
Legend has it that Double Fanucci (or Fanucci) was invented by the
deposed
Zilbo III in the
late seventh century. His scheme was for
thousands of rich bored old
people in retirement homes across the country to love it. He dreamed of
making a quiet, personal fortune by publishing rulebooks and strategies
and variations on the strategies, not to mention the playing fees he
would collect from workshops and demonstration games. Exiled to a
Mithican villa, he
devoted the remainder of his life to implementing
this card game. By 665 the card game was finalized and released to the
public. And as
early as 670 GUE, Double Fanucci was already the most popular game of
all
Zork.
A game of tremendous
complexity and almost infinite rules, the thirteenth accomplishment
of King
Mumberthrax
was to proclaim it
the national sport of
Quendor
in 757 GUE after nearly a hundred years of
growing popularity. This proclamation merely gave official
royal approval to those who had been holding annual Fanucci tournaments
since
its first championship competition in
Suspendur
691 GUE. These
Championships, held in the city of
Borphee
during the first week of
autumn, frequently leave thousands homeless in the ensuing Fanucci
mania. (It is not certain if the Borphee
Fanucci Stadium
was built after or before the start of these championships.)
Double Fanucci is an extraordinarily complex card game which has led
many otherwise successful gamblers to bankruptcy. Despite years of
research, our team from the Frobozz Magic Appendix
Compilers has been unable to get a complete grasp of this game, and not
even its greatest players can fully explain the rules. Fanucci
is in fact so complicated that some who do not wish to waste the time
required to learn the rules simply play a corrupted version of the
game, known as
Gabber Tumper.
In fact, unbeknownst to most, the version
of Double Fanucci that has infested almost all of Zork much more
resembles Gabber Tumper (a thinking man's version of Double Fanucci)
rather than the mammothly unabridged version:
An unabridged transcript from the 904
Annual Double
Fannuci Champion Ship (
part
1)
/ (
part 2)
Those who do elect to brave the dangers
of this widely-circulating abridged edition of Fanucci are immediately
faced with an immense deck. This deck is divided into face
cards and suits. The original 15 suits (Mazes,
Books, Rain, Bugs, Fromps, Inkblots, Scythes, Plungers, Faces, Time,
Lamps, Hives, Ears, Zurfs, and Tops) each have eleven cards,
valued at
0-9 and Infinity. The face cards are as follows:
Granola, Death, Light,
the Snail, Beauty, Time, the
Grue,
the Lobster, and the
Jester.
For example, for the suit of Mazes:
"the Naught of Mazes"
"Singled Mazes"
"Doubled Mazes"
"Trebled Mazes"
"the Four of Mazes"
"the Five of Mazes"
"the Six of Mazes"
"the Seven of Mazes"
"the Eight of Mazes"
"the Nine of Mazes"
"Infinite Mazes"
The
biggest mistake made about Double Fanucci is the number of cards in the
desk. Most claim that the complete deck contains 174 cards, but this
number only refers to the number of unique cards per deck. In a proper
game of Double Fanucci, there are in fact at least four of each card,
which would give a complete deck at least 696 cards (it is assumed that
this version of the game was called Double Fanucci because it was
played with a double deck, thus both a
Single
Fanucci or a
Solitaire
Fanucci deck may be thought to have only two of each card).
The Rules Committee of the Greater Gaming Guild in Port Foozle issued
Amendments #494 through #575 shortly before 945 GUE, which began to
include the expanded version, containing 250 different cards instead of
the normal 174 card version, which did not include the
additional
twelve suits: Caves,
Corbies, Rat-Ants, Edible Rocks, Lyres, Ships, Ales, Slugs, Talismen,
Yipples, Insecurity and Loaves (based on the card count, it is safe to
assume that each of these suits did not include 11 cards per suit
and/or Insecurity was misidentified as a suit instead of a face card).
At the start of the game a player is dealt four of these cards, and
at
any point during the game when the player has less than four cards, he
can take another card from the top of the discard pile. Play progresses
with players taking one turn after the other, either drawing or
discarding a card or using one of their current cards to execute a
special play. These possible plays are as follows: Combine,
Single-Play, Double-Play, Pass, Overpass, Trump, Undertrump, Reverse,
Muttonate,
Divide, and Ionize.
In the beginning of the tenth century, there was much debate among
Guild members over the proposed elimination of the Undertrump,
Muttonate, Divide, and Ionize moves. Whereas the Guild apologized
formally for any offense taken by Trumps, Mutton, Divides and Ions in
the Empire, the Fanucci rulebook authors had no reason to take action,
until the offended parties petitioned the Guild themselves. (Which,
should be noted, is not the same thing as partitioning the Guild, as
several Mutton attempted to do. Though the new walls are greatly
appreciated, and do much in the way of wall space, the proper channels
of petition convention must be observed for the petition to be legally
filed.)
This is where our comprehension of Double Fanucci becomes a little
vague. Doing certain plays with certain cards can either cause you to
gain or lose points, or cause your opponent to gain or lose points.
Clearly, some plays are to your advantage, while others can be quite
detrimental. Over the years, Fanucci players have developed fond names
for certain of these plays, and a few of them are listed here. Plays
that are to a player's advantage are marked as positive, and the number
represents the number of points that the play is worth.
Accardi Variation
|
+15
|
Antharian Attack
|
-81
|
Balsawood Convention
|
+17
|
Bloodworm Defense
|
+54
|
Borphee Bluff
|
+10
|
Doubleton Duck
|
+21
|
Egreth Convention
|
+35
|
Fanuccimeister
|
+60
|
Festeron Feint
|
+41
|
Festeron Finesse
|
+95
|
Forborn Chisel
|
-79
|
Frotz Factor
|
+64
|
Frotzen Ploy
|
+12
|
Fublian Gambit
|
-11
|
Full Foozle Progression
|
+4
|
Golden Fromp Clause
|
-15
|
Grand Slam Clause
|
+37
|
Hamster
Substitution
(third-level)
|
?
|
Inside Duo-Trick
|
+25
|
Kovalli Hustle
|
+78
|
Oddzio Gambit
|
+10
|
Porridge Variation
|
-20
|
Royal Bid
|
+28
|
Segmented Shuffle
|
+42
|
Shy Openers
|
-34
|
Skybreaker
|
?
|
Singleton in the
3rd Frame
|
-22
|
Unlimited Singleton
Bids
|
+16
|
Unrejuvenated
Slamboozle
|
+22
|
Zibble Ploy
|
+10
|
Zilbo Standard
|
+18
|
Zilbo's Half-Renege
|
+56
|
Other Rules:
- A double-play time cannot be done except after a
third-level
Hamset Substitution.
- Muttonate Singled Tops cannot be done from Second Seat in a
two-person game.
- Undertrump Snail cannot be done without a note from your
doctor.
- (?) cannot be done during the middle third of Mumberbur.
- (?) cannot be done before a New
Sun.
- (?) cannot be done under Miznian
rules.
- (?) cannot be done in a coastal city without first eating
the
rind of a burnt casaba melon.
It should be pointed out that to accurately describe the conditions
necessary to execute these plays is completely out of the question. An
updated edition of the Fanucci rule book is quite probably larger than
even the Unabridged Version of this Encyclopedia. For now, all we can
offer the reader are a few minor points.
Any of the many changes made to the Abridgements or Addendum of Double
Fanucci are made in accordance with the House Rules of the various
casinos, provided those rules have been rightly registered with the
House Rules Division of the Double Fanucci and Related Spin-offs
chapter of the Greater Gaming Guild in
Port
Foozle.
Fanucci players at the
Port Foozle
Casino typically play with the
Revised Miznian Rules, Seventh-Level Amendments, with the following
exceptions: no side-handling after an underfunded discard, two draws
after a Skybreaker, and an extra muttonation if the conditions of Rule
17.4.1.B are met.
Other Fanucci house rules were adopted by the
Fanucci Casino
Rebuilding
Act of 817 GUE.
By Rules Committee Amendment #493, the game is suspended when one
player's lead exceeds 1241, and the game must be replayed in its
entirety, except during a
Frotz Moon
or in a six-player game where at
least three players are of
Mithican
ancestry. Amendments #494 to 575 were put into effect by 945 GUE.
There are many more rules which are too numerous to list here. Our
research team has made the decision to include an excerpt from the
Double Fanucci rulebook, as a sample of the chaotic mess:
...composes
the abridged version of the second subset
to the eleventh chapter of the outline of the first set of rules which
is used
in the Borphee Double Fanucci Championships, which is not to be
confused with
the abridged version of the second subset to the eleventh chapter of
the
addendum of the first set of rules which is used in the Borphee Double
Fanucci
Championships. That
is still under its
seventh series of revisions, and must await approval by the Double
Fanucci and
Related Fanucci Spin-offs chapter of the Greater Gaming Guild in Port
Foozle.
Professional Fanucci players make use of a handicapping system in which
the better the player is, the lower his handicap number.
Forburn the
Wily, possibly the greatest Fanucci player of all time, had a
handicap
of a mere 0.01. Because this system of handicapping runs contrary to
other systems, it is believed that a player's handicap is the number
added to his score at the start of the game. Thus a poor player with a
high handicap would start off with a high score.
Three undertrumps after an opponent's discard of a Trebled Fromp is an
indefensible gambit, and is the only known way to win at Double Fanucci.
Other versions, derived from this extremely abridged version of Double
Fanucci are known:
Single
Fanucci,
Solitaire
Fanucci,
Partnership
Fanucci, 3D Fanucci, etc
FANUCCI CARDS IN BATTLE
At the beginning of the
Great
Monster Uprising of the
Second
Age of Magic, the often mysterious and enigamtic messages of
Implementor One fueled
an age of Fanucci card discovery unrivaled to this day. While
there is no recorded evidence of Fanucci cards having magical abilities
linked to the regular game, in this period, enchanted decks were found
all over the
world. Adventurers on the fields seemed to be more successful while
they were
carrying a Double Fanucci stack. They also found that traveling without
them, had a negative effects on their spells, attacks, and even their
luck. Obviously all of this was found quite by accident, and the
earliest recorded adventurer who used them in this manner was
Detective
Softly; he was also the first known to master the use of the
cards in
this manner.
After years of testing, it was discovered that stacking
up to four Fanucci cards in particular combinations or sequences gave
the holder certain powers in violent encounters. When correctly applied
by an adventurer to certain attributes of their own, the cards would
generate a magical field effect which could enchance relevant
skills with an extra modifier. Different combinations would add
different levels. They called this their "Fanucci Gambit." Some even
handed out Fanucci cards to their sidekicks.
The important factor seemed to be that only certain suits would combine
well with others. Some would even act to reduce the beneficial effects
of others. As to the face cards, their effects were slowly determined.
Weaker cards seemed easy enough to find, enabling even the feeblest of
adventuers to test the effects of these mysterious Fanucci cards and
compelling them to complete the 174 card deck.
The Double Fanucci scientists are still researching combinations and
there are still many unknown effects. A few threw caution to the wind
and stacked cards with no particular decision on what they would
affect, which actually impeded them in their efforts to keep monsters
at bay.
Over time, several effects were discovered and a chart was
gathered together by some of the more intelligent explorers:
- never to combine three or four different sets (0%)
- only combine pairs of suits from the same set (0%) or those
that
are separated by a blue line (-50%). All other combinations were
counter-productive (as best their effects were nullified, at worse they
were detrimental)
- never combine more than two cards from the same suit.
Larger cards within a suit yielded larger payoff.
- The highest "power" one could obtain for a single ability
was
100. There seemed to be four areas upon a person where these cards
could be concentrated.
The
Enchanters' Guild
has
applied the following rating value to each of the cards (of which it
seems apparent that the highest total value one can achieve is 100,
regardless of the cards used):
- Naughts (2)
- Ones (4)
- Twos (8)
- Threes (16)
- Fours (20)
- Fives (24)
- Sixes (30)
- Sevens (36)
- Eights (40)
- Nines (44)
- Infinities (50)
Brother Suits (0%)
- Ears, Mazes, Scythes
- Hives, Inkblots
- Plungers, Books, Zurfs
- Tops, Rain, Faces
- Bugs, Time
- Lamps, Fromps
Allied Factions (-50%)
- Bugs, Time -- Plungers, Books, Zurfs
- Hives, Inkblots -- Bugs, Time
- Plunges, Books, Zurfs -- Hives, Inkblots
- Ears, Mazes, Scythes -- Tops, Rain, Faces
- Lamps, Fromps -- Ears, Mazes, Scythes
- Tops, Rain, Faces -- Lamps, Fromps
Neutral Factions (-100%)
- Hives, Inkbolts -- Tops, Rain, Faces
- Ears, Mazes, Scythes -- Bugs, Time
- Plungers, Books, Zurfs -- Lamps, Fromps
Enemy Factions (-150%)
- Bugs Time -- Tops, Rain, Faces
- Bugs Time -- Lamps, Fromps
- Plungers, Books, Zurfs -- Tops, Rain, Faces
- Plungesr, Books, Zurfs -- Ears, Mazes, Scythes
- Hives, Inkblots -- Ears, Mazes Scythes
- Hives, Inkblots -- Lamps, Fromps
As for the face cards, their unique effects were only
determined after rigorous research and finally private conversations
with the
Implementors
themselves when all else failed (all stastics have been rigorously tested and charted on the official Enchanter rating system):
CARD |
REGION FOUND |
EFFECT |
Beauty |
The White House |
+5% discount in stores |
Light |
Frostham |
+5% increase to zorkmids won after a battle |
Granola |
Antharia |
+2 increase to maximum health |
Time |
Gurth |
+5 AP per day |
Lobster |
Grubbo-by-the-Sea |
+20% carrying capacity +3% chance of item drop after battle |
Death | Greater Borphee | +2% final win probability |
Snail | Mizniaport | -10% enemy attack rating |
Grue | reward for unknown event | +10% chance of gaining +1 maximum health after a successful battle |
Jester | reward for unknown event | one of the above effects are activated at random each day |
Along with these,
there are still many other mysteries about the magicial abilities of
the Fanucci cards that are yet to be discovered by adventurers even in
the current age, if all of them can be discovered at all.
FANUCCI TRIVIA:
The 214th annual Double Fanucci Championship ended in a drew
between
Veldran of
Aragain and
Bobo
the Somewhat Misguided, and
Hobart
the Unmerciful and
Snuffie,
making it the 72nd year in a row that the
tournament closed without a confirmed winner.
"Babe would turn over in his grave if he could see my playing" is a
quote commonly used by those who are fairing terribly in a game of
Double Fanucci, as this sport was the only one that
Babe Flathead was
unable to master.
Beach Blanket Fanucci
was filmed in 871 GUE.
EXCERPT FROM THE BOOK
"HOW TO WIN AT
DOUBLE FANUCCI"
"Give yourself all the
best cards, and steal from your opponents all of
their best cards. Lie and say it's your turn even when it isn't.
Complain about everything just to set the mood. Here's a favorite:
bring an Enchanter friend with you, who can cast a "Yomin" mind probe
spell, so that you can read your opponent's mind. If your opponent has
no mind, have your friend cast a "Guncho" spell, banishing your
opponent to another plane of existence, and thus giving you the
opportunity to switch cards before he returns. If you continue to lose
after he returns, the authors suggest a mind "Bayala" spell of bodily
deformation, to remove your opponents hands in the altogether, so that
though he or she might object somewhat strenuously to your chesting,
ultimately, his hands will be tied. Or simply grafted to his head. In
any case, the odds of your winning will..."
When a KENDALL spell ("simplify instructions") was cast upon this book,
the text was all erased except for these words on a single page, "The
only way to win is not to play."
SOURCE(S): Zork I (A
History of the Great Underground Empire), Zork II (The GUE on 9
Zorkmids a Day), Zork Zero, New
Zork Times 5.3, Zork Nemesis (design documents), Zork: Grand
Inquisitor, Legends of Zork (game, zorkpedia), The Encyclopedia
Frobozzica, [also used the interpretation of Legends of Zork's usage of
the cards from the zork wiki
(http://zork.wikia.com/wiki/Double_Fanucci)] |