Full rules

Below is the full rule book, with all of it's wordy explanations of things.

Roles 

If this is the very first time your eyes lay upon this game, and you need some rules amidst the party chaos that’s probably happening right now around you, here are the main roles and concepts to follow when entering the realms of Medieval Solutions.

"Storyline" 

A number of cards that are placed on the table for the game. This is probably not the full deck of cards, and definitely shouldn't be if your councillors like to talk!

"Councillors"

The Noble Council naturally gathers around when the Medieval Solutions game is brought to the table. 

If the people around you scare you, you are in the right group of people. 

The Noble Council can be small or large. However, the larger the group, the faster and louder you will need to be with your solution. 

"Troubler"

The Troubler is who presents the problem which the council must fix at all costs.

Don’t be a fool however, as it is the troubler who holds the power. At the end of the pitches, it is the Troubler who you are trying to convince. Win the troublers heart, fight the councillors brains, be a winner.

If you are the Troubler tell the story of the trouble and then critique the solutions presented by your fellow Councillors.

"Ultimate Solutioneer"

The Council Member who wins the most rounds by coming up with the best solutions and saves the town from irreversible ruin. 

What is the best solution you may ask? 

There are no good cards in Medieval Solutions, the best solutioneer is often one who can think FAST, think WEIRD, and think LOUD.

How to play

Setup

Some of the deck is put on the table. This is the STORYLINE.

All members draw SIX cards and one player becomes the troubler. 


The FIRST Troubler is the last person to use a PEN and begins by 

1.

The troubler then describes ONE card

They must explain why it is a most awful problem and sets the scene for the rest of the game.

The other players represent the NOBLE COUNCIL

2.

NOBLE COUNCILLORS reveal a solution that must use TWO cards from their hand. 

They must try to convince the TROUBLER of their course of action using anything necessary. 

True NOBLE COUNCILLORS don't respect logic and must have conviction in the questionable ideas they have. 

Feel most free to tell everyone what your cards really mean.

3.

After much argument, the TROUBLER picks the NOBLE COUNCILLOR who has presented the *best solution* and awards them the trouble card. This is ONE point. 

Players then replace their missing cards and the player next in line becomes the TROUBLER


The next TROUBLER can be one who is to the left of the previous troubler, one who has been struck by inspiration, or one the group has decided on a whim.

The next TROUBLE can be anything they chose. 

It may follow on from the previous problem, it may be because the previous solution didn't work, perhaps it worked too well or simply anything that makes sense to them.

End

The game finishes when there are no cards left in the STORYLINE

Be conservative and start with a SMALL DECK

Once the cards on the table are done, the ULTIMATE SOLUTIONEER is the player with the most points.

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