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Stormhatten

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How to play
You have been chosen
Entities and Monster
contact
Hur att spela
Designer
Entiteter och monster
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MONSTER, MAGIC and FOIL HATS - Card GAme

It begins

Monster, Magic and Foil hats

Monster, Magic and Foil hats

Monster, Magic and Foil hats is five cards in hand game. And it is a race to the top on the table. To win you have to be the first one to place your Entity on top of the ritual card. But before that, you need to build a cult. Starting from the bottom with followers. Row two is doctrine, row three is artifacts. The top, row four is the rit

Monster, Magic and Foil hats is five cards in hand game. And it is a race to the top on the table. To win you have to be the first one to place your Entity on top of the ritual card. But before that, you need to build a cult. Starting from the bottom with followers. Row two is doctrine, row three is artifacts. The top, row four is the ritual. 


It is an easy game, a balanced mix of luck and tactics. Made for a immersive experience.

Monster, Magic and Foil hats

Monster, Magic and Foil hats

Monster, Magic and Foil hats


Monsters, Magic and Foil Hats is a card game for 2 - 4 players.  As a player, you are chosen by a strange and powerful Entity to build a cult.  In fact, there are several cosmic entities competing to attain divine status. Your task will be to gather followers and indoctrinate them.  Their worship should then charge the artifacts that acti


Monsters, Magic and Foil Hats is a card game for 2 - 4 players.  As a player, you are chosen by a strange and powerful Entity to build a cult.  In fact, there are several cosmic entities competing to attain divine status. Your task will be to gather followers and indoctrinate them.  Their worship should then charge the artifacts that activate the ritual, which in turn takes your entity to the divine realm.

 But since it's a competition between the entities, you need to be tactical.  Should you trust your luck, protect your own cult or attack others?


 The game has been developed based on the fact that it should be fun and social. It still takes into account both those who like an easy game, and those who like mechanics where you need to make difficult choices.



Mikael Andersson

Monster, Magic and Foil hats

Mikael Andersson

Mikael is an artist, game designer, and a free play expert. This game is his project. From idea, design, and mechanics to illustrations. 

The inspiration comes from film and fictions as well as from from his work as a larp educator.


But of course he got help to test it. 


Mikael is living in Stockholm, Sweden, close to both the city and the w

Mikael is an artist, game designer, and a free play expert. This game is his project. From idea, design, and mechanics to illustrations. 

The inspiration comes from film and fictions as well as from from his work as a larp educator.


But of course he got help to test it. 


Mikael is living in Stockholm, Sweden, close to both the city and the wild. But the best place is home with a cup of coffee. dreaming of making art and games that will inspire, bring people together, and create great things.

Basic facts

Basic

Basic

Basic

Facts

Basic

Basic

This game has got lore. There are strange cosmic beings also known as Entities. They feed on cosmic energy, combat, and worshiping.

Cosmic energy is like lettuce, combat is like candy, but worshiping is the meaty part.

base cards

Follower

Followers are the people you lure into your amazing cult. They are the very foundation of this scheme. It is a special card because the need no support. 

Doctrine

Doctrine, perhaps short for indoctrination. It is the second row and represent the activities your followers do. It takes two follower cards to support one doctrine card. Three support two and three support four. If a supporting follower is removed, the doctrine card will fall and is discarded.

Aritfact

Artifacts are strange and fascinating objects. The big question here is: are they magical? Well perhaps, the trick is to believe. Some indoctrination is needed. Therefore You need two doctrine cards two to support one artifact card. And three doctrine supports two artifacts.

Ritual

The ritual  is the goal for your entity. This is the gateway to divinity. Your final action is to place an entity on top of a ritual card, and thereby win. To preform your best best ritual you need the right props and right atmosphere. To get this powerful feeling you need two artifact cards to support your ritual card.

Pyramid

The structure of your cult is a pyramid. And the most versatile card is the pyramid  card, because this is a base card that can be placed on any row. 

Simple enough

This is simple enough. But this is a game and your opponents  are racing to the top. Only one entity can enter the divinity. Now you have to be tactical: build, protect or attack? And don't forget your Entity's journey to the ritual.

Playing the game

Placing card

The fall of cards

The fall of cards

First, check the number to know which row,. Second, check type of card. Then check for support.


Its not enough to have the right number In the right rove. Two cards are need to support your card. 

Start building your cult by building your pyramid. 

The fall of cards

The fall of cards

The fall of cards

One attack on a card can be devastating. 

Because of the need for support of two cards, more card may fall. Unless it is protected, and no longer needs support. 

In this example five base cards and one attack card will be discarded. And remaning protected card seem to float.

The Entity climbs

The fall of cards

The goal is to ascend

Your Entity wants to reach the ritual. One move is one action. It can only move to a card next to the Entity. 


While it is placed on a card, both it and the base card (with possible shield cards) is protected. If removed.it is no longer protected.

The goal is to ascend

It is all about your cult

The goal is to ascend

From being a cosmic entity to divinity!

Win the game by being the first to place your entity on the top card of the ritual.


The pyramid doesn't have to be complete to win. It just needs to be stable enough to climb on.

Special attack

It is all about your cult

It is all about your cult

You can remove shields . By doing a special attack using two attack cards at once. This will only remove the shield and not the base card.

This action costs two actions and no more moves are doable.

It is all about your cult

It is all about your cult

It is all about your cult

Remember this: 

You need followers to indoctrinate, so they will believe in the artifacts that powers the ritual. 


Yes it is magic, strange and rather silly.

But it is your cult!

Disclaimer

Testimonials

Testimonials

This is a card game and not a manual. Do not start or join a a real cult. It is stupid and dangerous by definition. 


But please play, immerse into the game and have fun. This game is inspired by all those wacky and weird fictional cults.


Every similarity to a real cult or other games are all just a coincidence. But there are some cards that are inspired or a play on other stuff you might know.

Testimonials

Testimonials

Testimonials

This card game has been tested on real people. 

It have been much appreciated.

But know this: It is not a game for everyone. but it helps if you are slightly mad.


more will come.....

Med lek som expertområde och kulturdesign som medel.

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