01 The goal

Become the Master of Fornicopia!

Queen Lyriana has invited you to her festival of magic, desire, and delight. Compete against 1–4 other magical magician for the title of Master of Fornicopia. Build your deck, Enchant your Member, and satisfy the unique desires of the festival's Patrons.

Your aim is to score the most Pleasure Power (PP). Your final score comes from your Enchanted Member, claimed Patrons, the Queen’s Favor, and more.

Turn PP and final score are not the same thing.

In Fornicopia, you gather up Pleasure Power (PP), spend it to obtain Enchantments, and grow your Member into something fit for the Queen! Turn PP is your spending power. At final scoring, the PP values on your Member and claimed Patrons count toward your score. Unspent turn PP does not carry over or become final points.

02 At the table

Know your play space.

Each magician has a deck of cards to draw and play, plus a magical Member that grows from a Base. 

The Nether is the shared five-card market where you buy more Enchantments. Your purchased cards usually enter your discard pile, then cycle into your deck later. Paraphernalia are different: they are gained as active one-time use tokens, not cards added to your deck.

DeckCards waiting to be drawn
MemberYour Base + Enchantments
DiscardCards that cycle back later
HandCards you can play
03 Your turn

Play. Buy. Commit.

You'll first resolve any start-of-turn effects, then move through these phases. 

  1. 1

    Play cards in the "Play Phase"

    Play cards from your hand to gather PP and use their effects. Cards may draw more cards, Attack opponents, or give you other choices. Effects happen when played, so the order matters! If a condition is not met when you play a card, its effect may not work as expected. You may play several cards, but you do not have to play them all.

  2. 2

    Make purchases in the "Buy Phase"

    Spend your accumulated PP from the turn's Play Phase on Enchantments from The Nether, which will enter your discard pile. When your draw pile runs out, your discard is shuffled into a new deck and this process continues. (This is a "deckbuilder", after all.)
    You can also spend your PP on Paraphernalia or a Lucky Stroke. 
    Paraphernalia are gained as active tokens that increase your Member's stats. They never enter your deck. Lucky Stroke cards allow you to carry over your PP into another round, but they are one-time use.

  3. 3

    Choose to Enchant or Entice during your "Commit Phase"

    This is where you'll primarily score points. On an ordinary turn, choose one of the following—or choose neither.

    Enchant

    Attach one eligible Enchantment from your play space to your Member. It leaves your deck, and thus can't be played again. Some cards have powerful On Enchant or Ongoing effects.

    Entice

    Claim one available Patron whose requirements your Member currently meets. 

    You cannot normally Enchant and Entice on the same turn. If you have an Entice blocked, you may pivot to Enchanting instead.

  4. 4

    Clean up & finish

    Discard your remaining hand and played cards, except anything moved elsewhere by an effect. Draw your next hand (normally five cards), reshuffling your discard when needed. Resolve any remaining prompts and finish the turn.
    Remember: unspent turn PP does not carry over.

The key to Fornicopia? Enchanting your Member! You can play an Enchantment, then Enchant that same card during your Commit Phase. Your hand and play area are both eligible sources; your draw pile, discard, and existing Member are not. You need to Enchant, but it is all about timing: attaching a card removes it from your deck’s draw cycle.

04 Member & Patrons

Build toward a Patron.

Your Member has four stats: Length, Hardness, Stamina, and Feeling. Each Patron has their own needs and desires. Meet all the listed requirements at the time you attempt to Entice. 
Each player has their own Eager Festival Goer to Entice. Tier 1 and Tier 2 Patrons are shared: grow a Member capable of satisfying their desires before someone else does.

Length
Hardness
Stamina
Feeling
Exposed tipCovered EnchantmentMagical Base

A Member is not your deck. Enchanted cards stay attached instead of returning to your hand. Their stats, eligible abilities, and scoring values matter here.

As you add more Enchantments, your member will grow larger and larger!

Enticing is stat-based. You do not pay the Patron’s point value as a purchase price. Once your Member meets an available Patron’s requirements, you can choose to Entice during your Commit Phase.

A successful Entice claims that Patron and consumes all your active Paraphernalia tokens, including ones you did not need to meet the requirements. The ordinary limit is one Patron per turn.

Current Patron point values
PatronPoints
Eager Festival Goer
(each player has their own to Entice)
5
Tier 1 Patron9
Tier 2 Patron14
Queen’s Favor
(Awarded at final scoring to the longest member)
10
05 Special cards, tokens, and effects

A few things worth knowing.

The festival comes with many many situations, and specific cards can create exceptions to these general rules.

On Enchant, Ongoing, and Ongoing (all)

On Enchant effects trigger the moment a card is Enchanted.  Ongoing effects usually apply while they are the exposed tip of their member. Ongoing (all) works like Ongoing, but applies to every participant, including its owner. Suppression, multiple tips, and other card abilities can change what is active.

Paraphernalia

Paraphernalia are active tokens gained when purchased, not cards you shuffle into your deck. They temporarily increase a specific Member stat. But remember, all active Paraphernalia are consumed after a successful Entice, even ones you did not use for that Patron. A blocked Entice does not consume them.

Lucky Strokes

A normal Lucky Stroke purchase costs 3 PP and goes to your discard pile. When you play it, you'll gain +3 PP and it then returns to its pile. An unplayed copy discards normally, so you can use it later. You can only buy one Lucky Stroke per turn, though there may be other ways to gain more. Lucky Strokes cannot be Enchanted and score no points.

Low Bloodflow

Low Bloodflow clutters your deck and normally subtracts 1 point per owned copy at final scoring. It cannot be Enchanted. You'll typically want to remove these from your deck (and find ways to give them to your opponents).

Cock Blocks

Every player starts with one Cock Block token. Use it reactively to prevent an opponent when they attempt to Entice a Patron. The Patron will remain blocked until the start of your turn. The blocked player can pivot to instead  Enchant that turn. but cannot simply shift targets and try Enticing another Patron in that same Commit Phase. Cock Blocks do not replenish.

Attacks and Defenses

Attacks can affect other players, usually forcing undesirable effects. When the target has a usable Defense, the game presents a response window before resolving the attack. Follow the Defense’s conditions and cost to defend against and cancel the impending Attack.
A Cock Block is not an Attack and thus cannot be Defended.

Measures

A few Enchantments can introduce a Measure. Measures apply a specific effect to all players, but only one global Measure is active at a time. Passing a new Measure replaces the previous one.

What cannot be Enchanted?

Only Enchantments can be Enchanted. They are typically the named images on black backgrounds. Chodes, Lucky Strokes, and Low Bloodflow cannot be Enchanted. 

06 Game modes

Set the pace.

The host chooses a gameplay mode and a Patron mode. The basic goal stays the same: build your Member, Entice Patrons, and score the most PP. The gameplay mode determines when the festival ends.

Gameplay modes and their rules
ModeWhat changes
ForeplayThe standard game. Build your deck, grow your Member, and compete to Entice all the shared Patrons (or the main deck empties).
QuickieAn opening draft gives everyone extra choices before the game begins.
This is typically the shortest mode. Experience is recommended for making the best of the draft.
EdgingChoose a round limit for a defined session. Claiming all the shared Patrons will not end the game.
The 30 round variant is typically one of the longest modes.
TantraPlay until the main deck empties. Claiming all the shared Patrons will not end the game.
This is typically one of the longest modes.

Free for All

All the selected shared Patrons are available from the start. The Patron count is 3 + (player count).

Get in Line

Patrons are patiently waiting in line! Enticing a Patron can potentially uncover more (usually higher scoring) Patrons. The Patron count is 3 + (player count).

Different setup and endings. The modes provide different ways to play.

07 Ending & scoring

It's how you use it.

Final scores are calculated in the following manner:

+ Values of all your Enchanted cards+ Points from all your claimed Patrons+ Queen’s Favor± Card-specific scoring effects− Low Bloodflow penalties in your deck

Cards in your deck do not contribute their printed values to your score. Your Enchantments only score points when they are on your Member. And remember: it is how you use it!

The Queen’s Favor

The Queen awards 10 points to the longest effective Member. If Length is tied, she then looks at all combined stats, meaning Hardness + Stamina + Feeling. If that is also tied, each remaining tied player receives the full 10 points. The Queen’s Favor does not automatically mean victory, just the 10 points.

The highest final total wins. Ties are broken by the Queen: if one player tied player has the Queen and the other(s) do not, the Queen declares them the victor. If both have the Queen or if neither have the Queen, then the tied players are co-winners.

May the most pleasing magician claim victory!

08 The glossary

A little festival vocabulary.

You're going to hear these words a lot. The current in-game text takes precedence where a card has a specific exception.

Member
Your magical Base and all Enchantments attached to it. The growing creation that provides your Length, Hardness, Stamina, and Feeling.
Enchantment
A magical card that could have various effects and can be Enchanted to your Member. Most add 1 Length when attached. Enchanting removes the card from your deck’s draw cycle.
Pleasure Power (PP)
Power you gather during your turn and spend during the Buy Phase. PP also measures final score, which comes from your Member, claimed Patrons, the Queen’s Favor, and scoring effects. Unspent turn PP is not final score.
Attributes
Length, Hardness, Stamina, and Feeling. Patrons specify attribute requirements, and your current effective totals determine eligibility.
Base
The magical foundation of your Member. It normally counts as 1 Length and may add attributes or abilities of its own.
The Nether
The shared five-card market where you spend PP to gain more Enchantments. Purchased cards normally go to your discard pile.
Deck and discard
Your deck is the face-down stack you draw from. When it empties, discard cards are shuffled into it so you can keep drawing.
Entice
Claim an available Patron when your Member meets all its attribute requirements. You normally may Entice only once instead of Enchanting that turn.
Patron
A festival-goer whose requirements you can satisfy for scoring points. An Eager Festival Goer is personal to each player, the other Patrons are shared. Typically, a game ends when all the shared Patrons have been Enticed.
On Enchant
A powerful effect triggered once, when you attach that card to your Member during the Enchant action.
Ongoing
An effect that is active when the Enchantment is the exposed tip of your Member (subject to special rules and suppression).
Ongoing (all)
An Ongoing effect that affects all players, not just the owning player.
Attack
A card effect directed against one or more opponents. Opponents can block the attack with a Defense, if available.
Defense
A response to an Attack, often played from your hand during another player's turn, if its conditions are met.
Paraphernalia
Tokens gained and activated immediately. Used to increase attributes to help meet a Patron’s requirements. All Paraphernalia are consumed after a successful Entice.
Low Bloodflow
An unwanted card that generally reduces final score by 1 PP per owned copy.
Lucky Stroke
A single-use card, typically used to carry PP from one turn to the next. It returns to the supply after being played.