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Terrible Worm: The Calamitous Century, in TarotClick to magnify

Terrible Worm: The Calamitous Century, in Tarot

Suggested Price $0.50

Terrible Worm is a solitaire (patience) card game using a 78 card Tarot deck. 

Leaders from the four families form armies and fight till only one remains, while putting down bandits, withstanding plagues, facing down madness, enduring unexpected visits from the Pope, and more. 

A Round of play represents a year and may have many battle events. Rounds continue until the Seven Provinces are cleared down to their essential characteristics and have no bandits, and only one Noble remains in the field to rule.

Simple and conventional mechanisms. Absorbing solitaire play. Invaluable tool for creating mutli-generational histories and timelines for fiction.

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Discussions (3)
Customer avatar
Ruairidh J January 13, 2023 6:19 pm UTC
Really enjoying this, although I do wish the rules could be a bit clearer. The behaviour of the Fool is a bit unclear, mostly in determining which cards the pronouns are referring to.

Am I correct in thinking that:
- both the leader and the Fool survive if the leader has an army, and
- if the leader and the Fool are defeated without an army, they are both sent to the bottom of the draw deck?

After some confusion the flavour text pointed me in this direction, but I'm not 100% on the second.
Customer avatar
Andrew B January 13, 2023 7:52 pm UTC
Hi Ruadridh,

Thanks for your questions. You are absolutely right. I'll try to break it out a little more:

* When the Fool appears he must be played (because he has no independent value)
* The Fool attaches to the Noble in the Battlefield that has the strongest army
* If there are no Nobles in the Battlefield the Fool is discarded
* In battle, the Noble will lose soldiers as normal until only the Noble and the Fool remain
* Then, if defeated, both are removed, and returned to the bottom of the Draw deck to be recycled into play later

Hope that helps. Good gaming
Customer avatar
Andrew B January 13, 2023 9:42 pm UTC
Hi Ruairidh. Please excuse my spelling
Customer avatar
Peter H August 17, 2022 12:37 pm UTC
i might be a bit of a dense autist here but what exactly do you do with the draw pile in step 12?
draw in groups of three and reveal the top card... what do you do with the hidden cards?
Customer avatar
Andrew B August 21, 2022 4:38 am UTC
Hi Peter. I draw three cards and place face up in a pile. If you can use the first, you do. If the next card can be used, you can do so. And the same with the third. Then draw three more and put them in the same place: either the pile is growing because you are not able to use them, or there is less than you’ve drawn because you’ve used them as they’ve become available.
Once you gone through the deck in this way, pick up these unused draw cards, turn them over in your hands and start drawing again.
Rince and repeat until you get to a point where none of the cards can be used. That’s a game end.
Hope this makes sense.
Customer avatar
Jay S November 14, 2020 12:17 pm UTC
A question:
The setup is to deal out 7 stacks (provinces) of 6 cards. (A total of 42 cards)
These are then eliminated with the objective being to have a single major arcana card in each of the 7 provinces.

I am only reading the rules on a screen so I may be wrong but I can see no way of removing non 'special' major arcana cards from the provinces.

Does this means that if in my initial setup more than 7 non 'special' major arcana cards have been dealt then the main objective of the game is lost before it has started (although the game can still be scored)?

Conversely consider the situation where the initial setup results in less than 7 major arcana in the provinces. Playing a major arcana from the draw pile to the provinces is not included in step 12 so once again the optimal solution is ruled out at setup.
Customer avatar
Andrew B November 14, 2020 7:46 pm UTC
Hi Jay,

Thanks for your questions. You can discard majors from the provinces to expose the cards below, step 10, as long as there are no bandits (non noble soldiers) present.

In the second case, majors found in the draw pile can only go to a province if it has been despoiled - all cards used leaving a gap. That is kind of implied in 10 as well, but not specifically. Thanks for pointing that out.

In that case as well, if you have majors exposed in the provinces and bandits only, and no nobles with armies that can defeat them, then you must find nobles in the draw deck. If you cannot find any nobles to promote in the draw to promote then yes, the game ends. And the land is left a lawless place

Hope this helps. Thanks for your interest in Terrible Worm
Customer avatar
Jay S November 15, 2020 1:04 pm UTC
Thank you for the clarification Andrew. I shall continue.
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File Last Updated:
April 11, 2020
This title was added to our catalog on April 12, 2020.
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