2026 BGG rank #10301

The Fox in the Forest Deluxe

2 players 30 min Ages 10+ 1.8/5 complexity 5.6/10 rating

About this game

Fairy Tales come to life in this deluxe version of the beloved trick-taking game. Use special abilities to change the trump suit, lead even after losing a trick, and more. Aim for the majority of tricks each hand, but don’t get greedy! If you win too many, you will fall like the villain in so many fairy tales. This deluxe edition includes three all-new modules: special cards, goal cards, and poison cards! Features new illustrations, foil stamping, and acrylic tokens. —description from the publisher

What it feels like

Hand Management Turn Order: Stat-Based Trick-taking Race Score-and-Reset Game Fantasy Card Game Animals Witches Trees and Forests

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Game intelligence

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Setup

1. Determine the dealer for the first round randomly; alternate dealers each subsequent round. 2. Shuffle all 33 game cards (plus any expansion module cards if using them). 3. Deal each player a hand of 13 cards, kept hidden from the opponent. 4. Set aside the remaining 7 cards face down as the draw deck. 5. Flip the top card of the draw deck face up beside the deck — this is the decree card. Its suit is the trump suit for the round. EXPANSION SETUP (if used): - Special Cards: Before the game, select 2 special cards at random and shuffle them into the main deck. Return the rest to the box. - Goal Cards: Before the game, shuffle all 16 goal cards into a face-down deck. At the start of each hand, reveal the top 2 goal cards. - Poison Cards: Before the game, swap out the three base 8s in the main deck for the three Poison 8s.

Turn flow

Each round consists of 13 tricks. On each trick: 1. LEAD: The leading player plays any card from their hand face up. The suit of that card becomes the lead suit. 2. FOLLOW: The other player must play a card matching the lead suit if possible. If they cannot follow suit, they may play any card. 3. ABILITIES: Any abilities on played odd-ranked cards (or special cards) activate at the timing specified on the card. The Fox (3) and Woodcutter (5) abilities activate immediately when played, before the trick is resolved. 4. DETERMINE WINNER: If a trump-suit card is in the trick, the highest-ranked trump card wins. If no trump card is in the trick, the highest-ranked card in the lead suit wins. Special card rules (Witch/9, Bow, Hammer, Mirror, Crown) may override this. 5. COLLECT: The winner takes both cards face down to their side. Trick counts are public information, but faces of won cards may not be examined. 6. LEAD NEXT TRICK: The winner of the current trick leads the next, unless a card ability specifies otherwise. After all 13 tricks, end-of-round scoring occurs based on trick count totals.

Scoring and victory

Accumulate points over multiple rounds. After each round, each player scores based on their trick count per the scoring table. Mid-round abilities (Treasure/7, Poison 8s, Goal Cards) also award/deduct points. The player with the most total points when any player reaches the target score wins. Ties are broken by most points gained in the final round. Target score: 21 Scoring sources: End-of-round trick count scoring (0–3 tricks = 6pts, 4 = 1pt, 5 = 2pts, 6 = 3pts, 7–9 = 6pts, 10–13 = 0pts), Treasure (7) ability: winner of trick gains 1 point per Treasure card in the trick, Poison 8 (expansion): winner of trick loses 1 point per Poison card in the trick, Goal Cards (expansion): variable points for meeting stated conditions

Source: Rulebook

Rules to know

The most useful rules for getting a first game right.

Setup

The dealer is chosen randomly for round 1 and alternates each subsequent round.

For the first round, randomly select the dealer. For each subsequent round, the player who did not deal the previous round becomes the dealer. The dealer is responsible for shuffling and dealing cards each round.

Setup

Each player receives 13 cards; the remaining 7 form a face-down draw deck.

After shuffling the 33 game cards, deal 13 cards to each player. Each player may look at their own hand but must keep it hidden from their opponent. The remaining 7 cards are placed face down to form the draw deck.

Setup

The top card of the draw deck is flipped face up to become the decree card; its suit is the trump suit for the round.

After forming the draw deck, the dealer flips the top card face up and places it beside the draw deck. This is the decree card. The suit of the decree card is the trump suit for the entire round and is used to determine trick winners when trump cards are played. If the decree card is a special card with no suit, there is no trump suit for that round (though the Witch/9 still behaves as a trump card when determining trick winners).

Turn structure

The non-dealer leads the first trick of a round; thereafter the winner of each trick leads the next.

On the first trick of each round, the non-dealer leads. After that, the winner of each trick leads the next trick, unless a card ability specifies otherwise (e.g., the Swan/1). The leader may play any card from their hand without restriction. The suit of the card they play is the lead suit for that trick.

Turn structure

The follower must play a card matching the lead suit if possible; otherwise they may play any card.

After a card is led, the other player (the follower) must play a card in the lead suit if they have one. The follower may choose any rank within that suit. If the follower has no card in the lead suit, they may play any card from their hand without restriction. Certain card abilities may modify or override these requirements.

Turn structure

The highest trump card wins; if no trump is present, the highest card in the lead suit wins.

After both cards are played and abilities resolve, the winner is determined as follows: (1) If either card is in the trump suit (the suit of the decree card), the player who played the trump card with the highest rank wins. (2) If neither card is in the trump suit, the player who played the card with the highest rank in the lead suit wins. Cards of suits other than the lead suit and trump suit cannot win the trick unless a special ability overrides this (e.g., Witch/9, Bow, Mirror).

Turn structure

Won tricks are kept face down; trick counts are public but card faces may not be examined.

The winner of each trick takes both played cards and places them face down near their side of the table. The number of tricks won by each player is public information and visible to both players at all times during the round. However, neither player may look at the faces of cards in previously won tricks.

Special

All odd-ranked cards (1, 3, 5, 7, 9, 11) have special abilities that activate when played.

Each card with an odd rank — 1 (Swan), 3 (Fox), 5 (Woodcutter), 7 (Treasure), 9 (Witch), and 11 (Monarch) — has a printed special ability. These abilities may alter what the opponent can play, change how the trick winner is determined, grant points, allow special actions, or change who leads the next trick. The exact timing of each ability is printed on the card. The Fox (3) and Woodcutter (5) abilities activate immediately when played, before another card is played or the winner is determined.

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