Game Guide Rules checked October 11, 2026

The Fox in the Forest

A two-player trick-taking game where winning the most tricks is not always a winning strategy. Master trump, special odd-numbered cards and the danger of becoming too greedy.

♟2 Players◷~30 Minutes▣13 Tricks / Round◆33 Cards★21-Point Target

The Fox in the Forest is a two-player trick-taking card game by Joshua Buergel. The deck contains three suits—Bells, Keys and Moons—with ranks 1 through 11. Each round, players try to control the number of tricks they win while using fairy-tale characters to manipulate the hand, trump suit and lead.

The key is that 7–9 tricks score six points, but 10 or more tricks score none from trick count. Even losing almost every trick can be rewarding. This guide explains the scoring table, all six original special ranks, decree/trump rules and the distinction between the original game, Duet and the Deluxe Edition.

Why it stands out

Conventional trick-taking often rewards taking as many tricks as possible. Here both excessive success and near-total failure can be strategic: someone who wins only three tricks still earns the maximum round score. The result is a head-to-head duel full of deliberate sacrifices and tactical reversals.

Game at a Glance

1

Deal

Each player receives 13 cards; turn up the decree.

2

Take Tricks

Follow suit when possible and resolve odd-rank abilities.

3

Balance

Aim for 7–9 wins—or deliberately remain at 0–3.

★

Score

Count tricks and Treasure bonuses until the 21-point game end.

How to set up The Fox in the Forest

  1. Shuffle the 33 cards: 11 Bells, 11 Keys and 11 Moons.
  2. Deal 13 cards to each player.
  3. Place the other seven cards face down as a draw deck.
  4. Turn its top card face up as the decree card, establishing the trump suit.
  5. Choose a dealer randomly; the non-dealer leads the opening trick.

After a complete round, dealer and non-dealer swap roles. The decree card’s suit may be changed during play by the Fox (rank 3).

How to play a trick

The lead player chooses any card from their hand. The other player must play a card of the same suit if they have one; otherwise they may play any card. Apply the relevant card abilities as their instructions specify, then identify the winner.

The winning player normally leads the next trick. Keep won tricks face down in separate piles. The number of tricks is public information, but players should not inspect cards in already won tricks.

After 13 tricks, neither player has cards left in hand. Score the round, then deal a new round unless the match has ended.

How do decree and trump work?

The face-up decree card determines the trump suit. If either played card belongs to trump, the highest-ranked trump wins. Otherwise, the highest card in the lead suit wins. When both played cards follow the same suit, higher rank wins unless an ability changes the result.

Example: Bells are trump. One player leads Keys 10; the other has no Keys and plays Bells 2. Bells 2 wins because the trump suit outranks non-trump cards even when their printed number is higher.

If the Fox exchanges the decree card, its replacement changes which suit is trump for the current trick’s resolution and future tricks.

All six special odd-numbered cards

RankCardEffect
1SwanIf you play it and lose the trick, you lead the next trick.
3FoxYou may swap the decree card with a card in your hand, changing the trump suit.
5WoodcutterDraw one card, then discard one card to the bottom of the deck.
7TreasureWhoever wins the trick earns one point for each rank-7 card in it.
9WitchIf exactly one Witch is played, treat it as trump when determining the winner.
11MonarchWhen led, forces the follower to play the Swan of that suit or their highest card of that suit, if available.

Each of the three suits contains these six special ranks. The odd ranks have effects; even-ranked cards normally do not in the original base game.

Witch versus trump: who wins?

A single Witch (9) played to a trick is treated as being in the trump suit for determining the trick’s winner. This can beat a high card of the lead suit even if the Witch was originally played off-suit.

However, a higher-ranked actual trump card can still win. If both cards are Witches, the special Witch modification does not apply, so resolve the normal lead/trump comparison.

Full end-of-round scoring table

Tricks won (out of 13)Round pointsResult
0–36Humble
41Defeated
52Defeated
63Defeated
7–96Victorious
10–130Greedy

You also score one point for every Treasure (7) contained in a trick you win, awarded immediately. These points are separate from trick-count scoring and may allow a player who wins too many tricks to gain some points anyway.

Example: Player A wins eight tricks, including two rank-7 cards: six points for the trick count plus two Treasure points, giving eight. Player B wins five tricks, including one rank-7 card: two points for the trick count plus one Treasure, giving three.

How does the 21-point finish work?

After scoring a full round, if either player’s cumulative score is at least 21 points, the game ends. Whoever has more points wins. If tied, the player who gained more points in that final round wins.

The game can be shortened with a 16-point threshold or lengthened with a 35-point threshold, as suggested by the rulebook. Always finish the current round before comparing match totals.

Eight useful strategy ideas

  • Pick an achievable scoring band. Early in a round, try to judge whether 7–9 tricks or 0–3 tricks is more realistic given your cards.
  • Avoid the greed trap. If you already have nine tricks, winning another one wipes out your six trick-count points.
  • Track the score bands of both players. With 13 tricks total, if one player wins ten, the other has only three—so the greedy player’s opponent gets six trick points.
  • Use Treasure for independent points. Winning a trick containing a 7 has value even when your trick-count band is weak.
  • Protect control of the lead. Winning a trick determines who normally leads next, but Swan can reverse the initiative.
  • Manage trump changes deliberately. Fox can transform a weak-looking card into a winning play by changing decree.
  • Respect Monarch timing. Leading an 11 can force a rival to spend a critical high card or Swan.
  • Use Woodcutter to reshape a difficult hand. Drawing and discarding can improve suit balance or remove a dangerous card.

These are editorial deductions from the rules, not claims of firsthand playtesting.

Original vs Deluxe vs Duet

VersionWhat changes?Choose it for
The Fox in the ForestOriginal 33-card, two-player competitive trick-taking gameThe streamlined classic
Deluxe EditionRetains the core game and adds optional modules: special cards, poison cards and goalsMore variations after learning the original
The Fox in the Forest DuetSeparate cooperative game with movement on a forest path and team objectivesWorking together instead of competing

Important: Duet is a standalone cooperative game, not simply a standard expansion to the competitive original. Do not apply Duet’s movement and communication rules when playing the base version.

The Fox in the Forest FAQ

How many players can play?

Exactly two.

How many cards are dealt?

Thirteen to each player, with one decree card and six cards remaining face down.

How many tricks are in a round?

Thirteen.

Do you have to follow suit?

Yes, if you have a card in the lead suit.

What does the decree card do?

Its suit determines trump until another effect changes it.

How many tricks should you win?

Either 0–3 or 7–9 grants the maximum six trick-count points.

What happens if you win ten tricks?

You score zero trick-count points for that round, though Treasure bonuses still count.

Which cards have abilities?

The odd ranks: 1, 3, 5, 7, 9 and 11.

How do you win the match?

Have the higher cumulative score after a completed round in which at least one player reaches 21.

Is there a solo mode?

Not in the official original base game.

Is Duet an expansion?

No, it is a separate cooperative game.

Sources and scope

Rules checked October 11, 2026. This original instructional article does not claim personal playtesting. Deluxe-only and Duet-only mechanics are separated from original-game rules. Editorial policy and corrections.

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