
This game is a complete English-Japanese dual-language edition, containing the rulebook in the box. The other components are language independent, and do not include any necessary text.
About the Game
Fire Ossan Game Overview
In Fire Ossan, you'll compete in a series of summoning tests with other players, aiming to have the highest overall score by the end of the third round. Summoning powerful Monster Girls that resonate well with the current mana configuration scores you points, but correctly predicting how many times you'll win in a given round is also important, as knowing your own abilities well prevents the judges' impression of you from falling. Below is a general overview of the game. More detailed rules can be found in the rulebook.
Game Setup:
Each player receives a set of Bid Cards (numbered 1-6) of their player color and places their colored cube on the 0 space of their color on the Impression Scoreboard. Mana and Summon cards are shuffled and dealt out based on the number of players in the game. The J.O.K.E.R., or trump mana for the first round, is decided by flipping over the top card of the cards remaining in the Mana deck. The starting player is decided, and they receive the Lead Player Marker. Then the game begins!
Bid Phase:
Before each round, players examine the Mana/Monster cards in their hand and the J.O.K.E.R. for the round, then try to predict how many times they will win during the round (min 1, max 6), playing a Bid Card facedown from their hand to represent this number. The cards are then revealed. If a certain threshold is met, the current round will be conducted as a Special Test.
Test Phase:
There are two types of tests that can be conducted within the Test Phase - Practice Tests and Special Tests.
Practice Tests: The current lead player summons a monster girl from their hand placing down a Mana-Monster card pair. The following players must use the same type of mana as the lead player if they have it, summoning their own monster girls on their respective turns. They may use a different type of mana if they do not have the same type as the lead player. After all players have summoned a monster girl, the winner of this round of the test is decided.
The monster girl summoned with the same type of mana as the J.O.K.E.R. suit with the highest power is the highest scoring, followed by monster girls summoned using the same type of mana as the lead player. in the case of a tie, the monster played later in the turn wins within these groupings. The winner of this round of the test takes all played cards and the Lead Player Marker and places them in front of them. If players still have cards in their hand, they play another round of this test.
Special Tests: Special Tests are conducted in the same way as Practice Tests, but the person who manages to be the lead player at the end of Special Test gets +1 wins for the Special test round.
Scoring Phase:
If the number of wins you got during the test was the same as the number you bid during the Bid Phase, you gain Score Cards based on the current round. If the numbers are different, your impression score drops based on the difference between the the two numbers. Bidding is extremely important, as if players are tied based on their score cards by the end of the game, the player with the higher impression score will be the winner!
Three total tests are taken over the course of the game.