Ludexv2026.11.01-65114139Mood SwingsOfficial rulebook ↗

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Gameplay

Shared-deck setup, turn sequence, card zones and effect timing.

Set up

For traditional play, all players share one deck and one discard pile. Shuffle the cards, deal five to each player, then reveal the bottom card. The person who most recently felt that emotion chooses the starter; the group may instead choose randomly. Track each player’s score and round wins. See the Setup checklist.

Card zones

Cards in hands, deck or discard are cards. A card in a player’s play area is a mood and belongs to that player unless an effect changes its owner. Moods stay in play across rounds unless a card moves or removes them. The discard pile is shared in traditional play. A card placed on the deck’s bottom is different from a card discarded.

Take a turn

In clockwise order, the active player may play one card or pass. Players do not play cards during another player’s turn, even if their mood is affected. To play a card, follow any “To play this card” requirement first; if you cannot pay it, choose another legal action. A passed turn makes no play.

Resolve a card

Resolve a new mood in this order:

  1. Pay its play cost, if any.
  2. Put it into your play area.
  3. Recalculate all “While in play” effects.
  4. Resolve its “After playing this mood” effect.
  5. If that effect moved cards, reapply ongoing effects before continuing any later part of the same effect that depends on values. Repeat until the table’s values settle.

An ability can be optional; follow “may” as a choice. Some effects grant extra plays, which happen during the same turn. Multiple grants can be used in any order, while paying any costs required by the chosen cards.

Values and colors

The die in the upper-right shows the current printed value. White dice are fixed; black dice can change due to effects. A second value in the lower-left is used when an ability changes the card or when its player chooses that side. Turn the card around to show which value is active. When two dice appear together, add them. An ongoing condition can change again at any point as the table changes.

Colors matter only when a card ability refers to colors or a format says so. “Mood” means a card in play; effects about cards in hands or the discard pile use those zones specifically. “Opponent” excludes a teammate in team play.

Passing and hand changes

The rules allow a player to pass rather than play. Passing does not clear that player’s moods. A player draws one card after losing a round unless a format modifies who draws; other cards can draw, discard, return, steal or move cards as written. Resolve each card effect completely in its stated order.

Card references

The publisher’s extended rules define the vocabulary and edge cases. The official card notes explain individual abilities. Use those sources for card-specific edge cases; this guide summarizes the core sequence.

Rules

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