Game End and Scoring
Add changing mood values, award round wins and finish the match.
Score the round
After all players have taken a turn, each totals the current values of their moods. Apply current “While in play” abilities before adding; a variable black die is not necessarily still its printed starting number. The highest total wins. If totals tie, the player who played earliest in the round wins. With three or four players, use actual first-play timing rather than assuming the first player automatically has priority.
After scoring
Resolve “After scoring” effects before any losing player draws. Work through players in turn order; a player with more than one such effect chooses their order. If an effect changes who owns a mood, continue around the table as needed until all pending effects resolve. Then each player who lost draws one card. In games with three or more players, the lowest scorer receives Hurt Feelings and may make an additional play on their next turn. If low scores tie, the tied player who played latest in the round gets it.
End the game
The round winner gains one round win. If that player now has three, the game ends immediately. Otherwise that winner starts the next round. Moods remain in play unless an effect removed them; hands, deck and discard continue according to the cards and chosen format.
Scorekeeping
Track each player’s score and their round wins separately. The round total decides who wins that round; round wins decide the game. Do not treat the cumulative score record as a substitute for the three-round victory condition.