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How to Play Fulmo

Welcome to Fulmo!

 

Fulmo is an engaging and fun trivia game designed for housing communities and apartment complexes. Players will answer questions, earn points, and compete against others to become the ultimate trivia champion. Here's how the game works:

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Game Setup

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  1. Teams:

    • Players are divided into teams (typically 3 teams, but more can be accommodated). Each team will take turns selecting questions from the board.

  2. Game Board:

    • The typical game board consists of 25 cells arranged in a 5x5 grid. Each cell is associated with a question and a Kredito Valoro (RV), which is the point value of that cell. The game can also be played with a 3x3, 4x5, 5x5 or 6x5 grid. (A 3x3 grid with an American flag theme has been provided as a sample grid.) Other grid sizes can also be accommodated with Fulmo.

    • Initially, all cells are Green (unrevealed). The value of each column increases from top to bottom: Rs. 10,000; 20,000; 30,000; 40,000; and 50,000 for a 5x5 grid, and Rs. 10,000; 20,000 and 30,000 for a 3x3 grid.

    • The top-left cell is called Duobla Problemo (Double Trouble). This special cell has its own rules, which we'll explain later.

    • The clues will pertain to the category listed at the top of each column. As you go down the column, the questions get harder. For example, if the category at the head of the column is listed as "American athletes", a low KV question would be something like the following: "IN 1992, THE "DREAM TEAM", FEATURING LEGENDS LIKE MICHAEL JORDAN AND MAGIC JOHNSON, WON GOLD FOR THE UNITED STATES IN THIS SPORT." whereas a high KV question would be something like the following: "WE WERE DAZZLED BY HER SPEED, HUMBLED BY HER TALENT, AND CAPTIVATED BY HER STYLE". BILL CLINTON SAID THAT ABOUT THIS ATHLETE."

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Turn Sequence

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  1. Starting the Game:

    • The game begins with one team randomly chosen as the Estro de la Tabulo (Head of the Board). This team selects the first clue from any cell on the board (except the Duobla Problemo cell).

    • The game initially goes anti-clockwise. Halfway through the game, the order switches to clockwise. The order of rotation is called the Nuna Ordoro (or the NO order).

  2. Selecting a Clue:

    • On each team's turn, they select a cell on the grid. The value (Kredito Valoro) associated with that cell will be up for grabs if a team answers the trivia question correctly.

  3. Answering the Question:

    • Once a clue is chosen, the team currently at the Estro de la Tabulo will attempt to answer the question.

    • If the answer is correct, they earn the Kredito Valoro of that cell. If they don’t answer correctly, the question is passed to the next team in the Nuna Ordoro order (until someone answers correctly).

  4. Switching Turns:

    • After a team correctly answers a question, the next team after them gets to choose the next clue. Thus, Fulmo follows "Infinite Bounce" rules when played in Apartment Communities, and this is for ease of management. A variant of Fulmo is available where the next team to answer is picked randomly from among the remaining teams. This variant, Fulmo-Random, is recommended for tournaments, since virtually all bias due to seating is eliminated and since the bias due to some individuals' ability to buzz in faster is also eliminated.

    • If no team answers the question correctly, the answer is given by the quizmaster, and the team following the team currently at the Head of the Board in the Nuna Ordoro goes next, and is now the Head of the Board.

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Special Rules: Double Trouble (Duobla Problemo), Severa Poentado & More

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  • Any time a team is either at the Head of the Board or has correctly answered a question, they can choose to activate Double Trouble (or "Duobla Problemo" in Esperanto). The Double Trouble option cannot be activated at the very start of the game before any clues have been revealed, however.

  • Duobla Problemo allows the team to pick any remaining clue on the board. However, the value of that clue’s Kredito Valoro is doubled, and the Severa Poentado (Harsh Scoring) rule is applied.

    • If they answer correctly, they earn 2x the value of the KV for the cell chosen.

    • If they answer incorrectly, they lose 2x the value.

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Scoring

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  • Each clue on the board has an associated Kredito Valoro (KV), which represents the points or value for that question. Teams earn the KV by answering the question correctly.

  • Scoring can be done in two ways:

    • Regula Poentado (Regular Scoring): Teams earn the KV for a correct answer. There is no penalty for incorrect answers.

    • Severa Poentado (Harsh Scoring): Teams earn the KV for a correct answer, but a wrong answer results in a penalty, deducting the KV of that clue. No points are deducted for passing, or not answering the question.

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Gameplay Flow

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  1. The game proceeds in an anticlockwise order for the first half. Once half the clues have been revealed, the order switches to clockwise for the remainder of the game. (The order of rotation at any given point of time is called the Nuna Ordoro, which means the "Current Order" in Esperanto).

  2. Players or teams will take turns selecting clues, answering questions, and earning or losing points until all clues have been revealed.

  3. Once all clues are revealed, the game ends. The team with the highest total Kredito Valoro wins!

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Winning the Game

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  • The main gameplay  ends when all clues (excluding the top-left cell) have been revealed.​

  • In the regular variant of Fulmo, a second round Ultima Fulmo is played wherein a single question is up for grabs, and all teams can wager a certain amount up to and including the amount of their current KV. If their KV score at the time of Ultima Fulmo is negative, they are not allowed to play the Ultima round. If they answer the question correctly, their score is increased by the amount of the wager. If not, they lose the amount of their wager.​

  • The team with the highest score after the Ultima round wins.

    • If two or three teams are tied for the first place or one of the first three places, an additional round of Fulmo is played, typically in small sized grids, e.g., a 3x3 grid.

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Tips for Playing

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  • Strategize with your team: Choose high-value clues wisely.

  • Evaluate your level of knowledge: Evaluate your own level of knowledge for a particular category, before you pick the next clue to uncover. If you are confident that  you know a lot about a certain category, then go for the clues with the higher KV in that category.

  • Use Duobla Problemo to your advantage: The double-point option can turn the tide in your favor if used correctly.

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Enjoy the game and may the best team win!

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