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Complete Game Rules



⚡ Fulmo: A Fun Trivia Game for Housing Communities ⚡
Fulmo—Esperanto for "lightning"—is an exciting and fast-paced trivia game designed for apartment complexes and housing communities. It blends strategy, quick thinking, and team-based fun, making it perfect for groups of up to 20 players.
The game typically features grids in 5x5, or 6x5 configurations, though it can also be adapted for grids of other sizes.
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🧩 Game Setup
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Game Board: The game can be played on grids of various sizes. As the game typically features a 3x3 grid, a 5x5 grid or a 6x5 grid, these grid sizes will be used for the explanation of the rules. A sample 3x3 grid with octagonal cells with an American flag theme is provided as an example grid. Fulmo gameplay typically uses a 4x5, a 5x5 or a 6x5 grid. The 3x3 grid is typically used to resolve ties at the end of regular gameplay.
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KV value: Each cell has a Kredito Valoro (KV) assigned to it:
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Row 1: KV 10,000
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Row 2: KV 20,000
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Row 3: KV 30,000
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Row 4: KV 40,000
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Row 5: KV 50,000 and so on.
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Starting Conditions:
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All cells begin as "Green."
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The cell in the top-left corner is called Duobla Problemo (Double Trouble) and has special rules.
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The clues in each column pertain to a category, as indicated at the top of the column.
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Teams and Turn Order:
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Players are divided into three teams.
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A team is randomly selected to start as the Head of the Board (also, known as the ET for "Estro de la Tabulo").
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Turns proceed in an anticlockwise order for the first half of the game, switching to clockwise for the second half. The current order of rotation is called the Nuna Ordo or the NO (Nuna Ordo means "Current order" in Esperanto).
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The game is played according to regular "Infinite Bounce" rules. However, for tournaments and championships, it is recommended that Fulmo-Random is used wherein the order of the teams being asked a particular question is determined randomly.
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🎮 How to Play
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Selecting Clues:
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On their turn, a team picks any clue on the board except for the top-left corner (Double Trouble).
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Once a clue is picked, the question is revealed, and the team currently at the Head of the Board must answer it.
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Answering Questions (Infinite Bounce):
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If the Head of the Board cannot answer, the question passes to the next team in the Nuna Ordo order (either the clockwise or the anticlockwise order). This continues until the question is answered correctly. If the question is answered correctly, the team after the team that answered the question correctly becomes the new Head of the Board.
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If no team answers correctly, the next team in order (in the Nuna Ordo order) becomes the new Head of the Board.
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Revealing Clues:
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When a question is picked, the corresponding cell changes from "Green" to "Red" to indicate it has been used.
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The game proceeds until all the clues have been revealed, and thus, for a 6x5 grid with 6 columns and 5 rows, this will take 29 clue reveals.
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The total number of revealed clues is tracked by the Indika Nombro (IN).
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IN starts at 0 and increases by 1 each time a clue is revealed (reaching a maximum value of 8 for the 3x3 grid and a maximum value of 24 for the 5x5 grid).
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Switching Order:
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Once half the clues (4 for the 3x3 grid and 12 for the 5x5 grid) have been revealed, the game switches from anticlockwise to clockwise order for selecting clues and answering questions.
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🧮 Scoring
Teams can play under one of two scoring systems:
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Regular Scoring (Regula Poentado):
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Teams earn the KV for the corresponding cell for a correct answer.
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No points are deducted for incorrect answers.
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Harsh Scoring (Severa Poentado):
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Teams earn the KV for the corresponding cell for a correct answer.
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Incorrect answers result in a deduction of the same number of KV points (negative points).
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⚠️ Double Trouble (Duobla Problemo)
The top-left corner cell, Duobla Problemo, introduces an element of high risk and high reward.
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At any point during their turn—either after answering a question correctly or when it's their turn to pick—a team can choose to activate Double Trouble. (Activating the "Double Trouble" cell is optional. A team can choose to play the entire game without activating the Double Trouble option.)
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The team then selects any remaining clue on the board. For that question:
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The KV is doubled.
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Harsh Scoring is always applied.
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A correct answer earns 2X the KV.
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An incorrect answer deducts 2X the KV.
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To make it even more challenging, one can adopt a (+2x, -4X) scoring system also/
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⚠️ Fulmo Style Clues
Some clues are given Fulmo-style, while other clues are just regular questions.
🔹 Fulmo-Style Clues
Fulmo-Style Clues are a unique feature of the game. They are designed to be intriguing, clever, and sometimes require lateral thinking. These clues are explicitly called out as Fulmo-Style and follow a specific format:
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Clue Prefix: The host announces, "Fulmo-Style Clue".
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Category: The category name is revealed to give teams some context.
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Clue: The clue itself is presented.
Here’s an example:
[ FULMO-STYLE CLUE ]
CATEGORY: Strange Currencies
CLUE: Per The Wall Street Journal, Sam Bankman-Fried uses this fish as clink currency; they call 'em "macks" in the joint.ANSWER: Mackerel
Teams must discuss and provide their answers based on the given category and the clue’s wording.
🔹 Standard Questions
Not all clues are Fulmo-Style. Regular questions are straightforward and do not require any special introduction. The host simply reads the question, and teams answer.
Here’s an example:
CLUE: What is the name of Harry Potter's pet owl?
ANSWER: Hedwig
Standard questions are typically easier to process and designed for quick responses, balancing out the game dynamics alongside Fulmo-Style Clues.
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🏁 End of the Game
The main gameplay concludes once all clues (excluding the top-left cell) have been revealed.
In the regular variant of Fulmo, a round called Ultima Fulmo is played, where a single question is available for all teams to wager on. Teams can wager any amount up to their current Kredito Valoro (KV). If a team's KV score is negative at the time of Ultima Fulmo, they are not eligible to participate in the round.
If the team answers the question correctly, their score increases by the amount of their wager. However, an incorrect answer results in the loss of the wagered amount. (Apartment complexes can also opt to play Fulmo without the Ultima Fulmo round if preferred.)
The team with the highest score at the end of the Ultima Fulmo round wins the game.
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👥 Game Dynamics at a Glance
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Teams: Divided into three groups (typically).
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Order: Anticlockwise for the first half → Clockwise for the second half.
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Scoring Systems:
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Regular Scoring (simple)
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Harsh Scoring (deductions for wrong answers)
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Double Trouble: High-risk, high-reward option to shake up the game.
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Indika Nombro (IN): Tracks progress—IN starts at 0 and increases by one after each clue is revealed.
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Mix of Clues: A mix of easy, medium and hard clues so as to enable even children and young adults to participate and contribute.
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Social Impact, Value for Audience Members: Fulmo quizzes can be tailored to include categories focused on themes that drive awareness and meaningful discussions. For example, a Fulmo quiz was organized with "Mental Wellness" as one of the categories to raise awareness about mental health issues within an apartment community. By incorporating such themes, the game not only engages participants but also provides valuable insights for audience members, and also encourages learning, and fosters conversations on topics of social significance.
🎉 Why Fulmo?
Fulmo is a dynamic trivia game that keeps participants hooked with its strategic decision-making, unique board mechanics, and flexible rules. With a mix of easy, medium, and hard clues, it ensures that everyone—children, young adults, and adults alike—can participate and contribute.
Designed for apartment communities and housing societies, Fulmo fosters teamwork, friendly competition, and an engaging experience for both players and the audience. Best of all? All you need to host a game of Fulmo is PowerPoint. Simple, fun, and unforgettable!
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