Each player is given one Personality card.  You can distribute them randomly or everyone can pick their favorite (if you can all be adults about it).
Shuffle the deck and place it face-down.  Place the FIPs cards and Anger cards in two separate piles.
Each player draws five cards from the deck.
Play begins with the person sitting to the left of The Troll  and goes clockwise so the The Troll goes last (because screw that guy).
At the beginning of your turn, draw a card from the deck.
You may then play an Ally card from your hand if you have one.
Next you may choose to use a Content Card.  Do whatever the card says and then put it in the Discard pile.
Opponents may play Reaction Cards in response to what you play.
Or you may pass and the next Player begins his turn.
That’s really all there is to a turn … it is not a complicated game.
There are two ways to win the game.  The main way is to be the first player to collects five FIPs.  If that is you, congratulations on becoming The King of the Internet.
The other way is to end your turn as the only player not in Rage mode.  This is called a Moral Victory, and though you don’t get to become King it still feels quite satisfying.
Personality Cards:
Your Internet persona is represented by your Personality Card.  On its front side the Personality has an ability that will help you on your quest.  The backside is your Personality’s Rage Mode which has no abilities.  If you ever collect five Anger cards your personality flips over to its Rage Mode and remains like that until you lose at least one Anger.
Fake Internet Points (FIPs):
The goal of the game is to collect Fake Internet Points, also known as FIPs.  The represent likes, upvotes, shares, and all kinds of that oh-so-sweet life reinforcement that the Internet doles out.  Every time a card grants you a FIP, take a FIP card from the pile and put it face-up in front of you.  If a card makes you lose a FIP it goes back in the pile.  If you are the first player with five FIPs you win the game.
The Internet can be rage-inducing, and your opponents will try to cause you to lose your cool.  Every time a card makes you gain Anger, take an Anger card from the pile and put it face-up in front of you.  If a card makes you lose Anger it goes back in the pile.  If at any point you find yourself with five Anger you must flip your Personality Card over to its Rage Mode.  Once you drop to four Anger or less your Personality returns to its normal side.
Good news is you can never have more than five Anger at a time.  That’s the maximum Rage a person can feel.
Content Cards:
Content Cards are the main way to collect FIPs.  During your turn you may play one Content Card.  After you do what it says it goes to the Discard Pile.
Reaction Cards:
Reaction Cards are played in response to things your opponents do.  Each one specifically states what it is used to react to, such as “Use when an opponent gains a FIP.”  You can play the Reaction Card any time its condition is met, but only one Reaction Card can be used at a time.  Period.  If multiple players try to React to the same card, then the player whose card hit the table first is the one that gets to use his card.  Everyone else puts their Reaction cards back in their hands.
After a Reaction Card is used it goes to the Discard Pile.
Note: The Reaction Card “First!” has no abilities beyond being played in response to any card an opponent plays.  Use “First!” to stop other players from using their Reaction Cards!
Ally Cards:
Every player can have one Ally Card in play at a time, besides the “Armchair Scholar” who may have two.  Before you play a Content Card on your turn you may play an Ally from your hand if you have one.  If goes Face-Up on the table next to your Personality and its ability is always active.  If you use an Ally and you already have one in play you must discard your current one, you heartless bastard.  The “Armchair Scholar” may choose which of his two Allies to discard if he wishes to play a third.
SPAM is as pointless in this game as it is in real life.  It has no powers and it just kind of sits in your hand.  It can be discarded for any card that demands you discard from your hand.