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Cat Tower (2019)

Cat Tower (2019) Rulebook

Table of Contents

Table of Contents

  • Components
  • Game Preparation
  • Round Progress
  • Game End and Scoring
  • Effects of Items
  • Figures

Components

5 six-sided dice / 4 pens / cat tower sheets / 1 Rulebook (ENG, KOR, JPN)

Game Preparation

Give each player a sheet and a pen.

Prepare so that the number of dice is one more than the number of players, and place them in the center of the table.

The player who most recently saw the cat becomes the first player in the first round.

Round Progress

  1. The first player throws all the dice in the center of the table.
  2. From the first player in clockwise order, each player picks one die and brings it to his front.
  3. After every player picks a die, there will be one die left in the center of the table. All players now mark on their sheets in accordance with the following rules:
    1. Players must use two numbers. One is the number of the die he chooses, and the other is the number of the die remaining in the center of the table.
    2. Select the same number of item using one of these two numbers, and select the same number of hex using one of the other numbers, and mark the corresponding item in the corresponding hex. (Fig.1) (You can draw a picture of an item or write an item name.) (Example) If the imported die is 6, and the remaining die is 4: → You can mark the 6th item 'Mouse' in one of the 4th-floor hexes. Or mark the 4th item "Bowl" in one of the 6th-floor hexes. Note: Only one item in one hex. You can mark only the 'house' where the house picture is drawn.
    3. You can pass without marking an item. In this case, mark O on a single not-marked footprint on the right side of the sheet.
    • Function of footprints: You can increase or decrease by 1 the number from a die, by marking X on one of the O-marked footprints on your turn. (Fig.2)
    • Multiple footprints can be used simultaneously. (Example) If the numbers of the dice are 2 and 4: → Using 3 footprints, 2 can be used as 1 (-1), and 4 can be used as 6 (+2).
    1. If all players' markings are finished, check whether there is a player who has completed a column of the cat tower this round. Completion of the column: all the hexes of the column are filled with items.
    • If the column is completed for the first time during the game, the player(s) who completed it should mark O on the large number on the top of that column. Other players place an X on that larger number.
    • If the same column is completed during the next rounds, those player(s) will mark the small number with an O.

Game End and Scoring

If one player completes three columns, the game ends at the end of the round.

  1. Each player calculates the score for each item. Write the corresponding score in the space where each item is drawn.
  2. Add up all items, cats, and column scores (O-marked numbers on the columns). The player with the highest score wins. If tied, the tied players win together.

Effects of Items

  1. House: After marking a house on the sheet, choose a cat that has not been scored yet. Immediately score: 'Number of marked houses' (including the house you just marked) x 'Number of marked items' (the items that give the score differ depending on the cat). Write down the number of points below that cat. (Fig.3)
  2. Yarn: At the end of the game, you will get 9 points and 3 points in order of the highest number of yarns per column. If the number of yarns is the same, the scores are added and divided. (Example) If there are 3 people in the blue column, each one receives 4 points.
  3. Butterfly: Immediately mark O on one not-marked footprint. At the end of the game, you receive 2 points for each butterfly.
  4. Bowl: At the end of the game, players receive 2 points per each different adjacent item.
  5. Cushion: At the end of the game, the cushion will be scored as the number of the hex (number of floors) in which the cushion is drawn.
  6. Mouse: At the end of the game, you receive 1/4/9/16/25/36/49... points depending on the number of connected rats.

Figures

  • Fig.1: Marking an item in a hex.
  • Fig.2: Using footprints to increase or decrease a die number.
  • Fig.3: Scoring a house.
  1. If someone has completed three columns, the game ends at the end of this round. If not, the player to the left of the first player in this round becomes the first player and proceeds to the next round.