Catvale
Catvale Rulebook
Table of Contents
Table of Contents
- Game Objective
- Components
- Game Board and Boards
- Resource Tokens (174)
- Booster Tokens (48)
- Special Tokens (8)
- Forest Tokens (27)
- Vale Life Tiles (9)
- Skill Tokens (36)
- Terrain Tiles (44 printed)
- Cards (246 printed)
- Markers and Meeples
- Dice (printed as 42)
- Expansion and Kickstarter Components
- Harvest Bag and Harvest Tokens (108 printed)
- Game Setup
- Game Variants
- Flow of the Game
- Game Phases
- Player Turn
- Basic Actions
- Side Actions
- Main Actions
- Additional Rules
- How to Gain Prestige
- Component Overview
- Quick Reference
- Icon Key
- Transcription Notes
Game Objective
Your goal is to earn 20 Prestige or have more Prestige than any other cat before winter arrives, which marks the end of Round 6.
When a cat reaches 20 Prestige, trigger the Endgame. Continue playing until the end of the current Round. The cat with the most Prestige wins.
Exception: If a cat's Prestige drops below 20 during the endgame, cancel it and continue playing into the next round.
If no cat reaches 20 Prestige by the end of Round 6, the cat with the highest amount of Prestige wins.
Components
Game Board and Boards
- 1 Game Board (made of 4 sections)
- 1 Flea Market Board
- 6 Player Boards
Resource Tokens (174)
- Fish: 30 worth 1, 18 worth 3
- Mice: 18 worth 1
- Waste: 18 worth 1, 9 worth 3
- Sticks: 18 worth 1, 9 worth 3
- Pebbles: 18 worth 1, 9 worth 3
- Rags: 18 worth 1, 9 worth 3
Booster Tokens (48)
- Reroll: 24
- Movement: 6
- Attack: 9
- Defence: 9
Special Tokens (8)
- Tunnel: 2
- Bridge: 2
- Cathunt: 1
- Cat Fairy: 1
- Bow: 1
- 1st Player: 1
Forest Tokens (27)
Used only in the Adventure variant.
- Encounter: 5
- Adventure: 5
- Junk: 2
- Growth: 3 worth +1
- Basic Resource: 3 worth +1
- Basic Resource: 3 worth -1
- Fish: 3 worth -1
- Movement: 3 worth -1
Vale Life Tiles (9)
Beaver Deal, Garbage Trap, Avalanche!!!, Silkworm Care, Build a Raft, Plant Catnip, Fix Bridge, Dig a Tunnel, Break a Treaty.
Skill Tokens (36)
- Attack: 6
- Defence: 6
- Movement Die: 6
- Fish: 6
- Basic Resources: 6
Terrain Tiles (44 printed)
- Forest: 9
- Mountain: 8
- Portal: 4
- Black Market: 1
- Haven: 1
- Flea Market: 1
- Lava: 1
- Fire: 1
- Green Mountain: 1
- Frozen Lake: 1
- Dodgy Swamp: 1
- Fish: 4 types
- Resources: 5 types
- Backyards: 6 colors
Cards (246 printed)
- Adventure: 100
- Flea Market (Buildings): 30
- Flea Market (Oddities): 34
- Junk: 15
- Starting: 25
- Ambition: 9
- Encounter: 18
- Cat: 6
- Quest: 9
- Player Aid: 6
Markers and Meeples
- Player Markers: 48 in 6 colors (12 per player)
- Growth Markers: 6 purple, 6 blue
- Cat Meeples: 6 large and 6 small, in 6 colors
- Pride Tokens: 12 red, 6 black
- General Markers: 2
Dice (printed as 42)
- Action Dice (D3): 36
- Gather Die (K12): 1
- Fate Dice (D3): 2
- Reward Die (K12): 1
Note: the printed heading says 42 dice, but the itemized counts total 40. Both are reproduced as printed.
Expansion and Kickstarter Components
Kickstarter Exclusive: 1 Cat Card, 1 small and 1 large Cat Meeple, 12 Player Markers, 2 red and 1 black Pride Tokens, 1 purple and 1 blue Growth Marker, 1 Terrain Tile.
Expansion: Litterbox Secrets: 1 Board, 1 Cat Card, 1 small and 1 large Cat Meeple, 12 Player Markers, 2 red and 1 black Pride Tokens, 1 purple and 1 blue Growth Marker, 2 Terrain Tiles, 9 Cards (5 Adventure, 1 Junk, 1 Starting, 1 Ambition, 1 Market), 108 Harvest Tokens, 1 Harvest Bag.
Expansion: Arena: 1 Board, 1 Cat Card, 1 small and 1 large Cat Meeple, 12 Player Markers, 2 red and 1 black Pride Tokens, 1 purple and 1 blue Growth Marker, 2 Terrain Tiles, 19 Cards (4 Adventure, 1 Junk, 12 Arena, 1 Market, 1 Ambition).
Harvest Bag and Harvest Tokens (108 printed)
The Harvest Bag is used with the Litterbox Secrets expansion. Harvest Tokens are distributed as follows:
- 7 Prestige tokens
- 6 Mice tokens
- 44 Basic Resource tokens
- 8 Growth tokens
- 6 Junk tokens
- 8 Attack tokens
- 6 Movement tokens
- 8 Reroll tokens
- 8 Defence tokens
- 7 Territory tokens
Game Setup
Arranging Components
- Shuffle and place the Adventure and Encounter decks on the Main Board.
- Shuffle and place the two Flea Market decks and the Junk deck on the Flea Market Board.
- Shuffle and place the Ambition and Starting decks beside the Main Board. You will use them shortly.
- Shuffle and place the Quest deck on the Flea Market Board.
- Place all Resource, Fish, Booster and Forest tokens beside the board (Forest tokens only if you are playing the Adventure variant of the game).
- Place all Quest tiles in the Vale Life section of the Main Board with the Quest title facing up.
- Place the First Player, Bow, Cathunt, Cat Fairy, Tunnel and Bridge tokens beside the Main Board.
- Place the Fate, Gather and Reward dice beside the Main Board.
- Place a General Marker at the start of the Season track and another in the center of the Mood track on the Main Board.
- Place one Player Marker from each player on an empty space of the Prestige track on the Main Board.
- Place the starting Terrain Tiles depending on the selected World Type and player count (the source's page reference reads "check pages 10–13"; the starting layouts are on pages 9–11).
- Place the Fire, Lava and Green Mountain Terrain Tiles beside the Main Board.
- Prepare the remaining Terrain Tiles based on the player count and place them in one or more stacks beside the Main Board.
Player Board Setup
Each player does the following:
- Place your Cat card on the board with the young side facing up.
- Prepare 5 Action Dice for later use.
- Place the Pride Tokens in their designated spaces.
- Place the Skill Tokens in their designated spaces with the symbol facing up.
- Place the Chaos and Harmony markers on the Growth Tree.
- Take a Reroll and a Basic Resource token (from your Cat card).
- Place your Markers on or beside the board.
- Place your small and large Cat Meeples beside the board.
- Set your Movement, Attack and Defence (from your Cat card).
Expansion Setup (Litterbox Secrets and Arena)
- Place all Harvest Tokens in the bag beside the board.
- Place your Player Marker on each expansion board.
- Place the Arena deck on the Arena board.
- Add cards from both expansions to their matching decks.
- Add Terrain Tiles from both expansions to the prepared stacks.
Choosing and Placing Terrain Tiles
Before the game begins, choose one of the two tile setup variants. Each one changes the pacing and predictability of the game.
1. Random World (default variant). Place the Terrain Tiles on the board following the starting layouts. Distribute the remaining tiles on the map randomly face down.
2. Chaotic World (advanced variant). Every tile, except for the Flea Market (center), is placed randomly, face down. The layout will be asymmetrical and may give players uneven starting positions. This is the least predictable variant. In the chaotic world, Backyards are discovered by exploration. All players begin the game on the Flea Market.
In both variants, you explore the map to discover key locations. In the chaotic variant, you are rewarded for doing so.
For your first game, you may use the separate "First Game" sheet.
Random World
Place 4 Fish Tiles, 4 Portal Tiles and 1 Flea Market Tile on the board. Add Forest, Mountain and Backyard Tiles; their numbers depend on the player count. See the layouts below. Set aside the Lava, Fire and Green Mountain tiles for later. Prepare a face-down stack of Terrain Tiles for blind drafting.
The printed starting-layout diagrams for 2 to 6 players (source pages 9 to 11) show where each Forest, Mountain and Backyard Tile goes. The diagrams are images and are not reproduced in this text; follow them when setting up.
The face-down blind-drafting stack for each player count is printed as follows (the single-tile entries are one of each):
2 players stack: 5 Forest tiles; 1 each of Haven, Black Market, Mouse Field, Driftwood River, Abandoned Camp, Sunny Meadow, Old Ruins, Dodgy Swamp, Frozen Lake; and 1 Arena* and 1 Great Sandbox*.
3 players stack: 5 Forest tiles; 1 each of Haven, Black Market, Mouse Field, Driftwood River, Abandoned Camp, Sunny Meadow, Old Ruins, Dodgy Swamp, Frozen Lake; and 1 Arena* and 1 Great Sandbox*.
4 players stack: 9 Forest tiles; 1 each of Haven, Black Market, Mouse Field, Driftwood River, Abandoned Camp, Sunny Meadow, Old Ruins, Dodgy Swamp, Frozen Lake; and 1 Arena* and 1 Great Sandbox*.
5 players stack: 5 Forest tiles; 1 each of Haven, Black Market, Mouse Field, Driftwood River, Abandoned Camp, Sunny Meadow, Old Ruins, Dodgy Swamp, Frozen Lake; and 1 Arena* and 1 Great Sandbox*.
6 players stack: 5 Forest tiles; 1 each of Haven, Black Market, Mouse Field, Driftwood River, Abandoned Camp, Sunny Meadow, Old Ruins, Dodgy Swamp, Frozen Lake; and 1 Arena* and 1 Great Sandbox*.
* With the Arena expansion, replace 1 Forest Tile with the Arena. With the Litterbox Secrets expansion, replace 1 Forest Tile with the Great Sandbox.
Transcription note: the stack contents were read from the printed tile icons on source pages 9 to 11; the tile names are the printed labels as read from the artwork.
Chaotic World
Place the Flea Market Tile in the centre of the board. Shuffle the remaining tiles and place randomly. Keep the same number and type as in the Random World layout (depending on player count). All players begin the game on the Flea Market.
Random Mountain placement may block access to a Backyard. If this happens, the affected player may replace one Mountain Tile with any Forest Tile to create a path. Opening other blocked areas is up to you. That said, by choosing the chaotic world variant, you accept a more unpredictable world that may make the game much harder.
Starting the Game
Choosing Your Cat
Choose the cat you will play. Differences between cats are tiny and should not affect playstyle, allowing all players to start from an equal position.
The base game includes 6 cats. 2 additional cats are available in the expansions and 1 as a Kickstarter exclusive.
Each cat has two levels:
- Young Cat: Start the game with a Reroll token and a unique Basic Resource indicated on the cat card.
- Experienced Cat: Unlock it by advancing your cat far enough on the Growth Tree. It has stronger stats and grants a bonus to Gathering a specific Basic Resource.
Place the Cat card on your Player Board with the young side facing up. Take the indicated Basic Resource and 1 Reroll token and place them on your board.
Choosing the First Player
The player who most recently fed a cat takes the First Player token. At the start of each new round, pass it clockwise.
Game Variants
Before starting the game, choose a game variant. Apply the selected variant during the Planning and Adventure phases. Detailed rules can be found in the phase descriptions.
- Adventure Variant: More randomness. You will more often need to adapt your strategy to dice rolls and drawn cards.
- Controlled Variant: Less randomness. You have greater control over Action Dice and draw fewer Adventure cards.
Ambition Cards
- 3–4 players: Draw 2 Ambition cards, keep 1 and discard the other.
- 5–6 players: Draw 1 Ambition card and keep it.
Starting Cards (Draft)
- Draw 4 cards from the Starting deck. Choose 1 and keep it. Pass the remaining 3 to the left.
- From the received 3 cards, choose 1 and keep it. Pass the remaining 2 to the left.
- From the received 2 cards, choose 1 and keep it. Discard the last card. Removed cards do not return to the game.
Start the game with 3 cards in hand.
Forest Tokens (Adventure Variant only)
Forest Setup: At the start of the game, shuffle the Forest Tokens and place them face down beside the board. Newly discovered Forest Tiles start without tokens. Only after leaving, place 1 Forest Token on it.
Resolving Forest Tokens: When you enter a Forest Tile with a Token, reveal it and resolve its effect immediately. You may reveal only 1 Forest Token per turn. Effects may be positive or negative. You can find their description in the components section.
Flow of the Game
Calendar
The game lasts 3 seasons: Spring, Summer and Autumn. Each season lasts 2 Rounds, for a maximum of 6 rounds in the game. A Round consists of Turns taken by all players.
- At the start of each Season, resolve Growth.
- At the end of each Season, resolve Territory.
- After the second round of Summer, resolve Harvest.
The game ends after the last round of Autumn or earlier if one of you reaches 20 Prestige.
Game Phases
Each Season follows this order:
- Growth
- Two Rounds.
- Territory.
Each Round consists of the following phases:
- Cleanup
- Breakfast.
- Planning.
- Adventure.
The source numbers the Round phases 3 to 6, continuing from the Season list, as printed.
1. Growth
Resolve only at the start of each season (3 times per game).
Growth is resolved in three steps:
- Recover all lost Pride.
- Spend Seasonal Growth points based on the current Season.
- Check the Vale Mood and gain or lose Growth points based on it.
Seasonal Growth Points
At the start of each Season, spend a set number of Growth points, as shown on the Player Board:
- Spring: 4 points
- Summer: 6 points
- Autumn: 8 points
Spend them by moving your Harmony or/and Chaos markers on your Growth Tree. You may split points between both markers or spend them on just one. Markers may cross each other, but cannot share the same space. You decide which path to follow. Harmony and Chaos markers may switch sides while climbing if the path allows it.
Vale Mood Growth Points
The Mood track can be found on the game board. At the start of each Season, except Spring (!), check the Mood marker's position. Depending on its position, you may gain or lose Growth points linked to Harmony or Chaos.
If the marker is on the Chaos side, apply the value shown on the track and move the matching marker on your Growth Tree. Resolve the Harmony side the same way.
Growth Tree
The Growth Tree contains two types of slots:
- Passive skills
- One-time rewards
The final slot of the tree allows your cat to Grow up.
Passive skills: When your Harmony or Chaos marker enters a Skill slot, you may unlock it. Find the matching symbol on your Player Board and flip the tile over. The Skill becomes active immediately. Each passive skill can be unlocked only once.
One-time rewards: Some spaces grant an immediate effect, such as gaining a Mouse token, a Prestige point or Growing up. Those can be claimed twice (once per marker), except growing up.
Growing up: When a marker reaches the Growing up slot, flip your Cat card to the Experienced side. From now on, use its upgraded version. Also replace your small Cat Meeple with the large one.
2. Territory
Resolve only at the end of each season (3 times per game).
Count the Terrain Tiles Marked by you on the game board. For every 3 Marked tiles, gain 1 Prestige.
The markers are not removed after the Territory phase. If they remain on the board, they may score again in the future Territory phases.
3. Cleanup
During Cleanup, you prepare the game for the next round:
- Advance the Calendar marker to the next Round.
- Reset the Movement, Attack and Defence dials on your Player Board. Check the Vale Life and your skills for any bonuses.
- Refresh the Flea Market (skip during the first Round):
- Remove both cards from the rightmost column.
- Slide remaining cards to the right to fill empty spaces.
- Refill the empty column with 2 new cards.
- Discard Adventure cards expired at the end of the last Round.
- Reset Forest Tokens (Adventure variant only):
- Unclaimed Forest Tokens remain on Forest Tiles.
- Flip used Forest Tokens face down and shuffle them.
- Randomly place the required number on empty Forest Tiles.
Movement points refresh at the start of each Round during Cleanup.
4. Breakfast
Breakfast happens simultaneously for all players.
During Breakfast, each player gains 5 Fish. One Skill, if unlocked, may increase this amount.
Gain resources from your Workers and refresh their abilities.
5. Planning
Planning happens simultaneously for all players.
During this phase, prepare your Action Dice for the next Round. The chosen game variant remains active for the entire game.
Adventure Variant:
- Roll 5 Action Dice.
- Discard 1 die and place it in the Dice Shop in the Flea Market.
- Assign 1 die as your Defence modifier and the remaining 3 as Action Dice. Place them in the right slots on your Player Board.
- If you roll 4 dice with a value of 1, gain 1 Mouse as compensation.
- If you roll 4 dice with a value of 3, all other players gain 1 Basic Resource of their choice.
Controlled Variant:
- From the 5 dice, take those with values of 1, 2 and 3. Roll the rest.
- Discard 1 die and place it in the Dice Shop. Add the other to your previously chosen set of dice.
- Assign those dice between your Action Dice and Defence die, similar to the Adventure Variant above.
This variant reduces the luck element, as only 1 die remains random. Your Defence die is locked until the end of the Round and can't be switched with other dice unless allowed by a card effect.
Example of the Controlled Variant (as printed): the player board holds Action Dice 3, 2 and 1 and a Defence die of 2. The Dice Shop prices are: a die of value 1 costs 3 Fish, a die of value 2 costs 4 Fish, and a die of value 3 costs 6 Fish.
6. Adventure
Draw adventure cards and take actions!
Starting with the First Player and continuing clockwise, players take their Turns until everyone has used all of their Action Dice. The Round then ends.
Adventure Variant: Draw 1 Adventure card at the start of each of your Turns.
Controlled Variant: Draw 1 Adventure card only at the start of your first Turn each Round.
The game variant determines how often you draw Adventure cards.
Resolving Adventure Cards
After drawing an Adventure card, check its activation symbol and whether it is secret, then resolve its effect if needed.
Card activation:
- Resolve immediately and read aloud.
- Play during your Turn.
- Play at any time during the game.
Card visibility:
- Keep hidden and read in secret.
Player Turn
During your Turn, you can perform three types of Actions:
-
Basic Actions – can be performed any number of times.
-
Side Actions – can be performed up to 2 times per Turn.
-
Main Actions – you must perform 1 each Turn.
-
Actions can be performed in any order.
-
Basic and Side Actions can be performed from any tile on the game board.
-
After performing a Main Action, set aside the used Action Die.
-
If you are unable to perform a Main Action, discard 1 of your Action Dice.
Exception: the main action Dig does not require an action die.
Revealing Tiles
When you enter a face-down Terrain Tile, reveal it immediately.
Chaotic World only: After revealing a Mountain Tile, move back and regain the Movement point you used.
Some tiles grant an immediate prize when revealed:
- Basic Resource Tiles: Gain the revealed Basic Resource.
- Mouse Field: You may catch a Mouse by spending a die with a value of 2.
- Fish Tiles: Gain 2 Fish.
- Black Market: Gain a discount worth 2 Fish for immediate use.
- Haven: Gain a discount worth 1 Fish for immediate use.
- Arena: Move your marker to the first space of the Arena track.
- Great Sandbox: Draw 1 token from the Harvest Bag.
Basic Actions
Basic Actions can be performed any number of times.
1. Explore
Exploring allows you to move around the map.
Each cat has Movement points listed on its card:
-
Young cat: 3 Movement points
-
Experienced cat: 4 Movement points
-
Moving to an adjacent Terrain Tile costs 1 Movement point.
-
You may pause movement to perform other Actions.
-
Movement points refresh at the start of each Round during Cleanup.
-
After using all available Movement points, you may still move by spending 1 Fish for each additional Movement point.
Track movement points on the movement dial on your player board.
2. Use
Assets exist to be played!
During your Turn, you may play any number of cards and tokens. Hiring Workers and upgrading Buildings counts as using cards.
Side Actions
Side Actions can be performed up to 2 times per Turn.
3. Construct
Buildings provide Prestige and additional effects.
To Construct a Building, you must have its card in hand. Spend the Resources shown on the card's left side and eat 1 Fish. After Constructing, place the Building card beside your Player Board, to create your Backyard, and:
- Gain the Prestige shown on the right side of the card.
- Shift the Vale Mood marker according to the icon on the card.
Then resolve the card's effects:
- Every Building grants a one-time reward shown on the card. Take the matching token, junk card or gain a growth point.
- Some Buildings allow you to Hire a Worker for 1 Fish. This is indicated by the hammer icon.
A Building may employ only 1 Worker. It may, however, have any number of Upgrades.
4. Quest
Quests are shared cat missions that shape life in the vale.
The Flea Market Board contains 2 active Quest cards. Each has 3 requirements shown on the left side of the card. To Complete a Quest, players must fulfil all 3 requirements.
While conducting a Quest Action, you may fulfil 1 requirement. You therefore need 3 Side Actions to complete it on your own. Place your marker next to the requirement you fulfilled.
Quests are the game's only potentially cooperative element. Different players may fulfil requirements of the same Quest.
Once all requirements are met, the Quest is completed. Everyone who contributed to the Quest:
- Gains the Prestige shown on the card.
- Shifts the Vale Mood marker according to the icon on the card.
If you completed all Quest requirements by yourself, gain 1 additional Prestige.
After completing a Quest:
- Flip the matching Tile (same name as the Quest) in the Vale Life section on the main board and resolve its effect. The effect is immediate and affects all until the end of the game.
- Some Quests require a choice to be made. If you fulfilled the final requirement, the choice is yours.
- Discard the completed Quest and draw a new one to replace it on the Flea Market Board.
5. Mark Territory
Cats mark their territory by leaving their pee scent behind.
You may Mark any Tile except the Backyards and Mountains. To Mark a Tile:
- Move onto the Terrain Tile you want to Mark.
- Reduce the value of one of your Action Dice by 1. If its value is 1, it is spent.
- Place your marker on the Tile occupied by your cat.
- If another player's marker is already there, replace it with yours.
Only 1 marker may be present on a tile at the same time.
Marking 1 Tile is 1 Side Action.
Scoring: At the end of each Season, during the Territory phase, gain 1 Prestige for every 3 Marked Tiles.
Territorial Advantage: If your cat is standing on a Tile Marked by you, once per combat you may do a free Reroll.
6. Trade
Everything has a price, especially when fish are involved.
You may perform a Trade Action from anywhere on the board. With a Trade Action, you may:
- Buy: Cards, Basic Resources, Growth Points, Action Dice, Reroll Tokens, Attack and Defence Tokens.
- Sell: Cards.
- Exchange: Basic Resources.
Each purchase, sale or exchange counts as 1 Side Action.
Trade Discounts: Standing on certain tiles grants Trade discounts:
- Flea Market: Cards and Basic Resources cost 1 Fish less.
- Haven: Growth Points and Action Dice cost 2 Fish less.
- Black Market: Reroll, Attack and Defence Tokens cost 2 Fish less.
Each Round, you may buy a maximum of 1 Action Die. Details of the Flea Market are described in the Flea Market section.
You may trade any resources with each other on terms you agree upon. Your cats must be on the same or an adjacent tile.
7. Recover
Moving around with wounded pride can be risky.
You may eat Fish to Recover Pride from any tile in the game.
- 1 Fish restores 1 Pride.
- With 1 Recover Action, you may regain any amount of previously lost Pride.
Reslot all the recovered Pride markers on your Player Board. After completing the action, set the committed action die aside.
Main Actions
You must perform 1 Main Action each Turn.
8. Gather
To construct, you'll first need resources. Gathering lets you collect the Vale's Basic Resources.
You may Gather on tiles marked with their specific icons:
- Sticks: Driftwood River
- Rags: Sunny Meadow
- Waste: Abandoned Camp
- Pebbles: Old Ruins
To perform the Gather Action:
- Stand on a chosen Basic Resource Tile.
- Eat 1 Fish.
- Commit 1 of your Action Dice.
- Gain Basic Resources equal to the value of the committed die.
Gather Die: At the end of a Gather Action, roll the green Gather Die. Possible results:
- Basic Resource: gain 1 more of the Gathered Basic Resource.
- Junk: draw and keep a card from the Junk deck.
- Encounter: draw and resolve an Encounter card.
- Adventure: draw and resolve an Adventure card.
- Nothing: no additional effect.
After completing the action, set the committed action die aside.
9. Hunt
A well-planned hunt always pays off.
Hunting allows you to gain Mice, a rare and delicious resource. A Mouse may be played as:
- Any Basic Resource.
- Bonus +1 Attack point.
- Bonus +1 Defence point.
- A Reroll.
To perform the Hunt Action:
- Stand on a Mouse Field Tile.
- Commit an Action Die with a value of 3. Only a die with a value of 3 can be used to hunt mice.
- Gain 1 Mouse.
After completing the action, set the committed action die aside.
10. Fish
A clever cat makes sure its fish stash never runs dry.
Fishing lets you gain Fish, the Vale's primary currency. Fish can be:
- Spent while Trading.
- Eaten to perform certain Actions.
- Eaten to gain additional Movement points.
You may Fish on the Tiles marked with the Fish icon. To perform the Fish Action:
- Stand on a chosen Fish Tile.
- Commit 1 of your Action Dice.
- Gain Fish equal to twice the value of the committed die.
Example 1: With a committed die value of 3, gain 6 Fish. Example 2: With a committed die value of 1, gain 2 Fish.
After completing the action, set the committed action die aside.
11. Attack
Sometimes the shortest path to Prestige is through someone's fur.
Attacking lets you gain Prestige faster than other actions, but it comes with a risk. A successful Attack will anger your opponent, while a failed one may cost you Pride.
To Attack another cat:
- Move onto a Tile occupied by another cat. Stepping onto a Tile occupied by another cat doesn't start combat automatically.
- You may negotiate before combat, for example by offering to back off in exchange for a bribe. Deals are not binding. After taking the bribe, you may still attack, though it probably won't earn you many friends.
- Commit 1 of your Action Dice as your Attack Die. It becomes your Attack modifier.
- Eat 1 Fish.
- Shift the Vale Mood marker 1 space toward Chaos.
Combat
- Add the value of your Attack Die to your Attack dial (player board). It should already include your base Attack strength (cat card, skills).
- The defender adds the value of their Defence Die to their Defence dial. It should already include their base Defence strength. During combat, the defender uses the Defence Die assigned earlier during Planning as their Defence modifier.
- Both players roll the Fate Die and add the results to their totals.
- Play cards and tokens that affect combat, starting with the defender. After one card or token is played, the opposing player may do the same. Continue until both players Pass. Once you Pass, you may not play any additional cards or tokens.
Players not involved in the combat may, at any time, play cards, tokens or Rerolls from anywhere on the board to help either side. They may also make deals with the fighting players. Like all deals in Catvale, these are not binding. Lying is allowed!
Resolving Combat
Compare your final Attack and Defence values.
- If Attack is higher, the attacker wins.
- In case of a tie, the defender wins.
- If Defence is higher, the defender wins.
Reduce the loser's Pride by the difference between the values. In a tie, the difference is 0, so no Pride is lost.
Combat Rewards
The winner rolls the yellow Reward Die. If the defender wins or there is a tie, the defender rolls the Reward Die. Possible results:
- Prestige: gain 1 Prestige.
- Card: steal 1 card from the defeated cat. You cannot steal a card if your opponent does not have one.
- Growth: gain and spend 1 Growth point.
You may spend a Reroll token to reroll the victory die.
Humiliation
A cat that loses all 3 Pride becomes Humiliated. If your Attack or successful Defence Humiliates an opponent, instantly gain 1 Prestige.
A Humiliated cat:
- Flips its Cat Meeple flat and returns it to its Backyard.
- Remains inactive until its next Turn.
- At the start of its next Turn, recovers all lost Pride and stands its Cat Meeple upright again.
Combat Example
The Blue cat attacks the Green cat.
Start of combat (base strength values and skills):
- Attacker: 3 (Attack strength)
- Defender: 2 (Defence strength)
Dice commitment:
- Attacker: 3 (Action Die)
- Defender: 3 (Defence Die)
Fate: both players roll the back Fate Die.
- Attacker: 1 (Fate Die)
- Defender: 2 (Fate Die)
Players begin playing cards and tokens:
- The Defender uses a Mouse as a +1 Defence boost.
- The Attacker plays the Cucumber card, reducing the foe's Defence by 1.
- The Defender passes.
- The Attacker uses a +1 Attack token and also passes.
- A third player joins the combat and spends a Reroll token to reroll the Attacker's Fate Die. The new result is 3 (previously 1).
Final score: Attacker 10, Defender 7. The Attacker wins by a margin of 3.
Resolution (as printed): the Defender loses 3 Pride and becomes Humiliated.
- Attacker: gains 1 Prestige for Humiliating the opponent and rolls the Reward Die.
- Defender: loses 1 Prestige (due to Humiliation), gains 1 Reroll token, flips their Cat Meeple flat and retreats to their Backyard.
12. Duel (Arena)
Arena expansion.
The Arena allows you to battle opponents controlled by the game.
To take part in a Duel:
- Stand on the Arena Tile.
- Commit 1 of your Action Dice. Depending on the opponent drawn, it may become your Attack modifier or be spent without any effect.
- Eat 1 Fish.
- Draw an opponent card from the Arena deck and read it aloud.
Opponent types. The Arena features 3 types of opponents:
- Aggressive: The opponent attacks you. Your committed Action Die is spent with no effect. Instead, use the Defence Die assigned during Planning.
- Careful: You attack the opponent. Your committed Action Die becomes your Attack modifier.
- Unusual: A Duel does not necessarily end in combat. Follow the rules described on the opponent card.
Duel resolution: A Duel is resolved similarly to an Attack Action. Duels are public and follow rules similar to player combat.
- Depending on the opponent, add the value of your Attack or Defence modifier to your dial (player board). It should already include your base Attack or Defence strength (cat card, skills).
- Check the opponent's strength shown on the card.
- Both roll the Fate Die and add the results to their respective totals. The player to your left rolls for the opponent.
- Play cards and tokens to change the result. Other players may support either side.
- The higher result wins. In case of a tie, the defender wins.
Resolving a Duel: Resolve the Duel the same way as an Attack Action. The loser may become Humiliated and lose Pride.
- If you win, choose 1 of the rewards shown on the opponent card, and place the opponent card at the bottom of the Arena deck. You do not roll the Reward Die after a won Duel.
- If you Humiliate the opponent, gain 1 Prestige and place the opponent card in your Backyard as a trophy.
Arena track: After a Duel, regardless of its result, you may move your marker 1 space to the right on the Arena track. If the space contains a reward, gain it immediately. Players gain rewards from the Arena track independently of each other.
13. Dig (Litterbox Secrets)
Litterbox Secrets expansion.
Cats can spend hours digging through sand in search of treasure. Digging advances you on the Litterbox Secrets track and prepares you for the Harvest, rewarding the most dedicated diggers.
To perform a Dig Action:
- Stand on the Great Sandbox Tile.
- Commit any number of your Action Dice. Advance on the Harvest track by the value of the committed dice.
Harvest: At the end of the 1st Round of Summer, the Harvest takes place. Check your positions on the track:
- Each player who performed at least 1 Dig Action draws tokens from the Harvest Bag.
- The number of tokens drawn depends on track positions.
- Each token icon reached on the Harvest track increases the number of tokens drawn during the Harvest by 1.
In case of a tie (multiple markers may occupy the same space), first come, first served applies.
After the Harvest is finished, its track becomes inactive. From this point on, the Dig Action is replaced by the Sift Action.
14. Sift (Litterbox Secrets)
Litterbox Secrets expansion.
Cool things are always hiding in the sandbox, even after the Harvest. Sifting still lets you draw tokens from the Harvest Bag.
To perform a Sift Action:
- Stand on the Great Sandbox Tile.
- Commit 1 or more of your Action Dice.
- Move your marker on the Harvest track a number of spaces equal to the value of the committed Action Dice. Multiple markers may occupy the same space.
- Draw 1 token from the Harvest Bag.
- Eat 3 Fish.
This Action may only be used until the end of Summer Round 1. Sifting may only be performed once per Round!
Additional Rules
Vale Mood
Mood represents the balance between Harmony and Chaos in the Vale. Your actions affect this balance. Peace and goodwill favour Harmony, while conflict and disruption favour Chaos.
Its effect is immediate and affects all players until the end of the game. Revealing additional Vale Life Tiles does not cancel previously revealed effects.
Most cards show a Mood icon in the top-right corner or in their effect section. After playing or resolving one, move the Mood marker accordingly.
Starting an Attack always moves the Mood marker 1 space toward Chaos.
At the start of each Season, during Growth, check the position of the Mood marker and resolve its effect. See the Growth section for more details on Mood's effect on Growth. Next, return the Mood marker to its starting position in the centre.
Vale Life
Completing Quests affects Vale Life.
When you complete a Quest, find the matching tile in the Vale Life section (same name as the Quest) on the Game Board and flip it face up to reveal its effect.
Encounters
While adventuring, you may Encounter other residents of the Vale. After drawing an Encounter card, read it aloud and resolve it.
Encounter effects can be:
- Positive.
- Neutral.
- Negative.
Roll the Fate Die to determine which effect applies, then follow the instructions on the card.
Most Encounters affect Mood. In such a case, shift the Mood marker as indicated.
After resolving, place the card at the bottom of the Encounter deck.
Combat During an Encounter
Encounters may lead to combat. The two bullets below are printed in the source without a lead-in line; they are placed here as the combat triggers.
- Becoming Humiliated.
- Having certain Starting, Adventure or Junk cards.
If you get Attacked, resolve combat as normal, with you as the Defender.
- Their Attack strength is shown in the top-left corner of their card.
- The player to your left rolls the Fate Die for the opponent.
- While your opponent can't be Humiliated, you can!
Rewards for winning the combat are described on the card. You do not roll the Reward Die after a won Encounter.
Rerolls
At the start of the game, each player receives 1 Reroll token.
Additional Rerolls can be gained by:
- Constructing certain Buildings.
- Hiring certain Workers.
- Buying them in the Flea Market.
A Mouse may also be used as a Reroll. Some cards allow Rerolls. Unless stated otherwise, follow the rules below.
Using a Reroll
Spend a Reroll token, Mouse or appropriate card to Reroll any die in the game, including yours, those of other players, Arena and Encounter opponents. You may do so even during combat involving other players.
This applies to:
- Action Die (not yet committed).
- Defence Die (even a committed one!).
- Fate Die.
- Reward Die.
- Gather Die.
Discard the Reroll token after use.
Restrictions
- Committed Action Dice cannot be Rerolled. Once committed, an Action Die is considered spent and its value cannot be changed.
- The Defence Die may be Rerolled at any time.
Workers
Workers are cards that, when Hired, provide special abilities.
They can be acquired in two ways:
- By drawing Adventure cards.
- By Buying them in the Flea Market.
Workers are identified by the hammer icon.
Hiring a Worker
To Hire a Worker:
- You must have its card in hand.
- You must have a Constructed Building with a hammer icon.
- Pay 1 Fish.
You may Hire a Worker during your Turn as a Use Action. After Hiring:
- Place the Worker card next to the chosen Building.
- Gain 1 Prestige.
- Adjust Mood according to the icon on the Worker card.
Worker Abilities
You may start using a Worker's abilities immediately after hiring. After using an ability, rotate the card 90° to mark it as used.
You may replace a Hired Worker with a new one. Discard the old Worker card and hire the new one as normal. You do not gain Prestige when replacing a Worker.
Worker Restrictions
- Each Building may employ only 1 Worker.
- You may have any number of Workers, provided you have empty buildings for them.
- Workers cannot be hired in the buildings from the Starting deck.
Ambitions
You begin the game with 1 Ambition card. Ambitions cannot be traded, sold or stolen. Only certain card effects let you view another player's Ambition.
Ambitions are optional; you don't have to fulfil them.
If fulfilled:
- Immediately announce it to all players.
- Gain the reward: 1 Prestige and 1 Growth.
- Place the Ambition card in your Backyard as a trophy.
Fulfilled Ambitions are not replaced by new ones.
Tracking Ambition progress: If an Ambition requires tracking completed actions, you may keep count mentally or mark progress with your own tokens (for example, by placing them on the back of the card).
Flea Market
The Flea Market Board shows the Trade options available in the game. Trading can be done from anywhere on the map.
While standing on the Flea Market, Black Market or Haven, you gain discounts on selected Trade options.
During the game, you may Buy cards from two decks:
- Top row: Buildings.
- Bottom row: Oddities.
Cards are displayed in 4 columns, each with a different price. Both Flea Market card decks (Buildings and Oddities) are placed in the first column, allowing blind purchases. The remaining columns contain cards seen by everyone.
You may buy:
- A card from the second column for 5 Fish.
- A card from the third column for 4 Fish.
- A card from the fourth column for 3 Fish.
- Pay 3 Fish to buy a face-down card from either Flea Market deck in the first column.
Refreshing the Flea Market:
- After buying a card, at the end of your Turn: slide cards one column right and fill the empty space from the matching deck.
- During Cleanup: discard cards from the fourth column.
The Flea Market Board also allows you to:
- Exchange Basic Resources.
- Buy Basic Resources, Growth Points, Action Dice and Booster tokens.
- Sell cards.
See the Trade Action section for detailed Trade rules.
Buying Cards
You may use the Flea Market discount (-1 Fish) while standing on its tile.
- Blind buying (face-down cards): Slide remaining cards one column right. Refill from the matching decks.
- Buying face-up cards: The remaining columns contain cards seen by everyone.
Buying Growth Points
You may use the Haven discount (-2 Fish) while standing on its tile. The cost is shown on the Flea Market Board. After buying, use immediately to advance on your Growth Tree.
Buying Booster Tokens
You may use the Black Market discount (-2 Fish) while standing on its tile. You may buy:
- Reroll tokens.
- Attack and Defence tokens.
After purchase, draw a token from the supply without revealing it to other players. Place it face down on your Player Board and reveal it only when used.
Buying Action Dice
You may use the Haven discount (-2 Fish) while standing on its tile. You may buy additional Action Dice from the Flea Market Board. You are allowed to buy a maximum of 1 Action Die per Round.
The cost depends on its value:
- Action Die with a value of 1 costs 3 Fish.
- Action Die with a value of 2 costs 4 Fish.
- Action Die with a value of 3 costs 6 Fish.
A purchased die functions like any other Action Die. After buying, place it in the appropriate slot on your Player Board.
Common Trading
Common Trade options are available on the Flea Market Board:
- Exchange Basic Resources: Gain 1 Basic Resource of your choice for 2 other ones.
- Buy Basic Resources: Gain 1 Basic Resource of your choice for 3 Fish.
- Sell cards: Gain 2 Fish for each card sold. You can sell as many cards as you please as 1 Trade Action.
Ambition cards cannot be sold. Discounts do not apply when selling cards or exchanging Basic Resources.
Endgame
The Endgame begins when:
- Any player reaches 20 Prestige, or
- the final Round of Autumn begins.
The game continues until the end of the current Round, giving other players a chance to catch up or overtake the leader.
Prestige Above 20
Prestige earned beyond 20 still counts. If you exceed 20 Prestige, place your marker at the start of the Prestige track and continue counting from 21.
Example (as printed): a player with 22 Prestige.
Cancelling the Endgame
If you drop below 20 Prestige after triggering the Endgame, and no other player has reached 20 Prestige, the Endgame is cancelled and the game continues as normal.
Winning the Game
The player with the most Prestige wins.
Ties
Resolve ties in the following order:
- The cat with the most Prestigious Backyard wins. Add up the Prestige value of all cards in the tied players' Backyards. Trophies and Ambitions also count.
- If still tied, the cat with the most Fish wins.
How to Gain Prestige
You can gain Prestige in 12 ways, by:
- Rolling the Reward Die after winning combat against another player.
- Humiliating another player.
- Humiliating an opponent during an Arena Duel.
- Reaching the end of the Arena track.
- Constructing Buildings.
- Hiring Workers.
- Completing Quests.
- Marking Tiles.
- Fulfilling Ambitions.
- Reaching certain milestones on your Growth Tree.
- Drawing a Prestige token during the Harvest or while Sifting.
- Drawing a card that grants Prestige.
Prestige can also be lost:
- Permanently: by getting Humiliated in combat, in the Arena or during an Encounter; by losing a Worker and not replacing it with a new one.
- Temporarily: when another player sprays your Building with a Cat Pee card; when another player Constructs a negative Building in your Backyard; when you lose a card granting temporary Prestige.
Component Overview
Cards
The game contains several card decks:
- Cat Deck: character cards you play as.
- Adventure Deck: cards drawn during the Adventure phase.
- Flea Market Deck: cards available for purchase.
- Buildings Deck: Building cards.
- Oddities Deck: Workers, Junk, Resource sale and Building Upgrades.
- Junk Deck: cards that can be found or purchased.
- Quest Deck: cards with Quests to complete.
- Encounter Deck: cards with random cats you can meet.
- Arena Deck: opponents you Duel in the Arena.
- Ambition Deck: Ambitions to fulfil.
- Starting Deck: cards gained at the start of the game.
Card Anatomy
- Left side: the cost, most often Basic Resources or Fish required to play it (for example, to construct a Building or hire a Worker). A lack of requirement icons means the card is free to play.
- Right side: rewards gained after playing it, such as Prestige, Attack or Defence bonuses. Most often it also includes a Mood effect. The same reward information may also appear in the card effect.
- Bottom section: the card effect. Some cards have multiple effects. Certain cards require a Fate Die roll to determine which effect is resolved.
- Some cards (Junk, Workers, Starting and Adventure cards) contain specific activation icons. See the Adventure cards section for more details.
Oddities
- Junk Box: after buying this card, discard it immediately and draw 1 card from the Junk deck. Do not reveal it to anyone.
- Sale: after buying the Sale card, immediately exchange it for the listed Basic Resources.
Cat (Player) Cards
Each player has a Cat card representing a cat they control. It has two sides: young cat and experienced cat.
Cat cards differ only in colour, artwork, starting Basic Resource and a specific Gathering bonus (special ability).
Dice
The game includes 4 types of dice, used in different situations:
- Action Dice (values 1–3): used to perform Actions and to determine the Defence modifier.
- Fate Die (values 1–3): used during combat and to determine random card effects.
- Gather Die: rolled only after the Gather action; triggers additional effects.
- Reward Die: rolled after winning combat against another player; grants Prestige, Growth or loot from the defeated cat.
Terrain Tiles (Location Tiles)
The Game Board is made up of hexagonal Tiles. They allow different activities when walked on or affect movement.
Regular Tiles:
- Backyards: your home turf. You cannot be Attacked here unless a card effect states otherwise. In the Chaotic World variant, the game starts here.
- Mountain: cannot be crossed.
- Forest: has no effect unless you play the Adventure variant with Forest tokens.
- Fishing Tiles: you may Fish here.
- Mouse Field: you may Hunt Mice here.
- Basic Resource Tiles: you may Gather here.
- Arena: you may Duel here.
- The Great Sandbox: you may Dig and Sift here.
- Portal: you may teleport between the Portals. Teleporting does not cost Movement.
- Flea Market, Black Market, Haven: gain Trade discounts here.
- Frozen Lake: lose 1 Movement when leaving the Tile.
- Dodgy Swamp: lose 1 Pride when entering the Tile.
Special Tiles (these appear as a result of various effects):
- Green Mountain: replaces a Mountain Tile when the Dig a Tunnel Quest is completed. It can be crossed.
- Fire (printed as "Pożar" in the source): place it on any Tile (except a Backyard). It becomes inactive until the end of the Season.
- Lava: place it on a Tile adjacent to any Mountain (except a Backyard). It is permanently destroyed.
Tokens
The game contains several types of tokens.
Regular tokens:
- Basic Resource tokens (denominations 1 and 3): used to Construct Buildings.
- Mouse tokens (denomination 1): can be used as any Basic Resource, as a Reroll, or as a +1 Attack or Defence bonus.
- Fish tokens (denominations 1 and 3): used as currency, spent during Trading and certain Actions, or eaten to gain additional Movement.
Booster tokens:
- Reroll token: allows you to Reroll any of your or another player's die (except a committed Action Die).
- Movement token: use as additional Movement.
- Attack token: give yourself or another player a +1 Attack strength bonus.
- Defence token: give yourself or another player a +1 Defence strength bonus.
Special tokens:
- Tunnel: after drawing the Secret Tunnel card, place this token on two chosen Tiles. They create a passage available to all players. Works like a portal, but only between the two chosen tiles.
- Bridge: after completing the Fix the Bridge Quest, place this token on two chosen Tiles. They create a passage available to all players. Works like a portal, but only between the two chosen tiles.
- Cathunt: after drawing the Cathunt card, place this token beneath the meeple of a chosen player.
- Cat Fairy: after drawing the Cat Fairy card, place this token on a chosen Basic Resource Tile.
- Bow: after drawing the Catshow Bow card, place this token beneath the meeple of a chosen player.
- Unknown: Encounter (draw and resolve the top card of the Encounter deck) or Adventure (draw and resolve the top card of the Adventure deck).
Forest tokens (Adventure variant):
- Positive:
- Junk: draw and keep 1 Junk card from the Junk deck.
- Growth: use immediately to advance on your Growth Tree.
- Basic Resource: gain 1 Basic Resource of your choice.
- Negative:
- Fish: discard 1 Fish.
- Movement: lose 1 Movement.
- Basic Resource: discard 1 Basic Resource of your choice.
Harvest tokens (Litterbox Secrets). During the Harvest or the Sift action, draw tokens. They may contain:
- Basic Resource (denominations 1, 2 and 3).
- Prestige.
- Mouse.
- Booster tokens: Junk, Growth, Reroll, +2 Movement, +1 Attack or Defence bonus.
All Harvest tokens share the same back, allowing you to keep them secret or bluff.
Skill Tokens
You can unlock Skills that grant permanent bonuses and one-time rewards while advancing on your Growth Tree.
- Sharp Claw: passive skill. Gain a permanent +1 Attack bonus.
- Armoured Fur: passive skill. Gain a permanent +1 Defence bonus.
- Whisker Sonar: passive skill. Gain +2 Fish bonus each time you Fish.
- Curious Nose: passive skill. During Planning, roll 1 additional Action Die. Discard 2 Action Dice instead of 1.
- Swift Paws: passive skill. Gain +2 Movement bonus each Round during Cleanup.
- Hawk Eye: passive skill. Whenever you Gather a Basic Resource, gain 1 additional Basic Resource of the same type.
Vale Life Tiles
The effects are described on the Quest cards and shown on the Tiles.
- Beaver Deal: everyone gains 1 bonus Stick while Gathering Sticks.
- Garbage Trap: everyone gains 1 bonus Waste while Gathering Waste.
- Avalanche!!!: everyone gains 1 bonus Pebble while Gathering Pebbles.
- Silkworm Care: everyone gains 1 bonus Rag while Gathering Rags.
- Build a Raft: everyone gains 2 bonus Fish while Fishing.
- Plant Catnip: everyone gains 2 bonus Movement each Round during Cleanup.
- Fix Bridge: the player who completes the final Quest requirement chooses 2 Tiles to create a passage between them for all players to use.
- Dig a Tunnel: the player who completes the final Quest requirement chooses a Mountain Tile that can now be crossed.
- Break a Treaty: Cats may be Attacked on any Tile, without exception.
Quick Reference
The source's quick-reference sheet (page 35) is an image without a text layer. It is transcribed here from the page image; icons are rendered as words or bracketed where the artwork is clear, and the sheet's own wording is kept.
Game Phases
- Growth. Start of each season. Gain and spend growth points. Reset the mood scale.
- Territory. End of each season. Gain 1 Prestige for every 3 marked tiles. Leave the markers.
- 1. Cleanup. Start of each round. Update the calendar, market and forests (Adventure variant). Discard expired Adventure cards.
- 2. Breakfast. Start of each round. Gain 5 Fish for breakfast and reset your movement counter. Collect the Basic Resources and Fish produced by your [icon] (the sheet's icon is shown in the artwork).
- 3. Planning. Start of each round, simultaneously. Roll your Action Dice according to the selected game variant. Choose 4 dice to keep. Place the remaining 1 in the store. Assign the dice as 3 Action Dice and 1 Defence die.
- 4. Adventure. Every turn. Resolve the Adventure card according to the selected variant. Begin your actions.
Actions
- You must perform 1 Main Action.
- You may perform up to 2 Side Actions.
- You may perform any number of Basic Actions.
- If you're unable to perform a Main Action, discard 1 unused die.
- When you run out of dice, you are done for this round.
Basic Actions (unlimited)
- Explore (on any tile): spend your Movement points. Or eat your Fish: X Fish gives X Movement.
- Use (on any tile): use your cards, tokens, and hire Workers.
Side Actions (up to 2 per turn)
- Construct (on any tile): spend the Basic Resources required by the Building. Eat 1 Fish. Gain the Prestige and Growth indicated by the Building.
- Quest (on any tile): fulfil 1 Quest requirement. Gain 1 extra Prestige by completing the Quest alone.
- Mark (on any tile): lower a die by 1 and mark the tile you're on. Gain 1 Reroll when fighting on your marked tile.
- Trade (on any tile): perform 1 of: exchange, buy or sell. Use discounts when standing on the Flea Market, Haven or Black Market.
- Recover (on any tile): eat X Fish to regain X Pride.
Main Actions (1 per turn)
- Gather (on a Basic Resource tile): commit 1 die. Eat 1 Fish. Collect Basic Resources equal to the die value. Roll the Gather die.
- Hunt (on a Mouse Field): commit 1 die with a value of 3. Catch 1 Mouse.
- Fish (on a Fish tile): commit 1 die. Catch Fish equal to twice the die value.
- Attack (on a tile with another cat): commit 1 die. Eat 1 Fish. Shift the Mood 1 toward Chaos. Gain Attack equal to the die value.
- Duel (Arena expansion, on the Arena): commit 1 die. Eat 1 Fish. Gain Attack equal to the die value.
- Dig (Litterbox Secrets, on the Great Sandbox): commit any number of your dice. Advance on the Harvest track by the die value.
- Sift (Litterbox Secrets, on the Great Sandbox): once per round, after the Harvest. Eat 3 Fish. Draw 1 token from the Harvest Bag.
Icon Key
The source's icon key (page 36) is an image without a text layer. Its labels are transcribed here.
- Prestige: prestige.
- Cats: young cat; experienced cat; pride points; humiliation; movement points; attack strength; defence strength; player.
- Territory and Growth: growth point; mood (chaos, harmony); territory; booster.
- Resources: fish; mouse (+1 Attack / +1 Defence / Reroll / Basic Resource); basic resources (stick, pebble, rag, waste).
- Components: card; token; tile; action die; fate die; gather die; reward die; reroll; forest token.
- Card activation: instant; your turn; any time; don't show!
- Card types: adventure; encounter; building; worker; ambition; quest; market; haven; black market; junk; starting card; litterbox secrets; arena.
Transcription Notes
- Credits, the dedication, and the designer, artist and publisher attribution pages are omitted. Flavour lines printed in the component and phase pages are omitted.
- The starting-layout diagrams (source pages 9 to 11) are images and are not reproduced in this text. The face-down stack and fixed placements (4 Fish, 4 Portal and 1 Flea Market for the Random World) are transcribed.
- The printed component heading for dice reads 42 while the itemized counts total 40. Both are reproduced as printed.
- The setup step 11 reference "pages 10–13" is printed in the source; the starting layouts are on pages 9–11.
- Obvious typographical slips in the source are corrected without changing meaning: "commited" to committed, "Baisc" to Basic, "regadless" to regardless, "automaticly" to automatically, "Mountines" and "muntain" to Mountains and mountain, "Constructiong" to Constructing, "Portale" to Portal, "kzzickstarter" to Kickstarter. Polish labels left in the artwork ("pracownik", "planszetka gracza") are not transcribed.
- The Quick Reference and Icon Key are transcribed from page images. The Breakfast line's icon is shown in brackets because its meaning is not clear from the text form. The sheet writes the Explore and Recover multipliers as "X"; the body text (Explore: 1 Fish per additional Movement point) is the reference.