Doxie Dash
Doxie Dash Rulebook
Table of Contents
Table of Contents
Objective
Your goal is to reach or exceed a score of 100 points. The player with the highest final score wins the game and becomes leader of the pack!
Game Contents
| Card | Count |
|---|---|
| Heroes | 12 |
| Badger | 4 |
| Stranger | 5 |
| Vacuum | 6 |
| Dash | 15 |
| Undies | 3 |
| Bra | 3 |
| Socks | 3 |
| Toy | 9 |
| Meep | 9 |
| Kibble | 7 |
| Water | 7 |
| Poo |
Regular Game Set-Up
Determine PLAYER ONE: Starting with the youngest player, draw cards from the shuffled deck. The first person to draw a Poo card (moving clock-wise) is PLAYER ONE.
PLAYER ONE deals two hero cards to each player. Each player picks one of the two hero cards and discards the other. The hero you select will be yours for as many rounds as it takes to win the game, so choose wisely. Place it face-up on the table. Now it is time to play...
Note: PLAYER ONE is the first to exchange a toy (during pick and pass gameplay) and the first to trade and count during the trade and tally phase at the end of each round.
Pick and Pass
Shuffle the game deck and deal eleven cards to each player. Place the remaining cards in a stack at the center of the table as the draw pile.
From your hand, select a card to play. Place this card face-down on the table to start. After each player has selected a card to play, all players flip their cards face-up to show the others their choices.
Pass the remaining cards in your hand to the left. Pick and pass as described above until all cards are played face-up on the table.
Trade and Tally
At the end of each round, starting with PLAYER ONE, all players are given the opportunity to trade any undesirable cards. Discard them, and draw the same number of new cards from the draw pile.
Tally up your points by making combos with all of your face-up cards, your hero starting item, and your hero ability.
The game ends when you've played enough rounds to reach or exceed a score of 100 points. The player with the highest final score wins the game. In the event of a tie, the player with the highest number of Dash cards in play at the end of the final round wins the game. If the tie remains, you're both awesome.
Need to play more rounds? The lowest scoring player after the trade and tally is PLAYER ONE for the next round.
Set Collection
Use a personalized strategy to make killer combos! With over twenty different combos, how you play is up to you. There can only be one wiener, so check out these different scoring options.
Lick Attack
Don't overlook these juicy cards. Each card includes a face value that will guarantee you points at the end of the round.
- Lick Attack 1 score 1pt
- Lick Attack 2 score 2pts
- Lick Attack 3 score 3pts
- Lick Attack 4 score 4pts
Skivvies
Worth one point on their own, these cards gain value as you combine types of skivvies together.
- 1 Skivvies of any type score 1pt
- 2 different Skivvies score 5pts
- Collect all 3 Skivvies score 12pts
Poo on the Floor
The more you poo, the higher your score. Combine up to three poos per Floor card for a clean sweep at the end of the round.
- 1 Poo on a Floor score 2pts
- 2 Poos on a Floor score 4pts
- 3 Poos on a Floor score 6pts
Poo on the Rug
Like the Floor, the more you poo the higher your score. Combine up to three poos per Rug card.
- 1 Poo on a Rug score 3pts
- 2 Poos on a Rug score 6pts
- 3 Poos on a Rug score 9pts
Dash to Defeat Foes
Dash against three different foes to defeat them and score. Combine with a Meep card for bonus points!
- Defeat the Vacuum with 1 Dash score 5pts. Add 1 Meep score 7pts. If undefeated score -1pt.
- Defeat the Stranger with 2 Dash score 8pts. Add 1 Meep score 12pts. If undefeated score -2pts.
- Defeat the Badger with 3 Dash score 12pts. Add 1 Meep score 18pts. If undefeated score -3pts.
Rescue Meeps
How to rescue meeps: Combine one Meep with any defeated foe for a bonus score. See page seven for scoring details.
A Meep without a defeated foe scores -1pt.
Exchange to Play
When the Toy is played, immediately exchange it for two cards from the draw pile. Place these two new cards on the table to keep as part of your final count. If another Toy card is drawn, use it immediately.
Water and Kibble
Water and Kibble will each score 1pt on their own. When combined they score 5pts.
About Your Heroes
Each hero comes equipped with a starting item as well as a special ability.
At the end of the round, use your starting item and special ability during the tally phase to assert dominance over your rivals.
Reading Hero Cards
- Your hero's name
- Their ability name
- Your hero has this as a starting item.
- Your hero's ability can help you score bonus points or allow you to break the rules.
Team Play Option
Create two equal teams from your group. Sit in alternating places with the opposing team. Game play proceeds as usual.
Before the trade and tally, there is a free swap between all team members. You can re-arrange your cards freely among all members of the team as long as each player has at least 11 cards after the swap. Then all players proceed to the trade and tally as described on page 2.
The game ends when you've played enough rounds to reach or exceed a team score of 300 points. The team with the highest final score wins!
Tournament Option
Challenge your friends to a tournament to see who is the alpha of your pack! After each game, players are ranked based on their place on the leader board.
Tournament points system:
- 1st place = 10pts
- 2nd place = 8pts
- 3rd place = 6pts
- 4th place = 4pts
- 5th place = 2pts
- 6th place = 0pts
The tournament ends after 4 complete games to 100 points. A new hero is selected for each new game. The player with the highest final score on the leader board after 4 games wins.