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Furry Poker

Furry Poker Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Game Play
    • 1. Play a Card
    • 2. Player Actions
    • 3. Refill Phase
  • Game End
  • Card Combinations
    • Scoring
  • Advanced Rules
  • Card Effects

Components

  • Reference Cards x4
  • Basic Cards x72
  • Color-Change Cards x6
  • Ability Cards x8

The Color-Change Cards and Ability Cards are the Special Cards. Ability Cards come as +1, +2, +3, +4 and -1, -2, -3, -4 modifier cards.

Setup

  1. Shuffle the Basic Cards and reveal 5 face-up as the Public Area. The rest form the deck.
  2. Place the Special Cards aside for later use.
  3. Deal 6 cards to each player as their starting hand.
  4. Each player draws 1 card from the deck and places it face down in their Personal Area as the first card there.

Game Play

1. Play a Card

All players play 1 card from their hand at the same time.

2. Player Actions

(Players act in ascending card number order.)

When it's your turn, perform one of the two actions:

  • A. Trigger the card's effect.

  • B. Take 1 card from the Public Area to your Personal Area.

  • If cards have the same number, use color order: Red > Yellow > Green > Blue > Purple > Gray.

  • After your turn, place your card in the Public Area.

  • You can always check your Personal Area cards, even those face-down.

3. Refill Phase

  • Hand Refill: Each player refills their hand to 6 cards.
  • Public Area Refill: If there are fewer than 5 cards, refill to 5. If there are already 5 or more, do not add any.
  • If the supply deck runs out, shuffle the discard pile to form a new deck.

Game End

  1. When any player has 7 cards in their Personal Area (including Color-Change and Ability Cards), the current round becomes the final round. After the last player's turn, everyone refills to 6 cards and plays 1 final card, ending with 8 cards in their Personal Area.
  2. Scoring Phase (all face-down cards in the Personal Area are revealed): Players score based on their 8 cards. The highest total wins; tied players share victory.
  • You may assign Color-Change Cards and Ability Cards to any of your cards.
  • A single card may be modified by multiple Color-Change and Ability Cards.

Card Combinations

Form any combinations from your 8 cards, but each card may be scored once.

Scoring depends on the combination type and how many cards are used. (Ex. 3 of a kind = 3 pts, 4 = 7 pts, 6+ = +3 pts per extra card.)

Scoring

Pair: 1 VP

Combination34566+
X of a King371013+3
Straight Flush36912+3
Flush2467+1
Straight2356+1

Example: A player forms a straight (3-4-5-6-7-8) for 6 pts, plus a pair of 2s for 1 pt -> Total: 7 pts.

Advanced Rules

The game is played the same way, with one change in Setup Steps 3 and 4: Each player is dealt 7 cards and chooses 1 card to place face down as their first card in the Personal Area. The starting hand remains at 6 cards.

Card Effects

  1. Tiger: Take 1 card from the Public Area into your Personal Area, then remove 1 card from the Public Area.
  2. Peacock: Gain 1 Color-Change Card to use freely at game end.
  3. Leopard: Draw 3 cards, choose 1 to place face down in your Personal Area, discard the rest.
  4. Crow: Draw 4 cards, choose 1 to place face up in your Personal Area, discard the rest.
  5. Raccoon: Take 1 card from the Public Area to your Personal Area, then discard 2 cards from your hand.
  6. Rabbit: Discard 1 card from your Personal Area, then take 2 cards from the Public Area into your Personal Area.
  7. Lion: Activate the effect of 1 card in your Personal Area (face-down cards cannot be activated).
  8. Dolphin: Play 1 card face up into your Personal Area without triggering its effect, then discard 1 hand card.
  9. Wolf: Play 1 card face down into your Personal Area.
  10. Cat: Gain a +1 to +4 Ability Card to use freely at game end.
  11. Dog: Gain a -1 to -4 Ability Card to use freely at game end.
  12. Bear: Take 2 cards from the Public Area: 1 goes to your Personal Area, the other goes into your hand.