Fuzzy Tiger
Fuzzy Tiger Rulebook
Table of Contents
Table of Contents
Game Components
- 1 game board
- 45 action cards (9 of the same colour for each player)
- 1 orange sleepiness marker / tiger token (used to show the tiger's sleepiness)
- 1 black time marker (used to show the time remaining until the end of the game)
- 10 player markers (2 of the same colour for each player, used to show player's scores and damages)
- 5 monkey tokens (1 for each player, used to show the player's position on the game board)
Game Board Description
The game board consists of 4 vertical tracks. From left to right, they are, respectively: the score (whisker) track, the damage track, the distance track and the sleepiness track.
- Located on the far left is the score (whisker) track. Please use the player markers to show the players' current scores.
- Located to the right of the score track is the damage track. Please use the second player markers to show the damages players suffered.
- Located on the far right is the sleepiness track. The position of the tiger marker on this track indicates how deeply the tiger is sleeping (6~1). If the sleepiness falls below 1, the tiger will immediately wake up. The sleepiness number ranges from high to low.
- Located to the left of the sleepiness track is the distance track. The distance track consists of 7 spaces numbered 0
6 which represent the distance between the monkeys (players) and the tiger (60). - The tiger's whiskers can be plucked from space 1 on the distance track. Once a monkey has walked to this position, two whiskers can be plucked (scoring 2 points). Then lower the tiger's sleepiness marker 2 spaces (1 space for each plucked whisker).
- The tiger's whiskers can also be plucked from space 2 on the distance track. Once a monkey has walked to this position, one whisker can be plucked (scoring 1 point). Then lower the tiger's sleepiness marker 1 space.
- Only one monkey can be placed in distance track spaces 1 through 4. If other monkeys end their movement on the same space, then a pushing action will occur. Pushing actions are explained below.
- Distance track spaces 0, 5, and 6 do not have a limit on number of monkeys.
Game Preparation
- Each player chooses a colour and takes the action cards as well as the two player markers and the monkey token of the appropriate colour. The remaining action cards, player markers and monkey tokens are placed back into the game box.
- The 9 action cards taken by the player become the player's starting hand. Place the 2 player markers separately in the number 0 position on the score (whisker) track and damage track of the game board.
- Place all the players' monkey tokens standing up right on space 6 of the distance track. Each monkey represents a player in the game.
- Place the sleepiness marker on the number 6 position on the sleepiness track.
- Place the time marker in the uppermost tiger illustration on the score track.
Playing the Game
1. Play a card. Every player chooses one action card and places it face down in front of themselves. After all players have placed their cards, the cards are revealed simultaneously and actions are taken according to the instructions on the cards. Then players take their turn according to the number shown on the top of their cards, starting from the lowest number and continuing to the highest.
Attention: The turns are NOT taken in a clockwise manner.
If two or more players play a card with the same number and the action card is one that cannot be used at the same time by more than 1 player, then none of the players' cards will carry out any action, which is equivalent to passing 1 turn. (Action cards 1, 3 and 9 are exceptions.)
2. The player carries out the card action. Players carry out the card actions according to the rules below. If the tiger wakes up, the game immediately enters a break phase. (For details and explanation please see the section The Tiger is Awake!).
If the tiger has not woken up and if all players have finished their actions, then place the action cards that were just played to the side (face up) and repeat the playing process: all players choose and place a card from their hands simultaneously, reveal the cards and take turns acting, until the tiger wakes up.
When it is a player's turn to carry out the instructions on the card, proceed according to the rules below. Once this is completed, the next player takes his turn.
1. Move Forward and Push (another monkey). The player must act according to the diagram located at the bottom of the action card played (from left to right). If movement is ended on spaces 1~4 of the distance track and there is already another monkey token occupying that space, then a pushing action will occur. Please see Pushing Action below.
When a player moves to distance track space 0, or goes past space 0, he cannot continue moving forward. Instead, he must check whether the tiger has woken up. If the tiger has not woken up, that player should return to distance track space 5 later and no points are scored.
2. Check the Tiger. Check whether the tiger's sleepiness has fallen below 1. If it occurs, immediately proceed according to The Tiger is Awake! rules below. If the tiger has not woken up, continue by checking whether it is necessary to carry out the next phase Plucking Whiskers.
3. Plucking Whiskers. Check your current position. If you are on distance track space 2, then move your own score marker one space forward and move the sleepiness marker one space forward; If you are on distance track space 1, then move your own score marker two spaces forward and move the sleepiness marker two spaces forward. The Plucking Whiskers action is compulsory, unless the player is located on space 0 or spaces 3~6 of the distance track; or played action card 2. In those cases the whisker plucking action does not occur.
The sleepiness number ranges from high to low. For example, when sleepiness is now at 5 and moves forward 2 spaces, then sleepiness becomes 3.
4. Check the Tiger. Once the whisker(s) have been plucked, check again whether the tiger has awakened. If the tiger wakes up, proceed according to the The Tiger is Awake! rules below. If the tiger does not wake up, continue by checking whether it is necessary to carry out the next phase Retreat to the Back.
5. Retreat to the Back. Check your current position. If you are on distance track space 2, move back to distance track space 5. If you are on distance track space 1, move back to distance track space 6. If, at this time, any players are on distance track space 0, these players will also move back to distance track space 5. Retreat to the back movement is compulsory unless a player has played action card 1.
Notes
- The instructions on the cards must be carried out exactly as indicated. If the player is instructed to move 3 space, then only moving 2 spaces is not allowed.
- Cards that have been played are not returned to the player (even if the game enters the break phase because the tiger has woken up) unless the player plays action card 9 to return the cards played before.
- When carrying out action cards 1, 3, or 9, if the players' movements end on space 1 and 2 on the distance track simultaneously, the player occupying distance track space 1 shall carry out the above-mentioned step first then the player occupying distance track space 2 shall carry out the above-mentioned step.
Pushing Action
If, according to the instructions on the action card, a player ends movement on spaces 1~4 on the distance track and the space is already occupied by another player, then the player occupying the space will be pushed forward 1 space. If the next space forward is also occupied by another player, then that player will be pushed forward 1 space. Continue pushing in this way, though the farthest a player can be pushed is to the 0 space on the distance track where there is no way to continue forward.
If a player is pushed to distance track space 0 before acting and if after the pushing player has finished carrying out his action card's instructions, the tiger has not woken up, then the player who has been pushed will first move back to distance track space 5. When it is that player's turn to move, that player begins movement from distance track space 5.
If a player is pushed to space 1 or 2 of the distance track by another player, the scoring action of Plucking Whiskers will NOT be carried out, NOR will the player retreat to the back!
If a player is in the "Take Cover"-state, he can be pushed as normal.
The Tiger is Awake!
- If, at the end of any player's action, or if, during the action process of Plucking Whiskers, the tiger's sleepiness falls below 1, then the tiger is awake! At this time, the player who has just plucked whiskers will not have time to retreat to the back and the tiger will immediately bite the player who is NOT in the "Take Cover"-state and nearest to it, which means that the player currently occupying the lowest numbered (including 0) space on the distance track receives 2 points of damage. Move the player's damage marker forward 2 spaces to record the damage.
- If there are no players on spaces 0 to 4 of the distance track (or if all are in the "Take Cover"- State), then no players will be bitten.
- If the player on the distance track space furthest from the tiger is alone at the time the tiger wakes up, then the player will be teased by the others (for being scared) and receives 1 point of (emotional) damage. Move the player's damage marker forward 1 space to record the damage.
- If the tiger wakes up and if there are multiple players on the distance track space furthest from the tiger, then they can tease each other about being scared and none of them will receive any damage.
- After the damage has been recorded, except for action card 9, none of the other action cards will be carried out on this turn.
- Lastly, the players will go find another sleeping tiger to continue the whisker plucking challenge! Place all the players back on distance track space 6 again, return the sleepiness marker to the 6 position, and move the time marker above the score (whisker) track down 1 space (when the tiger is awake for the first time in the game, it should be moved to 15).
Explanation of Action Cards
Card 1: Take Cover
- This card can be played simultaneous by multiple players.
- When played by 1 player, move forward 1 space; when played by multiple players, these players do not move forward.
- Player(s) played this card lay down their monkey tokens on their sides in the distance track space. This represents that they are in the "Take Cover"-state for this turn.
- After the player(s) played this card has moved forward, if they stop on space 1 or space 2 of the distance track, the Plucking Whiskers action will be carried out. However, the Retreat to the Back action will not be carried out unless he was pushed to space 0 of the distance track later ("Take Cover"-state is maintained until the next time action cards are played).
If the tiger wakes up during this turn players who have taken cover will not be bitten.
Card 2: Hypnotize
- Move forward 1 space.
- Return the sleepiness marker to position 6.
- After playing this card and moving forward, if the player ends movement on space 1 or space 2 of the distance track, Plucking Whiskers will NOT be carried out.
Card 3: Throw Rocks
- This card can be played simultaneously by multiple players.
- When played by 1 player, move forward 2 spaces; When played by multiple players, these players do not move forward.
- Move the sleepiness marker forward 2 spaces. (If played by multiple players, the effect is cumulative.)
Card 4: Swing
Move forward 2 spaces -or- move forward to distance track space 3.
Card 5: Walk
Move forward 1 space -or- move forward 2 spaces.
Card 6: Run
Move forward 3 spaces.
Card 7: Charge
- Move forward 4 spaces.
- Move the sleepiness marker forward 1 space.
Card 8: Lasso
Switch your position on the distance track spaces with another player. If switching to space 1 or space 2 of the distance track, then the Plucking Whiskers and Retreat to the Back actions will be carried out.
Card 9: Think
- This card can be played simultaneously by multiple players.
- Return all cards you previously played including this Thinking Card (that is, you can take back all the cards and play them again).
End of the Game
- When the score marker of any player is equal to (or greater than) the time marker, the game will end on the current turn after every player has carried out their action cards. If the tiger wakes up at this time, the game will end after damage calculations have been completed.
- At this time, the player or players with the highest degree of damage lost the game. The remaining players subtract their damage points from their score and the player with the highest remaining points wins!
- If there is a tie, the player closest to the tiger at the end of the game wins. If there is still a tie, then tie players are all winners.
Game Variations
Players can agree before the start of the game to not use certain action cards. However, the following must be considered:
- All players must use the same set of action cards.
- The action card 9 must be used.
- When it is a 3-players game, players can choose to take out 2 action cards; in a 4-players game, players can choose to take out 1 action card.
Game Example A
A-1. The yellow player is on distance track space 4, the purple player and green player are on distance track space 5. The sleepiness marker is at 4. After the 3 players have selected their action cards, they reveal them simultaneously, and act according to the numbers on the cards.
A-2. The first to act is green player who played action card 2. Green player moves to distance track space 3 and causes sleepiness to 2.
A-3. Next to act is the yellow player who played action card 4. Yellow player moves to distance track space 2 and scores 1 point. The tiger's sleepiness is left at 1 but does not wake up yet. Yellow player retreats safely to distance track space 5.
A-4. The last to act is purple player who played action card 6. Purple player moves forward 3 spaces to distance track space 2 and scores 1 point, at that moment, the tiger's sleepiness becomes 0! The tiger is Awake! The player closest to the tiger at this time is the purple player and is bitten by the tiger for 2 points of damage. Purple player moves his damage marker forward 2 spaces to record the damage. At this time, yellow player is standing alone on the distance track space furthest from the tiger. Yellow player is deemed a coward and receives 1 point of damage. Yellow player moves his damage marker forward 1 space to record the damage. Then three players return their monkeys to distance track space 6 and continue challenging another tiger. The tiger's sleepiness returns to 6. The time marker is moved down 1 space.
Game Example B
B-1. Purple player is standing on the distance track space 2. Red player is standing on distance track space 3. Brown player is standing on distance track space 4. Yellow player is standing on distance track space 5. Green player is standing on distance track space 6. The sleepiness marker is at 2. After all players have selected their action cards, they reveal them simultaneously, and act according to the numbers on the cards.
B-2. The first to act are red player and purple player who played action card 1 at the same time (action card 1 can be played simultaneously by multiple players). Red player and purple player played action card 1 at the same time cannot move forward but will still Take Cover on the ground. Both players lay down their monkeys as illustrated. If the tiger wakes up this turn, the "Taking Cover"-state players will not be bitten. Purple player is Taking Cover on distance track space 2 so scores 1 point. The tiger's sleepiness falls to 1. The tiger does not wake up. At the same time, due to the instructions of action card 1, purple player will not retreat to the back.
B-3. The next to act is the brown player who played action card 2. Brown player moves 1 space forward and pushes red player into distance track space 2, causing red player pushes purple player into distance track space 1. Then the tiger's sleepiness returns to 6 as directed by action card 2.
B-4. The next to act is green player who played action card 7. Green player walks to distance track space 2, pushing the red player into the distance track space 1, causing red player pushes purple player into the distance track space 0. Action card 7 lowers the Tiger's Sleepiness by 1. Then green player on distance track space 2 scores 1 points. The tiger's sleepiness falls again to 4.
B-4.2. Afterwards, green player retreats to space 5, at the same time, purple player who was pushed to space 0 will still retreat back to space 5 according to the rule of "Retreat to the Back".
B-5. The last to move is the yellow player who played action card 8. He chooses to switch position with the red player, and so he can move to space 1 of the distance track, and scores 2 points, then lowers the Sleepiness to space 2. Finally, yellow player retreats back to space 6 of the distance track.