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ギャラクシーねこのばし (Galaxy Cat Extension) thumbnail

ギャラクシーねこのばし (Galaxy Cat Extension)

ギャラクシーねこのばし (Galaxy Cat Extension) Rulebook

Table of Contents

Table of Contents

  • Introduction
  • Components
  • Gameplay
  • End of game and scoring
  • Summary

Introduction

  • Player count: 2-6 players
  • Recommended age: 9+ years

Components

  • 1 blue cat meeple.
  • 73 cards, size 63 × 88 mm:
    • 1 alien (only used in 2 player games).
    • 6 bipedal cats.
    • 6 cat gods.
    • 60 cat cards of two types, heads/tails (10 of each color) and midsections (5 of each color):
      • The yellow Munchkin cats.
      • The pink Calico cats.
      • The green Hachiware cats.
      • The purple Maine Coon cats.

(Illustrations: cat god, the alien, the blue cat meeple, UFO symbols, Munchkin cat, blue cat symbol, bipedal cat, head/tail card, Hachiware cat, Calico cat, midsection card, Maine Coon cat.)

Gameplay

Each player must have room for a play area with three face up cards (their display), plus their face down stack of cards won during the game.

If you're playing with only two players, add the alien as a third player. The alien doesn't draw cards, but counts as a third player for scoring (the alien can win the game), and has its own play area with three cards that must be filled for the round to end, plus a stack of cards won.

Shuffle the deck of cards, put it face down in the middle of the table, with room for a discard pile besides it.

The game is played over multiple rounds, each round ending when every player has a full display of three cards in front of them, and the game ending when the draw deck is empty.

The player who looks the most like a cat receives the blue cat meeple, and starts the first round of the game by drawing the top card from the deck, putting it on the table so everyone can see it. Unless it's a cat god card (see next page), proceed to add the card to a player's display (if it's not already filled). This player can be yourself or another player.

Example: player 1 draws a green Hachiware cat card, and now has a choice to put it in player 1's own display, or player 3's display. Player 2 has a full display, so no more cat cards can be added there.

Normally, this concludes the player's turn, and the turn moves on to the next player. Exceptions:

  • If the card added to a player's display shows a blue cat symbol in its corner, the player who received the card also receives the blue cat meeple. Bipedal cats are also added to a player's display, but cannot be extended and will never score any points. Their only function is to move the blue cat meeple (positive) and clog up players' displays (negative).
  • If the card drawn is a cat god, everyone passes their entire card display to the player on their left! This concludes the turn of the player who drew the cat god card.
  • If the card added to a player's display now makes it possible to build a complete cat from two or three cards in their display, these cards must immediately be removed from their display and added face down to their stack of cards won during the game. Examples:
    • Player 1 has a Maine Coon head/tail and a Maine Coon midsection in their display. Another Maine Coon head/tail is added to their display. A complete Maine Coon cat can now be constructed from these three cards, and the three cards are added face down to Player 1's stack. Player 1's display is now back to being empty.
    • Player 3 has a Hachiware head/tail and two empty spaces in their display. Another Hachiware head/tail is added to their display. A complete Hachiware cat can now be constructed from the two head/tail cards, and these two cards are added face down to player 3's stack. It is not allowed for player 3 to wait for a possible Hachiware midsection to be added to their display before adding the cards to their stack.

After resolving the card drawn with these possible exceptions, the turn moves onto the next player.

Keep drawing cards and adding them to players' displays until every player's display (also including the alien's display in a 2p game) contains three cards. This concludes the round.

Now, a UFO arrives, to abduct all the cards of the player(s) who have the most pink UFO symbols on the three cards in their display. Before this happens, the player holding the blue cat meeple gets to save one cat from the UFO. This cat card is removed from their display and added face down to their stack of scoring cards.

When this is done, everyone adds up all their remaining UFO symbols, and the player (or players) with the highest number of UFOs now have all their cards abducted to the discard pile. All other players (if any) are safe from the UFO, and add their cards face down to their scoring piles. Bipedal cat cards are instead moved to the discard pile, since they will never score any points.

The player holding the blue cat meeple now starts a new round: Flip a card, add it to someone's display (unless it's a cat god), pass the turn to the next player.

End of game and scoring

When the last card is drawn from the stack and resolved (either added to someone's stack or discarded after use (if it's a cat god)), the round and the game is over. Remember to also resolve the UFO phase in this last round, even if the players' displays are not full.

Now, everyone flips over their stack of scoring cards, and starts constructing as many complete cats as possible. A cat is complete when it includes two head/tail cards of the same color, with any number of same-colored midsection cards inbetween (including zero).

For each complete cat, you score one point for each card the cat contains. The shortest possible cat contains two head/tail cards and scores 2 points. A longer cat will score one extra point for each midsection card it contains.

If two or more players are tied for victory, the player holding the blue cat meeple wins. If none of the tied players are holding the blue cat meeple, the player closest to the player holding the blue cat meeple (in clockwise direction) wins.

Scoring example: This Munchkin cat scores 2 points. This Calico cat is incomplete, and scores 0 points. This Hachiware cat is incomplete, and scores 0 points. This Maine Coon scores 4 points. This Hachiware cat scores 2 points. This player scores a grand total of 8 points.

Summary

On your turn, draw a card:

  • If it's a cat god, everyone passes the cards in their display to the player on their left.
  • If it's not a cat god, add the card to someone's display:
    • Move the blue cat meeple to this player if the added card contains a blue cat symbol and someone else has the cat.
    • If this player can now build a complete cat from the cards in their display, the cards forming this cat are moved to their scoring pile.

A round is over when everyone has three cards in their display. After each round, perform the UFO abduction phase:

  1. The player holding the blue cat meeple moves one card of their choice from their display to their scoring pile. This card no longer counts toward their sum of UFOs.
  2. The player(s) with the highest number of pink UFO symbols across their remaining cards must discard all cards in their display. If all players are tied, everyone must discard all their remaining cards.
  3. Any remaining cards are added to the players' scoring piles except bipedal cat cards, which are discarded.

Keep playing rounds until the deck is empty. Perform the last abduction phase. The game is now over.

All players now build complete cats from the cards in their scoring piles. Make the cats as long as possible – a complete cat is built from two head/tails cards, with a number of midsection cards between them (zero permitted). Score 1 point per card used to build complete cats. The player with the highest score wins the game, the cat meeple breaks ties.