Treat, Please!
Treat, Please! Rulebook
Table of Contents
Table of Contents
Components
- 4 Energy tokens
- 4 Attention markers
- 25 Round cards
- 1 "It's the Weekend" card
- 4 Player boards
- 40 Objective cards
- 40 Behavior cards
- 5 Character cards
- 4 Reference cards
- 36 "1 dog bone" tokens
- 9 "5 dog bone" tokens
Game Setup
- Each player takes a board, a reference card, an attention marker, and three "1 dog bone" tokens. Place the attention marker on the tracker at the "0" space (marked by the attention icon) and the dog bone tokens on the dog bowl.
- Each player selects one of the character cards at random, and places it on the "Character" section of the mat. Each player also takes one energy marker. Place the energy marker on the leash tracker at the starting value for the character, indicated by the energy symbol on the character card.
- Each player receives a "Take a Nap" and "Search for Loose Kibbles" card, as well as two behavior cards unique to their character, indicated by the character color in the middle of the card face and by the dog art. You should have 4 cards unique to your color.
- Shuffle the remaining 25 non-character specific behavior cards (indicated by the red color in the middle of the card and dog bone cost in the corner) and place the deck face-down in the middle of the table. Flip 4 behaviors cards, and place each card face-up in a line. Unused behavior cards are returned to the box.
- Separate the objective cards into 5 stacks based on the objective type, indicated on the back of the card. Shuffle each stack and place each stack face-down in a line beneath the line of behavior cards. Flip the top card of each stack face-up.
- Deal 2 round cards face down into a stack, and then place the "It's the Weekend Card" on top. Then, deal 5 more round cards onto the stack. Place the pile face down above the row of behavior cards, and return the remaining round cards to the box.
- Place the the remaining "1 dog bone" and "5 dog bone" tokens at the center of the table.
Behavior Cards and Objective Cards
Behavior cards are played to gain attention (attention icon) throughout the game. Some behaviors require energy (energy icon) to perform, while others increase energy or have special effects. New behaviors can be learned and added to your hand by spending dog bones (dog bone icon).
The example behavior card for purchase is labelled: Cost to Purchase, Behavior Description, Special Effect. The example starting behavior card for Pepper is labelled: Character Color, Behavior Description, Special Effect.
Objective cards: The goal of the game is to complete objectives and end the game with the most affection points (heart icon). To complete objectives, you must spend attention that you have gained by playing behavior cards. Some objectives also require energy to be spent to complete them.
The example objective card is labelled: Affection Points, Cost to Complete Objective, Objective Description, Objective Type, Special Effect.
There are 5 different types of objectives:
- Food - Has a special effect to collect dog bones
- Outdoor - Costs energy in addition to attention
- Pamper - Has a special effect to gain energy
- Pets - Higher affection point-to-attention ratio
- Play - Wildcard special effects. May also cost energy
Gameplay
The game is divided into 7 rounds, with each round representing a day of the week. Each round begins with the first player flipping the top round card and reading the card aloud. The round card may have an immediate effect, an effect that lasts the duration of the round, or an optional ability that players may immediately choose to use.
The last player to go for a walk goes first. If tied, choose at random This player flips the first round card. If there is an immediate effect on the card, this is resolved before the first player takes their turn.
Turn Breakdown
During your turn, you may perform all of the following (or a subset) in any order:
- Play up to 2 behaviors.
- Learn 1 new behavior.
- Complete 1 objective.
Each of these is discussed in detail below.
Play Up to 2 Behaviors
Behaviors consist of behavior cards from your hand. To play Behavior cards, remove the cards from your hand, and place them face-up in the "Active Behavior" slots of your player mat. For each behavior played, gain or lose the attention and energy values listed (if any) using the trackers on your player mat. Attention may never exceed 15 and energy may never exceed 10 (the maximum values on the leash trackers).
NOTE: You cannot use a behavior if you do not have the required amount of energy available to spend.
Learn 1 New Behavior
On your turn, you may "learn" a new behavior by purchasing 1 behavior card from the row of 4 cards shown in the center of the table. To purchase a card, pay the number of dog bones (dog bone icon) listed in the top left corner of the card. Add the purchased card to your hand and collect all bones on this card when you gain it. A new card is immediately flipped from the top of the behavior card stack. You do not recieve the effect on the card until it is played. A card can be played the same turn that it is purchased as long as the player has not already performed their 2 behaviors.
Complete 1 Objective
On your turn, you may complete 1 of the 5 objectives shown. To complete an objective, spend the required attention and energy (if listed) shown at the top left and right corners of the objective card. If there is a special effect on the card, immediately perform the effect upon completing the objective. Completed objectives must be kept face-up to the side of your player mat, where all affection point values are visible. Scoring bonuses are awarded at the end of the game based on the types of objectives you complete (see page 10).
Turn End
At the end of your turn, complete the following steps:
- Move your cards from the "Active Behaviors" area of the player mat to the "Discard" area to the right of your player mat and return the "Take a Nap" card to your hand (if used).
- Eat dinner. Collect 2 dog bones (dog bone icon).
Once play returns to the first player, flip the next round card and read it aloud to start the next round.
Weekend
The final 2 rounds of the game are the "weekend!" After the fifth round, flip the "It's the Weekend Card" from the top of the round deck. During the weekend, players can play 3 behaviors and can complete up to 2 objectives. Each player can remove their character card from their player board to reveal a third slot for playing behaviors.
Game End
The game ends after 7 round have been played. After the last player finishes their turn during the 7th round, each player adds up the total number of affection points on their completed objectives to form their base score. Then, the following bonuses are awarded and added to the base score. The player with the most affection points wins!
- Complete Set. Each player that completes at least 1 of each of the 5 objective types receives a bonus of 4 affection points.
- Multiple of a Type. Each player that completes 3 of a single objective type receives a bonus of 2 affection points. If a player complete 4 or more of a single objective type, they receive a bonus of 3 affection points.
- Remaining Attention & Dog Bones. Each player adds up their remaining dog bones and attention. For every 5 dog bones and attention combined, the player receives 1 affection point.
In the event of a tie, the player who learned the most behaviors wins.
Frequently Asked Questions
On my turn, do I need to play both behaviors at the same time? No, your two behaviors can be split and played at any time during your turn. For example, you could play the "Search the Loose Kibbles" behavior to gain dog bones, spend those dog bones on a new behavior card, and then use your new card as your second behavior.
If my energy level is at 0, can I still play behaviors and complete an objective? Yes, as long as the behaviors you are playing and the objective you are completing do not require energy to be spent.
If I play multiple cards that give a discount toward the same objective type, do the discounts stack? Yes! Add up the discounts on each of the cards to determine the total discount you can apply toward that objective type.
If a behavior card available for purchase has additional dog bones on it from behavior card abilities, do I need to be able to pay the full cost of the card? You would need to be able to pay for the full cost of the behavior card. Any dog bones placed on the card act as a rebate for purchasing the card.
Can I exceed my starting energy value if a card effect lets me gain energy? Yes, you can gain energy and exceed your starting value. The starting value is simply where your energy resets to when you choose to "Take a Nap."
Can multiple dog bones be stacked on a behavior card? Yes!