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Woof Meow Biscuits

Woof Meow Biscuits Rulebook

Table of Contents

Table of Contents

  • Objective
  • Components
  • Preparation
  • Game Sequence
  • Sum up the numbers
  • Execute the effect
  • Game end
  • Advanced Game

Objective

There are exactly 14 steps from the door to the biscuit on the table. Players play cards in turn, whoever lands on the 14th step get a delicious biscuit. But beware! If you go further than 14 steps, you awake your owner and get warned, which become minus points! At the end of the game, whoever earned the most points wins!

Components

  • 33 Cards
  • 9 Biscuits
  • 9 Warning Markers

Preparation

  1. Shuffle all cards, and deal three cards to each player. Place the remaining cards face down at the middle of the table to form the draw deck.

  2. Place all biscuits and warning markers aside for future usage.

  3. Player with most pets (dogs or cats) becomes the start player. Game begins.

Game Sequence

  1. On your turn, follow the instructions below:
    • Draw a card (if the deck is not empty)
    • Play a card
    • Branch (the flow chart shows two parallel boxes): Sum up the numbers and Execute the effect
    • Next player's turn begins

Sum up the numbers

If, after you played your card, the sum of all numbers on the table is exactly 14, you get a biscuit! However, if the sum exceeds 14, you are caught by your owner and get a warning marker. In either case, discard all cards on the table into the discard pile. Next player's turn begins.

(The printed heading reads "Sum up thenumbers"; the missing space is a typo in the source.)

Execute the effect

If you played the following special cards, the effect takes place immediately.

  • Be careful! Stay behind! Reduce the sum by 1.
  • You go first! Reverse the players order.
  • Cats don't like bones. No cat is allowed to play afterward.

After you played "bone", no cat card is allowed to play until the card is discarded due to someone getting a biscuit or a warning marker. This means that you could only play dog or special cards. If you play a cat card when there's a "bone", you get a warning marker and discard the table as if you exceed 14.

  1. When the deck is empty, game continues without drawing until all cards are played; after that, this round of the game is over. Shuffle all cards (including the discard pile) to form a new deck, and begins a new round, starting from the player who last play a card. Each game would last approximately three to four rounds.

Game end

The game ends immediately when all biscuits or warning markers are taken. Each player count their scores:

  • Each biscuit: +7 points
  • Each warning marker: -3 points

Player with the highest score wins! If tie, tie it is.

Advanced Game

The advanced version generally follows the same rules as basic version. The differences are as follows.

  1. No biscuit or warning marker is used. Prepare a paper and a pen to record players' scores. As in basic game, deal 3 cards to each player to begin the game.

  2. When summing up the numbers:

    • If the sum is exactly 14, the player earns points equal to the number of cards (including special cards) on the table.
    • If the sum exceeds 14, the player loses points equal to the number of cards (including special cards) on the table. The total points of a player could never be below zero.

    If the sum exceeds 14, the player loses points equal to the number of cards (including special cards) on the table. The total points of a player could never be below zero.

  3. The player who plays cat while there is a bone on the table also loses points equal to the number of cards on the table, and then discard cards on the table.

  4. Game ends after 3 rounds. Player with the highest points wins!