Rules, Scoring Cards One at a Time, in Case an Instant Card Is Each Condition for Each Player in Order
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Components • 1 rulebook • 6 Property cards • 6 reference cards • 51 game cards • 40 Cats (10 each of 4 colors) Number of Players: 3–6 Ages: 10+ Playtime: 30 minutes Game Setup 1. Each player chooses a Property card and sets it in front of him/her. Introduction 2. All 40 Cats are placed in the center of the table, Your neighborhood has a cat problem! e to represent the Neighborhood colony of Cats. problem is that all those cats don’t belong to 3. Remove all Instant cards (which have YOU! Everyone in the neighborhood wants to red borders) from the deck and shuffle claim those adorable kitties for themselves. the remaining cards. (For 6-player Outwit your fellow feline fiends as you lure cats games, also remove these cards: Cat in onto your property, move cats into your house, Heat, Cat’s Pajamas, Fireworks, Hairball, One and steal cats from your neighbors. All’s fair in Cool Cat, and Tuna.) love and cat collecting! 4. Deal 3 cards to each player. (Deal 2 for 6-player games.) 5. Shuffle the Instant cards back into the deck. Objective 6. Place the deck in the center of the table, next to Here, Kitty, Kitty! is a competitive card game the Neighborhood in which players collect Cats for points. Move as Cats. You will many Cats onto your property as possible, and create a discard score the most points for Cats in your House and pile face up next to on your Porch. e player with the most points the deck as cards is the craziest Cat collector of them all! are played. Order of Play Ending the Game e player who owns the most cats (in real When the last card is drawn, the final round life) plays first. If there is a tie, the owner of the is triggered. Each player (including the player oldest cat goes first. If there’s still a tie, perform a who drew the final card) plays one more turn. tie-breaker of your choice. en, tally up your score! 1. Perform 2 actions. Actions are moving 1 Cat, playing 1 card, or discarding 1 to 3 cards. e same action may be performed Scoring twice. (See details on pp. 3–5.) Check the following scoring conditions to 2. Draw up to a full hand. (at’s 3 cards for calculate your score. It may be helpful to use the 3–5 players and 2 cards for 6 players.) Draw Scoring Sheet on the back of these rules, scoring cards one at a time, in case an Instant card is each condition for each player in order. drawn and must be played. (Details on p. 4.) • Cat in House = 5 points each e turn passes to the player to the left. When • Cat on Porch = 3 points each the last card is drawn, each player gets one last • Cat in Yard = 0 points turn of two actions. • 5 or more Cats of the same color on your property = 5 points (Note: is is not 5 points Modifications At-a-Glance for each set of 5 Cats of the same color.) # of Hand # of • 1 Cat of each color on your property = 5 points Cards Removed Players Size Actions (Note: is is not 5 points for each set of 1 Cat of Alarm System, Cat Burglar every color.) (3), Can Opener, Cat • Most Cats of a single color on your property 2* 2 Fight, Catnap, Catnip!, 2 = 3 points (Note: Determine the player with the Foster Kittens (1), most Cats for each of the 4 colors. In case of ties, Hairball, Stray Dog each player tying gets 3 points.) 3–5 3 none 2 • All Cats in House are a single color = 10 points Cat in Heat, Cat’s Pajamas, In the event of a tie, the player who has the 6 2 Fireworks, Hairball, One 2 highest number of Cats on their property wins. Cool Cat, Tuna In the event of a second tie, the player who has *is game is not recommended for 2 players because it the most Cats of a single color wins. creates a more random experience. However, if you do play with 2 players, we recommend using these modifications. 2 Moving Cats Play Details Cats can be moved one space for one action The Play Area • The play area consists of all the Properties • from the Neighborhood to in play and the colony of Cats in the center, the Yard which is referred to as the Neighborhood. (or vice versa), • Your Property consists • from the Yard to the Porch of three zones: the Yard, (or vice versa), or the Porch, and the • from the Porch to the House. House (or vice versa). • You have two Once a Cat has been moved onto your Property, neighbors— that Cat can be moved only by you or as directed the players by played cards. immediately to your left and to your Playing cards right. To gain a card’s effect, you must follow the directions on the card and discard it. ere are three main types—Instant, Standard, and Hand Limit Defensive. Start with a hand limit of 3 cards for 3–5 • Instant: ese cards must be played instantly players and 2 cards for 6 players. You may exceed when drawn. ey indicate a the hand limit when allowed by effects from condition that affects all players played cards. However, when drawing up at the at the time the card is drawn. end of your turn, you may not exceed the hand e player who draws an Instant limit. draws a new card after the Instant card has been resolved. Actions • Standard: ese cards You have 2 actions on your turn. Actions generally require using consist of moving 1 Cat, playing 1 card, or an action on your turn discarding 1 to 3 cards. You decide which to gain the card’s effect. actions to perform and in what order. You may ese cards offer a benefit choose to perform the same action twice on any to you or a detriment to given turn. another player. 3 • Defensive: ese cards offer protection against certain Some Standard and Defensive cards have Standard or Instant cards. ey lasting effects. To show the lasting effect, include text about when to play the card, when played, is tucked under the them. side of your Property card with the card title and art visible. If the lasting effect is resolved, as in When a card directs a player to give up the case of the Cats, the player who is giving up the Cats Foster Kittens chooses which Cats unless the card directs cards, the card otherwise. e exception to this rule is the is removed Cat Burglar card, which allows a player to from the play steal a Cat of their choice from any other area and is player. discarded. Discarding cards For 1 action, you may discard as many cards If a card directs a player to take Cats from your hand as you choose. However, you from the neighborhood and there are will not draw up to a full hand until you have not enough Neighborhood Cats to do completed your actions. so, the player may take Cats from any other player’s Yard to complete the card’s directions. Drawing Up After you perform your 2 actions, draw back up to a full hand of 3 cards (or 2 cards in a 6-player game). When drawing cards, draw a single card from the top of the deck. If that card is an Instant card, follow the directions on the card immediately upon drawing. en draw a second single card from the deck to replace the Instant card. If you do not draw another Instant, add the drawn card to your hand. 4 Additional Card Details All cards: e numbers of Cats or movement mentioned on cards refer to maximums allowed. You may move fewer Cats or fewer spaces than permitted by the cards. Cat Fight: If the chosen player has only 1 cat Famous Internet Cat: is card allows you in their Yard, they choose which neighbor’s to draw 2 new cards on your turn and exceed Yard to move the Cat to. the hand limit. If you draw any Instants, you Cat Fight, Catting must resolve them and continue drawing until Around, Fraidy Cats, you have 2 new cards in hand. Open Window, and Keeping Up With the Joneses: If players tie Stray Dog: e player for the lowest number of Cats in the House, who has these cards each player who ties gets one Cat. played on them decides Land on Your Feet: is card can be played which Cat(s) to move. after ANY player’s Draw Up phase, including Catlike Reflexes: is your own. card may be used to Raining Cats & Dogs: Any player who has affect a Cat within any an odd number of Cats moves the “extra” Cat player’s property, not just the onto the Porch. property of the person who plays the card. e e Cat Came Back: is card cannot be property owner decides which Cat to move. used to resurrect any Instant card. Catnap, One Cool Cat, and Tuna: ese e Cat’s Pajamas: When the Cat selection is cards can be used to block cards being played limited in the Neighborhood, the player who on other players (as well as to defend yourself). draws this card chooses a Cat first. en, the In addition, Catnap can be used to block a player to the left player from moving a cat for an action.