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Come on! Bite me!

Come on! Bite me! Rulebook

Table of Contents

Table of Contents

  • Overview
  • Set Up
  • Game Play
    • 1 Attack
    • 2 Join Forces
    • 3 Retreat
    • 4 Pass
  • Card Details
  • Game End & Scoring
    • Game End
    • Scoring

Overview

The game consists of 57 cards, including 10 common types with 5 cards each (Tiger, Panda, Lion, Leopard, Hyena, Fox, Snake, Meerkat, Rabbit, and Mosquito) and 4 unique types (3 Fleas, 2 Monkeys, 1 Hunter and 1 Bacteria).

Set Up

  1. Remove cards based on the number of players (see table below), return those cards to the box.
  2. Shuffle remaining cards into a face down deck.
  3. The player who has visited the zoo most recently became the first player. Players will then take turns drawing a card from the deck in a clockwise order, and secretly look at it before placing it face down in front of them.
Player #Remove CardsDeck Size
31 Bacteria, 2 flea; 3 of each common type (Detail list in Overview)24 Cards
41 flea card; 2 of each common type36 Cards
51 of each common type (10 total)47 Cards
6+Do not remove any cardsAll 57 Cards

Game Play

Players take turns clockwise starting with the first player until the deck is empty. On each turn, a player chooses one action from four options: Attack, Join Forces, Retreat, or Pass.

1 Attack

Select another player as the defender of this battle; Both players privately reveal their card and compare their strengths; the player with the higher strength wins the battle. The victorious player claims the defeated player's card as a trophy, while keeping their own card hidden for future use. The defeated player draws a new card from the deck and is not permitted to disclose the winner's card.

Note:

  1. The attacker wins if both player ties on strength.
  2. Player who has Bacteria can not initiate attack.
  3. Each activated Meerkat would add 2 strength to the card it attach to.

2 Join Forces

Initiate a Join Forces attack by choosing a player as the defender and shouting "Join Forces". Other players then decide whether to participate by shouting "I'm in!". All players involved in the Join Forces attack reveal their cards and combine their strength values with the defender's card. If the attackers have a higher combined strength, the player with the lowest strength among the attackers claims the defender's card as a trophy (except when the defender is the Hunter, in which case the player with the highest strength among the attackers gets the trophy.)

In the event of a tie, the initiator of the attack decides who gets the trophy. The defender then draws a new card from the deck, while the other players retrieve their cards by flipping them face down to keep using them.

If the defender has a higher strength, the attack fails and the defender claims all of the attackers' cards as trophies. Starting with the initiator and proceeding clockwise, all attackers draw a new card from the deck, and the player on the left of the initiator can then start their turn.

Note:

  1. If the combined strength of the attackers ties with the defender, the attackers win.
  2. A Join Forces attack must have 1 or 2 players besides the initiator. If more than 2 players want to participate, the initiator chooses 2 players to join before revealing cards. If nobody participates, treat it as a regular attack between the initiator and the defender.
  3. The initiator cannot force others to join or discuss their strengths.
  4. Players with Hunter, Bacteria, or Mosquito cannot initiate or participate in a Join Forces attack. If the defender has Hunter, their strength is modified to 9 plus the number of attackers (usually 11 or 12).
  5. Each activated Meerkat adds 2 strength to the card it is attached to.

3 Retreat

Reveal your card and place it face up and horizontal on your side as your "discard zone". At the end of the game, each card in your discard zone counts as -1 point. Draw a card from the deck and then the player on your left can start their turn.

Note: Hunter can not Retreat.

4 Pass

Shout "Pass" and do nothing, the player on your left now can start their turn.

Card Details

  • Flea: The Flea card has a negative strength of -2 when used for Attack or Join Forces actions, and it scores -2 points if claimed as a trophy.
  • Mosquito: Mosquito has a strength of 0, and cannot initiate or participate in Join Forces. If you lose a battle while using Mosquito, the player who claims your Mosquito must shuffle their trophies, including the Mosquito they just claimed. then you get a random trophy from [gap: the rest of this sentence is cut off in the printed leaflet].
  • Meerkat: When you Retreat with Meerkat, it become active instead of discarded into discard zone. Attach it to the new card you draw. The player on your left now can start their turn. You can attach multiple Meerkats to a single card, with each Meerkat adding +2 strength to that card. Activated Meerkat won't be targeted by Monkey, future Retreat or other effect. It will be claimed with your card as trophies when you lose a battle.
  • Fox: When you Retreat with Fox you can immediately look at all other players' cards without disclosing them. The player on your left now [gap: the rest of this sentence is cut off in the printed leaflet].
  • Monkey: When you Retreat with Monkey instead of drawing a card from the deck, you take a card from another player. That player then draws a card from the deck. The player on your left can now start their turn.
  • Hunter: Hunter can not initiate and participate in Join Forces, nor can he Retreat. The Hunter has a base strength of 9 in an attack, but its strength is modified (9 + the number of attackers). When the Hunter loses in a Join Forces attack, the attacker with the highest strength gets to claim it as a trophy.
  • Bacteria: Bacteria can not attack, nor can it initiate or participate in Join Forces. However it has infinite strength, and can beat any cards in battle. Note: Although bacteria are invincible, once their identity is exposed, other players will isolate them, and they will have no choice but to retreat.

Game End & Scoring

Game End

The game ends immediately when the last card of the deck is drawn. Players return their hand to the box without scoring it.

Scoring

  1. Players score their trophies by add up their strength: Hunter scores 9 points; Flea scores -2 points.
  2. Each card in player' s discard zone score -1 point for them, regardless of its strength.
  3. The player with the highest score wins the game. If there is a tie, the player with more trophies wins. If there is still a tie, the players share the victory.

Players should refrain from disclosing information about their own or other players' cards to maintain the element of fun and strategy in the game.