Crazy Corgi
Crazy Corgi Rulebook
Table of Contents
Table of Contents
Components
- 50 Corgi cards (numbered 1 to 5, in 5 different colored suits, with two fur types of Corgi)
- 2 Wild cards
- 5 Event cards
- 12 Small point markers (1 VP)
- 6 Large point markers (3 VP)
Preparation
- Shuffle the deck of cards and place them in the center of the table within reach of all players.
- The youngest player will be the starting player.
Game Overview
A game of Crazy Corgi lasts a variable number of turns, with players each taking 1 turn after the other clockwise around the table. Each turn consists of two phases:
- DRAW: On your turn, draw 2 to 4 cards from the deck, revealing them one at the time. If all the drawn cards have a different number, you can keep them; however, if you reveal a card with a number that has already been drawn, you must give all the revealed cards to another player of your choice.
- PLACEMENT: The player who receives the cards this turn (regardless of who initially drew them) must place them in their Kennels, trying to create valid sets to score points. If you cannot place a card without creating an invalid combination, you must discard all the cards from one of your Kennels and start a new one.
Discarded cards will go face up to the side of the deck, forming a discard pile. If the deck is exhausted before a player reaches 5 points, reshuffle the discard pile to form a new deck.
The game ends immediately when one of the players reaches 5 or more points.
Game Turns
Draw Phase
On your turn, you must reveal at least 2 cards from the deck. You may keep on revealing cards one at a time as long as all the revealed cards have different numbers, to a maximum of 4 cards (unless instructed otherwise by an Event card).
If you don't want to draw cards anymore, you keep the cards you have revealed, and proceed to the Placement phase.
As soon as you reveal a card with a number that has already been revealed, you have "busted": You must now give all the cards revealed so far (including the one that caused the bust) to another player of your choice. This player will then carry out the Placement phase instead of you.
Example: Giulio draws two cards: a red 2 and a yellow 4, both with the fawn fur Corgi. He decides to draw another card: a red 3 with the black fur Corgi. He could take a risk and draw a fourth card, but he would bust if a 2, 3 or 4 is drawn. He decides to stop and keeps the 3 cards revealed so far for himself.
There are also 2 Wild cards that can count as a Corgi of any number, color, or fur type, and are therefore always legal in a set. You can decide on what it is when you complete a set.
Drawing 2 Wild Cards
Wild cards are very effective. Therefore, you will "bust" if you reveal both Wild cards during the Draw phase. In this case, all the cards revealed this turn are discarded instead of given to another player.
Drawing an Event Card
When you reveal an Event Card, resolve the Event immediately. Event cards are not counted toward the number of cards you have drawn this turn. Discard the Event card after it is resolved, then you may choose to stop or continue to reveal cards if you are eligible to do so.
- Event cards may cause immediate scoring or discarding of Kennels.
- Event cards will never cause another Event card to activate. If anyone draws another Event card while resolving an event, ignore and replace it with another card until enough Corgi or Wild cards are drawn.
Event Cards
Baseball: All players take a card from the top of the deck, and immediately place it into their Kennels.
Example: Martina draws a baseball card as her second card during her turn. Martina and every other player immediately draw a card and place it in their Kennels. Then, Martina must proceed to draw her second card from the deck.
Bones: You may choose a Corgi card (non Wild) from the discard pile, and immediately add it to your Kennels.
Example: Giulio draws 2 cards (blue 2, red 5), then draws a bones card as his third card. He looks through the discard pile, and decides to add a green 5 to his Kennels. Then, he decides to stop drawing cards, and place the blue 2 & red 5 in his Kennels.
Fleas: Immediately steal a visible card (a card not covered by others) from an opponent's Kennel, and place it into your Kennels.
Example: Martina draws a fleas card. She steals the green 5 from Giulio's Kennel.
Collar: You are forced to draw two more cards from the deck. You may still "bust" as normal.
Example: Giulio has drawn 3 cards (red 1, red 2, yellow 4). He's close to winning and he decides to draw a fourth card. He gets a Collar, so he is now forced to draw 2 more cards. He reveals a green 3 and purple 5, he's so lucky! He collects all 5 cards.
Bowl: Take a peek at the top card of the deck and decide whether to stop drawing cards immediately. (You might end up with only 0-1 cards this turn.)
Example: Martina first draws a red 3, then draws a Bowl card. She looks at the top card of the deck. It is a red 2, which does not fit well with her current Kennels, so she decides to stop drawing and only keep the red 3.
Placement Phase
You can create up to 3 piles of cards in front of you, called "Kennels".
Regardless of who drew them, the player who receives the cards this round must place them one by one (in any order) in their Kennels and try to create valid sets. A Kennel is considered complete once it has 5 cards forming a valid set.
Sets can be one of 3 valid combinations, which are worth different amounts of points:
- 5 cards with all different numbers: 1 point
- 5 cards with all the same number: 2 points
- 5 cards with all the same color: 2 points
If your set satisfies for more than 1 combination, you only score for the higher value one. You also get 1 bonus point if all 5 cards in the set have the same type of fur (fawn or black).
When you complete a valid set in one of your Kennels, immediately take the corresponding number of point markers and discard all the cards in that Kennel. If you still need to add more cards, you may place them in the Kennel that was just emptied and start a new set.
You must place all the received cards in your Kennels. If it is not possible to legally place a card in any Kennel, then you must discard all the cards in one of your Kennels and start a new set.
Example: Martina has 3 Kennels already: one with a red 2, a red 3 and a red 4, one with a red 2 and a yellow 5, and one with a purple 3 and a blue 3.
She needs to add 4 cards: red 1, blue 3, red 4 and yellow 5. She places the red 1 in the first Kennel; she could complete that set with the yellow 5 for 1 point, but instead she decides to place the red 4 in that Kennel, completing the set with 5 cards of the same color and getting 2 points.
Then, she places the yellow 5 in the newly vacated Kennel, the only possible spot for that card. The blue 3 could be placed in either of the other two Kennels, but since she has a fawn Corgi in the second Kennel, Martina decides to place it there, hoping to get the bonus point in a later turn.
Game End
When a player reaches 5 points or more, the game ends and they win immediately.
In case of a tie (due to the Baseball event), all tied players share a combined victory.
Points Recap
- All different numbers: 1 point
- All the same number: 2 points
- All the same color: 2 points
- All different numbers + same type of fur: 2 points
- All the same number + same type of fur: 3 points
- All the same color + same type of fur: 3 points
Credits
- Publisher: SYNKA Games
- Game Designer: Noa Vassalli
- Art Director: Noa Vassalli
- Illustrations: Wanjin Gill
- Graphic Design: Noa Vassalli
- Rulebook Layout: Noa Vassalli
- English Proofreader: Gordon Tsai
- Production Manager: Desnet Amane
- Special Thanks: Pitota & Biscotto, Martina Marinoni, Giulio Vassalli, Lucaricci, Matteo Pollini, Alessandro Pra', Davide Cambiaghi, Fabio Cambiaghi, Paola Mogliotti, Alessio Lana and Francesco Biglia.
©2024 SYNKA Games