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DOG Cards

DOG Cards Rulebook

Table of Contents

Table of Contents

  • Game Materials
  • Aim of the Game
  • Preparation
  • How to Play
    • 1. Start or Continue a Row
    • 2. Buying an Exposed Card from the Centre of the Table
    • 3. Playing a Special Card and, Where Applicable, Carrying Out a Specific Action
    • 4. Exchanging Joker Cards
    • 5. Discarding a Card and Drawing a New One
    • Ending a Row
    • Team Game
  • End of Game
  • Explanation of the Special Cards
    • Cards with No Specific Function
    • Special Cards with Specific Functions
  • Note

Game Materials

120 playing cards: 104 numbered cards with values from 1 to 14, 8 Jokers and 8 thief cards.

Aim of the Game

  • For 2 and 3 players: be the first one to get two rows of cards from 1 to 14.
  • For 4 players: the players sitting opposite one another make up one team. Each player in the team must form his own row of 1 to 14. The team who achieves this first wins the game.

Preparation

One player thoroughly shuffles all the cards and lays a row of 13 cards face up in the centre of the table. Attention: for better orientation, leave a space free between cards 5 and 6 and cards 10 and 11.

All players have access to the row of cards facing up. In this row, no card may lie on the same position as the number shown on it. If this is the case, the card is placed – as soon as it is noticed – at the bottom of the draw pile and a new card is placed in its position. This applies during the whole game.

Example: the rulebook shows a row of 13 exposed cards in positions 1 to 13. The cards in positions 1, 7 and 12 are placed under the stack after being turned face up, and are replaced by new cards.

Afterwards, the player deals out cards, face down, to all the players. With 2 and 3 players, each person receives 7 cards – with 4 players each receives 5 cards in hand. The remaining cards form a face-down draw pile.

How to Play

The youngest player begins. Then the players take turns in a clockwise direction. The player whose turn it is must carry out one of the following five actions:

1. Start or Continue a Row

The player plays exactly one of his hand cards openly and begins to lay, or continue a row before him (or his partner).

The first card in the row must have a "start" symbol (a red circle with an arrow, printed on the card). This is either the "1/11" or the "13". Then, the cards 2 to 14 follow. The cards can always only be laid from left to right in an ascending order. They must run consecutively and no gaps may occur.

Example: a row from 1 to 7. The "4" and the "6" were replaced by Jokers. The cards were overlapped to save space.

Attention: A row counts as complete, when it consists of 14 cards (1 to 14). A row can contain any number of Jokers. A Joker can replace any number except 14!

Finally, the player draws a new card from the draw pile.

2. Buying an Exposed Card from the Centre of the Table

13 cards are lying face-up in the centre of the table (see "Preparation"). In order to buy one of those cards the player must play one of his hand cards. The numerical value must correspond to the position of the card that he wants to buy.

Example: If a player wants to buy a card on 5th position, he must play a "5".

The card played is placed on the discard pile. The card bought from the centre of the table is taken into hand. Then the card now missing in the row is replaced by a new card from the draw pile. Here, care must be taken that the number on the new card does not correspond to its position in the row. If that is the case, the card is placed at the bottom of the draw pile and the next card from the stack is placed in the gap.

3. Playing a Special Card and, Where Applicable, Carrying Out a Specific Action

The red cards are special cards. They can be laid in a row as ordinary numbers (as described under 1.). Some of the special cards possess a specific function which can be used as an alternative. If such a special function is used, the special card is placed on the discard pile afterwards.

Explanation of the special cards see last page (the "Explanation of the Special Cards" section below).

4. Exchanging Joker Cards

A Joker card laid in the player's row can be exchanged by any player during his turn. To do this, he places the corresponding card in the Joker's place and takes the Joker into his hand. In the example above (under 1.), a player can play a "4" or "6" to add the corresponding Joker to his hand. The "4" or "6" respectively is then laid in the row in the place of the Joker. Jokers in the centre of the table cannot be exchanged, but only bought as described under 2.

5. Discarding a Card and Drawing a New One

The player throws a card onto the discard pile and draws another card, face down, from the draw pile.

After the player has carried out one of the 5 possible actions, the next player in a clockwise direction takes his turn.

Ending a Row

In the game for two and three players, a player may possess a maximum of 2 rows at any given time. In a game for four, each player may only possess 1 row. As soon as a row is complete with 14 cards, the first 13 cards are placed on the discard pile. If there are any Jokers in the row, these are also put on the discard pile. As a sign that the row has been completed, the 14 remains in front of the player and cannot be swiped.

If the draw pile has been used up, the discard pile is shuffled and used as a new draw pile.

Team Game

In a game with 4 players, the players sitting opposite one another play together as a team. Before the game starts, the team partners each exchange one card, face down. The card may not be looked at until each player has passed one to his partner. During the whole game, there may be no communication regarding hand cards or moves.

In a team game the players can lay a card in their own row or in that of their team partner. When it is his own turn, each player may only lay cards in one of the rows. If a player in the team has completed his row, then he can only lay cards in his partner's row.

End of Game

  • End of game with 2 or 3 players: The game ends as soon as a player has completed his second row of 14 cards. This player is the winner.
  • End of game with 4 players: The game ends as soon as each player in a team has a complete row of 14 cards before him. In this case, this team wins.

A complete row from 1 to 14. Jokers may lie in positions 1 to 13, but not in position 14.

Explanation of the Special Cards

Cards with No Specific Function

  • "1/11" and "13" cards: With these 2 cards the player can begin a row or lay them in the row as "11" and "13", respectively. Then he takes a new card from the draw pile. These cards have no specific function.
  • Joker: A Joker can take the place of any number from 1 to 13. The Joker can not be used as a "14". It is not possible to carry out a specific action using the Joker. The Joker can be used to buy any card from the centre of the table.

Special Cards with Specific Functions

Card is placed onto the discard pile after the specific function has been used.

  • "4": With the "4" the player can buy a card not only on 4th position, but also starting from position 4, which takes him up to four spaces forwards (to position 8) or four spaces backwards (to position 1) in the row of exposed cards. Thus, he can buy one of the first 8 cards from the centre of the table and add them to his hand. Alternatively: lay it down in the row as a "4".
  • "7": With the "7" the player can look at the top 7 cards of the draw pile, choose one of them and add it to his hand. The remaining 6 cards are returned to the draw pile in the same order. Alternatively: lay it down in the row as a "7".
  • "14": With the "14" the player can sort through the discard stack and take any card into his hand. Alternative: lay it down in the row as a "14".
  • Thief card: The thief card lets you steal the last card in another player's row and add it to your own hand. To do so, place the special card onto the discard pile and then take the stolen card into your hand.

Note

The cards in the card game can also be used for the DOG board game (article number 49201). If desired, the "14" can also be used in the DOG board game to move 14 spaces forwards, or to sort through the discard stack and take out one card to add to your hand. However, a "14" may not be removed from the discard pile.