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Fort: Cats & Dogs Expansion

Expansion for Fort

Fort: Cats & Dogs Expansion Rulebook

Table of Contents

Table of Contents

  • Playing the Dogs Module
  • Using Dogs
  • The Doghouse and Scoring
  • Playing the Cats Module
  • Using Cats
  • 8 Cat Cards
  • Attracting Cats
  • Scoring Cats

Playing the Dogs Module

Dogs are loyal. If you play one, it will (usually) stay in your doghouse. But they're fussy: you can only play a dog if you meet its needs. Neglect a dog, and it'll wander off. At the end, whoever has the most dogs in their doghouse scores seven points!

Shuffle all 18 dog cards. Each player takes the doghouse board of their color.

To make their starting deck, each player draws 5 kid cards (not 8) and 3 dog cards, and adds their 2 Best Friends.

Return all of the unused dogs to the box.

In the Advanced Setup, draft the 3 dog and 5 kid cards (not Best Friends) together.

Otherwise, set up as normal!

Using Dogs

At the start of your turn, dogs in your Yard go to the discard pile of the player to your left, not to your own discard pile.

Instead of playing a kid on your turn, you can play a dog if you fulfill its need, shown above the dotted line on its action box. A dog's action cannot be followed.

Many dogs will need you to add suits or cards. As normal, you can add from your hand or Lookout, but some dogs will need you to add from your hand specifically. If you add coins, you must declare them as other suits, but they can be the same suit or different ones.

Example: You play Barkley, who needs you to add two different suits from your hand that are not crowns. You have some cards in your Lookout, but you cannot add them to Barkley. Instead, you add two copies of Puddin (coin and crown), treating the two coins as Book and Shovel. You use Barkley's action and tuck him under your doghouse.

Just like a kid, you can discard a dog to add its suit to your own action or to follow the leader. (Dogs discarded in this way go to your own discard pile.) Dogs remaining in your hand go to your Yard during your Discard phase, and dogs can be recruited.

Unlike kids, dogs cannot be trashed or put in your Lookout. (No animal cruelty!)

The Doghouse and Scoring

Almost always, a dog's action ends with tucking the dog under your doghouse. (One dog, Loki, tucks under a rival's doghouse.)

A doghouse can hold any number of dogs.

At the end of the game, the player with the most dogs in their doghouse scores 7 points. On a tie for most dogs, each tied player scores 7 points. (So friendly!)

Dogs in your doghouse do count toward your made-up rules that score based on the number of cards and suits you have.

Playing the Cats Module

Cats are fickle. Their actions happen at specific times, and they move around a lot. Cats will be attracted to a different player if their Yard has cards of specific suits, even if the cat's current owner has them too. The more cats you have at the end of the game, though, the more points you score.

Shuffle all 8 cat cards. Deal 1 cat card per player to a face-up row near the Victory Track. Return the rest to the box.

Otherwise, set up as normal!

Using Cats

Cats have no suit and cannot be played, discarded, or trashed. They start in the general supply and can be attracted to a player (page 7), but never go in their hand.

Each cat has a triggered power that says when it happens and what it does. (A cat's power cannot be followed.)

Many cats trigger before you play a card, which means just before! If you have multiple cats with this trigger, use them in any order. (No matter how many cat powers trigger, you will still play a card.)

Example: You have Jitters, who scores you one point if no one follows your played card. You play Ghost, who does not have a public action, so no one can follow you. Jitters' power triggers, so you score one point! On a later turn, you have Jitters and you play the dog Echo, who lets you use a kid's actions as if you played the card. You score a point since Echo—your played card—cannot be followed, but do not also score a point for the kid!

8 Cat Cards

Scavenger — Attracted to 2+ in yard at end of turn Before you play a card, you may convert up to 2 resources (pizza to toys, or reverse) on your board.

Sprightly — Attracted to 2+ in yard at end of turn Before you play a card, you may discard a card from your hand to draw a card from your deck.

Bandit — Attracted to 2+ in yard at end of turn Before you play a card, you may take 1 resource from a rival's Pack and add it to your Stuff.

Scratch — Attracted to 2+ in yard at end of turn Before you play a card, you may trash a kid in a rival's Yard.

Kingsly — Attracted to 2+ in yard at end of turn Score 2 at end of game (in addition to normal cat scoring).

Cilantro — Attracted to 2+ in yard at end of turn Whenever you recruit from the Park deck, you draw 2 cards (not 1). Choose one and return the other to the bottom of the Park deck.

Dumpling — Attracted to 3+ cards in yard at end of turn Whenever you use [words between "use" and "you must spend" not legible in the source PDF], you must spend one more resource.

Jitters — Attracted to no cards in yard at end of turn If no one follows your played card (even if they can't), score 1 point.

Attracting Cats

At the end of your turn, check whether you attract any cats on the table based on the condition at the top of the cat. Count coins as coins, not other suits, for this.

Put cats you attract face up next to your player board (not in your Yard or Lookout).

You do not lose a cat if you no longer fulfill its attraction condition. Instead, other players will attract it away from you if they fulfill its condition. It doesn't matter whether you also fulfill its condition, even if you fulfill it better—the cat will still move away.

Scoring Cats

At the end of the game, each player scores based on the number of cats they have:

  • 1 Cat = 1 Point
  • 2 Cats = 3 Points
  • 3 Cats = 6 Points
  • 4 Cats = 10 Points