Furry Poker
Furry Poker Rulebook
Table of Contents
Table of Contents
Components
- Reference Cards x4
- Basic Cards x72
- Color-Change Cards x6
- Ability Cards x8
The Color-Change Cards and Ability Cards are the Special Cards. Ability Cards come as +1, +2, +3, +4 and -1, -2, -3, -4 modifier cards.
Setup
- Shuffle the Basic Cards and reveal 5 face-up as the Public Area. The rest form the deck.
- Place the Special Cards aside for later use.
- Deal 6 cards to each player as their starting hand.
- Each player draws 1 card from the deck and places it face down in their Personal Area as the first card there.
Game Play
1. Play a Card
All players play 1 card from their hand at the same time.
2. Player Actions
(Players act in ascending card number order.)
When it's your turn, perform one of the two actions:
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A. Trigger the card's effect.
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B. Take 1 card from the Public Area to your Personal Area.
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If cards have the same number, use color order: Red > Yellow > Green > Blue > Purple > Gray.
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After your turn, place your card in the Public Area.
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You can always check your Personal Area cards, even those face-down.
3. Refill Phase
- Hand Refill: Each player refills their hand to 6 cards.
- Public Area Refill: If there are fewer than 5 cards, refill to 5. If there are already 5 or more, do not add any.
- If the supply deck runs out, shuffle the discard pile to form a new deck.
Game End
- When any player has 7 cards in their Personal Area (including Color-Change and Ability Cards), the current round becomes the final round. After the last player's turn, everyone refills to 6 cards and plays 1 final card, ending with 8 cards in their Personal Area.
- Scoring Phase (all face-down cards in the Personal Area are revealed): Players score based on their 8 cards. The highest total wins; tied players share victory.
- You may assign Color-Change Cards and Ability Cards to any of your cards.
- A single card may be modified by multiple Color-Change and Ability Cards.
Card Combinations
Form any combinations from your 8 cards, but each card may be scored once.
Scoring depends on the combination type and how many cards are used. (Ex. 3 of a kind = 3 pts, 4 = 7 pts, 6+ = +3 pts per extra card.)
Scoring
Pair: 1 VP
| Combination | 3 | 4 | 5 | 6 | 6+ |
|---|---|---|---|---|---|
| X of a King | 3 | 7 | 10 | 13 | +3 |
| Straight Flush | 3 | 6 | 9 | 12 | +3 |
| Flush | 2 | 4 | 6 | 7 | +1 |
| Straight | 2 | 3 | 5 | 6 | +1 |
Example: A player forms a straight (3-4-5-6-7-8) for 6 pts, plus a pair of 2s for 1 pt -> Total: 7 pts.
Advanced Rules
The game is played the same way, with one change in Setup Steps 3 and 4: Each player is dealt 7 cards and chooses 1 card to place face down as their first card in the Personal Area. The starting hand remains at 6 cards.
Card Effects
- Tiger: Take 1 card from the Public Area into your Personal Area, then remove 1 card from the Public Area.
- Peacock: Gain 1 Color-Change Card to use freely at game end.
- Leopard: Draw 3 cards, choose 1 to place face down in your Personal Area, discard the rest.
- Crow: Draw 4 cards, choose 1 to place face up in your Personal Area, discard the rest.
- Raccoon: Take 1 card from the Public Area to your Personal Area, then discard 2 cards from your hand.
- Rabbit: Discard 1 card from your Personal Area, then take 2 cards from the Public Area into your Personal Area.
- Lion: Activate the effect of 1 card in your Personal Area (face-down cards cannot be activated).
- Dolphin: Play 1 card face up into your Personal Area without triggering its effect, then discard 1 hand card.
- Wolf: Play 1 card face down into your Personal Area.
- Cat: Gain a +1 to +4 Ability Card to use freely at game end.
- Dog: Gain a -1 to -4 Ability Card to use freely at game end.
- Bear: Take 2 cards from the Public Area: 1 goes to your Personal Area, the other goes into your hand.