MAUW
MAUW Rulebook
Table of Contents
Table of Contents
Contents
- 56 Maori Warrior cards
- 12 Spirit cards
- 4 Maui cards
- MAUW cards (the card backs are identical; each card back is a MAUW card with value 9 and multiplier x2, i.e. 18 points)
Maori Warrior cards
Each warrior has a colour and a number of lives (values from 1 to 8).
The warriors come in pairs of the same colour such that the sum makes 9 (the nine lives of a cat):
- 1 + 8 = 9
- 2 + 7 = 9
- 3 + 6 = 9
- 4 + 5 = 9
Note: There are seven copies of each value, and each value only exists as one colour (example: all 6s are green).
Some cards marked with • or •• are removed from the game at the beginning depending on how many players you have.
Spirit cards
The cat spirits have already lived their 9 lives. They have no lives left, and a value of 0.
Maui cards
Maui, the god of cat warriors, is used as a Joker (wild). He can replace warriors as well as spirits.
MAUW cards
All card backs are identical, and have the value 9 and a multiplier x2 (18 points).
During the game, players must obtain MAUW cards to get victory points.
Note: MAUW cards are laid overtop one another (see below), multiplying their values.
The cards are shuffled and placed face-down to make a communal deck.
If the deck is empty and a player must draw, shuffle the discard pile to form a new deck.
Example: a MAUW column of three MAUW cards scores 9 x 2 x 2 x 2 = 72 points.
Start of Game
- Remove the cards marked with dots:
- Two players: remove cards with • and ••.
- 3-4 players: remove only cards showing ••.
- 5-6 players: do not remove cards.
- Make a face-down deck by shuffling the cards.
- Deal 4 cards to each player.
- The furriest player begins the game.
Play Area and Columns
Each player has in front of them a personal play area in which they will have up to 4 columns of cards (A-D), which they'll use to gain their points.
Each column is composed of a stack of, at most, 4 cards, no more than 3 of which may be MAUW cards.
Note: The fourth card (on top) may never be a MAUW card.
Playing the Game
The players must, in clockwise order, play 1 card from their hands:
- to strengthen their play area;
- to block a column, or;
- to attack an enemy warrior.
Note: A player who, on his turn, cannot play a card, must discard his whole hand and draw 4 new cards.
Drawing Cards
A player must always have four cards in hand.
After playing a card, the player must draw exactly 1 new card as quickly as possible.
Note: A player who forgets to draw may be punished (see Attacking) but may then draw after being reminded.
Strengthening Your Area of Play
Strengthen your area of play by playing a Warrior:
- On an empty space.
- On a MAUW column.
- On a Warrior of the same colour and different value.
- On a Warrior of the same colour and value.
Important: A Warrior (or a Joker) played on another Warrior of the same colour causes a match.
Matching Different Values
The 2 Warriors are discarded, then the player draws 1 MAUW from the top of the deck and places it on an empty space, or on a MAUW column in his play area.
Example: 2 + 7 = 9 (9 cat lives).
Matching the Same Value
1 of the 2 cards is flipped MAUW-side up, then the player puts both cards on an empty space or MAUW column in their area of play.
Example: 2 + 2 = 2 x 2.
Note: If the cards gained through a match can't be legally placed (see previous page), they are discarded.
Blocking a Column
To block a column, play a Spirit or Warrior on a MAUW column in your opponent's play area.
- A Spirit reduces the column's value to zero.
- A Warrior reduces the points of the column, since the 9 is replaced by a new, lower value.
Important: When a player is blocked by a Spirit or by a Warrior, he must wait until his turn to remove it.
Examples: a 9 x 2 x 2 = 36 point column blocked by a Spirit scores 0 x 2 x 2 = 0 points; blocked by a Warrior of value 3 it scores 3 x 2 x 2 = 12 points.
Removing a Spirit
To remove a Spirit, a player must play another Spirit on top (or a Joker). In this case, the two Spirits are discarded and the player's turn ends.
Example: a column blocked by a Spirit (0 x 2 x 2 = 0 points) that is cleared by playing a Spirit scores 9 x 2 x 2 = 36 points.
Attacking an Enemy Warrior
To attack a column, play a matching colour Warrior (or a Joker) on a Warrior in an opponent's column.
- Attacking an opponent allows you to gain cards from the Match with that Warrior, instead of your opponent.
- The opponent may defend themselves with an identical Warrior (or a Joker), which will cause both cards to be discarded and the attacking player's turn to end.
Important: If the attack is successfully defended against, the attacker can continue his attack by playing an identical card (and so on) until one of the players cannot produce a match. If a player fails to draw a card immediately after playing one, they may not play another card during this combat.
End of Game
The game ends immediately as soon as one player has 3 columns each consisting of at least 3 MAUW cards, or as soon as a player cannot replenish their hand to 4 cards at the end of turn.
Each player then counts their points. The player with the most points is the winner of the game.
Example: 32 + 72 + 0 + 72 = 176 points.
- 4 x 8 = 32 points
- 9 x 8 = 72 points
- 0 x 2 = 0 points
- 9 x 8 = 72 points