Pack o’ Dogs Game Overview
Images are taken from the digital version on Tabletop Simulator.
(click images to enlarge)
[jump to complex game]
Base Game:
Set Up: Familiarize yourself with the hierarchy as explained in the rules and on the reference card. Deal 6 cards to each player. Flip one card over from the deck onto the table. This is the first leader.
Playing a Turn: Both players choose a card from their hand then reveal them simultaneously. The winner is determined by the hierarchy as compared to the leader (see rules for more explanation).
Scoring: The winning player takes the loser’s card and puts it in their score pile. If they have completed a pack, they also take the previous 2 cards in the pack for their score pile. The winning card stays on the table as the next leader.
Playing the Next Turn: If a pack is beginning to form, keep the previous card on the table (make sure the new card is placed slightly on top so everyone remembers it is the leader). If a pack is not beginning to form, put the previous card in the discard pile (not your score pile). Play again until you have 3 cards left in your hand, then draw back up to 6 card and continue play as before.
Cat Card: You must declare high or low when you play a cat. If a high cat loses, it goes in into the opponents score pile as normal. But if a low cat loses, it “runs away” and gets discarded.
Treat Card: Can only be played to complete a pack. The loser names what card it represents as the leader for the next turn.
Ties: Discard both cards, each player draws another card into their hand, then they play again.
Game End: The game ends when the draw pile is empty and all cards in your hand have been played. Add up the number of cards in each score pile and the player with the most is the winner!
Complex Game:
Round Set Up: Deal 6 cards to each player. Flip 3 cards over from the deck onto the table. Both players choose a card from their hand then reveal them simultaneously. Both cards go in the discard pile. The player with the higher card takes 1 of the 3 cards on the table into their hand. The player with the lower card takes 1 of the remaining 2 cards on the table into their hand. The last remaining card on the table stays there and is the leader for the first turn.
Playing a Turn: Both players chose a card from their hand then reveal them simultaneously. Using the hierarchy, determine the winning card as compared to the leader. The losing card is discarded and the winning card becomes the new leader for the next turn. The previous leader may or may not be discarded depending on if a pack is beginning to form or not, like in the base game.
Completing a Round: The round ends after either 3 turns have been played, or a pack has formed (2 or 3 turns). The current leader stays on the table and all other cards on the table are discarded.
Scoring the Round: The person who played the last winning card wins the round. They get 1 point for no complete pack and 2 points for a complete pack. Multiply the points by any applicable bonuses. Both bonuses may be applied.
Bonuses:
Winning streak bonus - multiply the round points by the number of rounds won in a row.
Late round bonus - if winning rounds 5, 6, or 7, multiply the round points by 2, 3, or 4 (respectively).
Starting the Next Round: Set up the same way as before. Deal each player back up to 6 cards and back up to 3 cards on the table. (will be 2 new cards on the table unless a treat was last played, and either 2 or 3 cards dealt to each hand)
Game End: The game ends when someone has won 4 rounds (best of 7). Add up the scores and the highest score wins the game. Play multiple games in a row with points carrying over if you wish.
Treat Card: Similar to the base game, the treat card is a wild that can only be played to complete a pack. Instead of staying on the table, it gets discarded with the rest of the pack.
Ties: Ties are handled the same was as in the base game. Discard the tied cards, draw another card from the deck, and play again. This applies to ties during the round setup and during a turn. This does not count as 2 turns, it is still 1 turn.
Cat Cards: Cats are handled the same was as in the base game. Always declare high or low when you flip them over, both in the round setup and during a turn. Since there is no score pile, the high/low statement does not affect a losing cat card like in the base game.