country dogs roadwork city dogsrules+v5.pdf · city dogs sick dog reward dog icons to know country...
TRANSCRIPT
City Dogs
Sick DogReward Dog
Icons to Know
RoadworkCountry Dogs
To rescue a Rottweiler in the city or a Dalmatian in the country? To buy vaccines or food? Hire an experienced Vet or do business at the Dog Fair? In Dogs, these are some of the decisions you’ll have to make as manager of your own Animal Rescue Center (ARC). During the game, you’ll have to manage your resources wisely without losing sight of the varied breeds of dogs in search of a shelter. Expanding your facilities will be essential to increase capacity for these dogs and to score more points in the end!
Hi, I’m Lou.Here are the dogs you will be playing with in this game. Unfortunately, I’m not playing, I have pizza crusts to eat.
2
Action Spaces
Dog FairList1
Components
x28 x22 x22 x36
1 - Main Game Board 1 - Action Spaces / Dog Fair Board 1 - Rulebook (you are reading it)
1 - Starting Player Token 2 - Draw Bags (may look different than picture)
4 - Animal Rescue Centers 4 - Printed Truck Tiles 4 - Wooden Trucks 6 - Roadwork Tokens 8 - Meeples12 - Wooden Dog Houses42 - City Dog Tokens42 - Country Dog Tokens51 - Cards
108 - Resource Tokens
A
A
B
B
C
C
DD
G
E
E
F
G
F
H
H
I
I
J
J
K
x3 x3
x3 x3K
L
L
M
M
NO
O
x7 of each breed
G
E
K
M
City Dogs
Sick DogReward Dog
Icons to Know
RoadworkCountry Dogs
To rescue a Rottweiler in the city or a Dalmatian in the country? To buy vaccines or food? Hire an experienced Vet or do business at the Dog Fair? In Dogs, these are some of the decisions you’ll have to make as manager of your own Animal Rescue Center (ARC). During the game, you’ll have to manage your resources wisely without losing sight of the varied breeds of dogs in search of a shelter. Expanding your facilities will be essential to increase capacity for these dogs and to score more points in the end!
Hi, I’m Lou.Here are the dogs you will be playing with in this game. Unfortunately, I’m not playing I have pizza crusts to eat.
Bonus Cards
x42
During Phase 1, before moving his truck, the Player may exchange any 2 dogs on the main board with each other. A country dog may be exchanged with a city dog.
Dog Exchange
x2
Dog Fair Cards
During Phase 1 when returning to the ARC, take 1 dog at random from a bag (City or Country) and place it on your truck tile. (If you draw a Roadwork tile used in the 2-player / Advanced game only, put it back and draw again.)
Additional Dog
x2
During Phase 1, after returning to the ARC, the player may put all of the dogs ARC, the player may put all of the
collected this turn into the kennel instead of the infirmary. This does not affect dogs that were already in the infirmary.
Veterinarian
x2
During Phase 2, the Player may place a worker on an already filled action space. However, he may not take a card from above the action space.
Free Entry
x2
During Phase 2, when selecting the Town Hall action, the Player may use this card to pay only 1 Coin to activate an additional stall instead of the normal 2 Coins.
Town Hall
x4
During Phase 2, when taking the Dog Fair action and selling a dog to the Dog Fair, the Player may use this card to collect 1 extra Coin.
Trained Dog
x2
During Phase 2, when taking the Dog Fair action and selling a dog to the Dog Fair, the Player may use this card to collect 2 extra Coins.
Prized Dog
x2
During Phase 3, when it is time to pay the Assistant, the Player may use this card instead of a Coin.
Assistant
x4
x9x1 x2 x2 x1 x2 x2 x1
x1 x2 x2 x1 x2 x2 x1
3
N
4
Action Spaces / Dog Fair Board
Table
For 3 Players
1
2
Setup
Set the Main Board in the center of the table.
Place the Action Spaces / Dog Fair Board to one side.
Shuffle and deal 2 Bonus Cards face up above each space on the Action Board. Put the remaining deck to one side.
Shuffle and reveal 1 Dog Fair card face up beside the Dog Fair. Put the remaining deck to one side.
Place tokens within everyone’s reach.Tokens are considered unlimited in the game.If you run out, use a substitute.
Randomly draw and place 1 dog face up on each empty paw print on the board. (City dogs on blue and Country dogs on green)
x40
x9
x24 x22 x22 x36
x7x7Remove 1 City & 1 Country Breed
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GARAGEPut 6 Gas tokens here. [NOTICE: You may never have more than 9 Gas tokens.]
VETERINARIANPut 2 Medicine tokens here.
OFFICEPut 3 Coins, 3 Doghouses, and 2 Meeples in the office. The Meeples represent the player and his Assistant.
STORE ROOMPut 2 Food tokens
here.
The sick dogs
BUILT STALLSKennels start with 2 built stalls. Each stall houses up to 4 dog tokens.[NOTICE: The stall is internally divided in 2 rows and in each row there can be only 2 dogs of the same breed. No stall may contain more than 2 different breeds.]
ADDITIONAL STALLSMay be built by a Player in phase 2 of each round. They are each worth extra points at the end of the game if they are occupied by at least 1 dog of any breed.
SetupEach Player Gets3
x3 x2 x2 x6
Your player board is called an Animal Rescue Center (ARC). Here is the layout of the ARC and its initial setup.
INFIRMARY that are collected
are placed into one of the 6 bays. Only sick dogs are allowed in the infirmary. Dogs in the infirmary do not require food during Phase 3.
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Lou’s Tip: Place 1 Gas on your Printed Truck tile to be used as your return fuel, that way you won’t accidentally spend it.
In Phase 1, players move their wooden trucks through the city and the countryside to pick up stray dogs and rescue them. The Player with the First Player token goes first.
Move or Return
Phase 11
Move and Collect Dogs.
Or
Return to the Animal Rescue Center (ARC).
Move & Collect2
Move your wooden truck to any unoccupied space that has a Dog.
Pay 1 Gas for each space moved.
Place the healthy or sick dogs on the truck tile.
Reward dogs go to the Dog Fair (on the highest available number); collect the reward.
Turn passes to the next player.
Return to ARC3
Spend 1 Gas to return to the ARC.
First and last player to return collect any 1 resource of their choice, but not a Coin.
The Player’s turn is over until all other players have returned to their ARCs.
Put Dogs in Kennel4
May rearrange dogs in stalls.
Move healthy dogs to built stalls.
Only same breed side by side in any row.
Move sick dogs from the truck tile to the infirmary.
Dogs that don’t fit go to the player on the left.
1 The first movement of all players in Phase 1 is from the main board’s central starting location; all subsequent moves start
from the last position of the player’s truck.
If the Player has the Dog Exchange card, he may play it now before he moves.
The Player moves his wooden truck by driving through the city streets or the country roads. The Player may move his truck through 1 or more spaces occupied by dogs and not retrieve them. When the Player decides to stop, he pays 1 Gas token per space he moved through (whether it had a dog or was vacant), including the one he stops on. The central starting location on the main board is not considered a space and costs no Gas to move through. A Player may move through, but may not stop on, a space containing another player’s truck. A Player may decide on his first action not to move from the central starting location on the main board, this will end his turn for Phase 1. If all players chose not to move, this will trigger Game End. Continue on to Phase 2, then proceed to scoring (see back page) after feeding your dogs and paying your Assistant.
Dog ExchangeDuring Phase 1, before moving his truck, a Player may exchange any 2 dogs on the board with each other. A country dog may be exchanged with a city dog.
2 The Player now collects the dog. If it is a healthy dog (no icon) or a sick dog he places it on his Truck tile. If the dog is a reward
dog the Player immediately places the dog on the highest available number at the Dog Fair (if all the spaces are covered, simply place it beside the Dog Fair board), then he takes the number of Coins indicated on the main board beside the spot he retrieved the dog. The Player’s turn is over and play passes clockwise. The players continue taking turns collecting dogs until they all have returned to their ARCs.
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The examples above show the correct and incorrect placement of 2 breeds of city dogs in a kennel stall.
Correct Incorrect
Lou Reminds:The only time in which you may freely rearrange your kennels is at the end of Phase 1.
If the player has made a mistake and has more dogs than he can place in the kennel or in the infirmary, he must donate any leftover dogs to the Player on his left. When donating a dog, the Player who is making the donation may choose which dogs to donate, including dogs that were already in their kennel. A Player may only donate a dog if he cannot place all collected dogs in a stall and may only donate a sick dog if his infirmary is full. The Player receiving the donation may take the dogs and rearrange his kennel to accommodate them. If after rearranging his kennel he has any dogs that cannot be legally placed in his kennel, he must pass the excess dogs to the player on his left. This continues until the dog has been placed in a kennel or the last player has passed. If a dog is not placed, it is added to the Dog Fair on the highest available number. All dogs on the Dog Fair are considered healthy even if they were sick when donated. A Player is never obligated to take a dog from another Player.
If you fill a kennel with 4 dogs of the same breed, then you will immediately receive 1 Coin. This is a one-time bonus per breed of dog in your kennel; you can never get another Coin for the same breed of dog. Example: if a dog goes to the infirmary because you were unable to feed it, you do not get another Coin after healing the dog and returning it to the kennel.The Player picks up the dogs from his truck tile and
organizes them in his kennel stalls. A player may not place a dog in a kennel that has not yet been built. All Players start with 2 prebuilt kennels in their ARCs. When placing dogs in the stalls, only dogs of the same breed may be placed side by side. All sick dogs are placed in the infirmary part of the player board where breeds may be freely mixed.
If the Player has the Veterinarian Card, he may choose to play it now.
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To return to the ARC, the Player declares that he is done collecting dogs. The Player must pay 1 Gas token to
move from anywhere on the main board back to the central starting location.
If the player has the Additional Dog card, he may choose to play it now.
The first and last player to return to their ARC collects 1 Resource of their choice (Food, Medicine, or Gas, not Coins).
[NOTICE: This resource cannot be used as the 1 Gas to return to the Player’s ARC.]
If the Player makes a mistake and does not have any Gas left, he places all the dogs from his truck tile back in their respective bags and returns to his ARC (he ran out of gas and had to be towed back).
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Additional DogDuring Phase 1, when returning to the ARC, take 1 dog at random from a bag (City or Country) and place it on your truck tile. (If you draw a Roadwork tile used
in the 2-player / Advanced game only, put it back and draw again.)
VeterinarianDuring Phase 1, after returning to the ARC, the player may put all the sick dogs player may put all the sick
he collected this turn into the kennel instead of the infirmary.
This does not affect dogs that were already in his infirmary.
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The Player now collects 1 of the available cards above the action space he chose. When using the Free Entry Card you
do not gain a card. If the chosen card is a Resource (blue background), it is immediately traded in for the items depicted. All Special cards may be played immediately, if applicable, or saved for another turn. There is no hand limit of held cards.
2
Free EntryDuring Phase 2, a Player may place a worker on an already filled action space. However, he may not take a card from above the action
space.
Town HallDuring Phase 2, when selecting the Town Hall action, the Player may use this card to pay only 1 Coin to build an additional stall instead of the normal 2 Coins.
TOWN HALLThe Player may build one of the 3 additional stalls in his ARC. The Player pays 2 Coins and puts one of his Dog Houses over the shovel icon at the side of the stall. The stall is then used normally by the Player (additional stalls follow the same rules of occupation of the ARCs original 2 stalls). Stalls must be activated in the following order: 2pt, 3pt, and finally the 5pt stall. The stall will only score those points at the end of
the game if there is at least one dog in it.
If the player has the Town Hall card he may play it now.
The Player may now take the selected action. Sometimes the Player may not want to do the action, but just wanted the card
above the action space. Once the Player is done, the turn passes clockwise and continues this way until all available workers have been placed.
3
The starting Player begins by placing a Meeple on an action space on the Action Board. Only 2 Meeples are allowed on each
spot without the Free Entry Card. Both Meeples may be from the same player.
1
Assign Workers1
Phase 2
Place an available worker on one of the 5 building action spaces on the Action Board.
Maximum of 2 workers per space.
Free Entry card allows a third worker to use the space, but gains no Bonus card.
Collect Card
2Take an available Bonus card that is above the action space.
If it is a Resource card, collect the listed Resources and discard the card.
Special cards are kept till you want to use them. When played they go to the discard pile.
Building Actions
3Do the Building’s Action (optional).
Turn passes to the next player.
Once all players have assigned all their available workers and taken the actions, the phase ends.
In Phase 2, players are working to make their kennels a better place for the dogs. They are also trying to heal the sick dogs and keep them all fed. To do this, each player starts with 2 Meeples that will be placed on building action spaces to achieve these goals.
Action Space Buildings
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DOG FAIRThe Player may make a deal with the Dog Fair to do one of the following: Buy, Sell, or Trade a dog.
To buy a dog, the Player pays the dog’s price of 10 Coins minus the number of dogs in the Dog Fair. An easy way to see the prices is to look at the highest visible number on the Dog Fair; that is the current price (minimum of 1).
The Player must have a legal place in his kennel to put his new dog and he cannot rearrange his kennel at this time. After purchase, make sure that the remaining dogs in the Dog Fair cover the highest visible numbers. To sell a dog, the Player takes the dog from his kennel, the dog must be one of the breeds shown on the current Dog Fair Card, and places it on the Dog Fair space covering the highest available number. The player then collects 2 Coins. If the player has the Trained Dog and/or the Prized Dog card he may play 1 or both to gain extra Coins at this time.
To trade a dog, the Player simply swaps one of his dogs in a kennel stall for one of the dogs at the Dog Fair. The
Player must legally place the new dog in his kennel.
Prized DogDuring Phase 2, when taking the Dog Fair action to sell a dog to the Dog Fair, the Player
may use this card to collect 2 extra Coins.
Trained DogDuring Phase 2, when taking the Dog Fair action to sell a dog to the Dog Fair, the Player
may use this card to collect 1 extra Coin.
Dog Fair CardsShows which breeds you may sell to the Dog Fair this round.
VETERINARYThe Player may spend Medicine tokens to cure up to 6 sick dogs that are in his ARC’s infirmary. For each sick dog the player must spend 1 Medicine. Each dog that is cured is immediately moved to a legal open space in the kennel. Dogs in stalls may not be rearranged.
PET SHOP The Player can buy Food and Medicine for his ARC. Each Coin buys exactly 2 tokens of these Resources in any combination. There are no limits as to how many Coins he can spend.
If playing with the Advanced Rules, limit the Coins spent to 2 Coins.
WAREHOUSEThe Player may choose to exchange up to 2 Resource tokens, stocked in his ARC, with the general stockpile of reserve tokens. Only Food, Medicine, and Gas tokens may be traded in any combination.
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Each Player must now pay his Assistant 1 Coin for all the hard work they have done. If a Player does not have enough to pay
the Assistant, the Assistant goes away until the player is able to pay in a future round. Lost Assistants are put to the side of the player’s ARC and the Player cannot use his Assistant in Phase 2 of the next round. In Phase 3 of the next round he can hire his Assistant again for 1 Coin.
A Player with the Assistant Card can use it to pay the Assistant or to rehire the lost Assistant.
Player Clean Up: Each player now collects 1 Coin for his income. Players may now purchase Gas for the cost of 1 Coin
for 3 Gas. A player may have up to 9 Gas tokens at one time. Any Gas tokens over 9 are discarded.
The First Player token is passed to the next Player in clockwise order. The players are now ready to start Phase 1 again.
4
Board Clean Up: Start by removing remaining cards from above the Action spaces. Now put 2 new cards from the Bonus deck
above each action space. Reveal a new Dog Fair Card to replace the prior one. If the Bonus cards or the Dog Fair cards run out, reshuffle the discarded cards to form a new deck. Draw new dog tokens to replace those that were picked up last turn, making sure to put country dogs in the country and city dogs in the city.
Game Ends: If there are not enough dog tokens to refill either the city or the country dogs, then the game ends immediately. Do not do the Player Cleanup, go directly to final scoring. See the back page of this rulebook for scoring.
3
AssistantDuring Phase 3 when it is time to pay the Assistant, the Player may use this card instead of a Coin.
2
Each Player must now pay 1 Food for every stall that he has at least 1 dog in. He does not need to pay any Food for dogs in the
infirmary. If he does not have enough Food to feed all the dogs in the stalls, then 1 dog from each stall he is unable to feed gets sick and goes to the infirmary. If his infirmary is full then the dog goes to the Dog Fair.
1
Feed the Dogs1
Phase 3
Pay 1 Food per stall that contains at least 1 dog.
Pay Wages
2Pay 1 Coin for your Assistant.
If you cannot pay your Assistant, she goes away (remove 1 of your 2 meeples).
Rehire an Assistant lost in previous turns for 1 Coin.
Board Clean Up
Player Clean Up
3
4
Remove all cards from above the action spaces.
Put 2 new Bonus cards above each action space.
Reveal a new Dog Fair card.
Refill all empty dog spaces on the board.
Game Ends: If there are not enough dogs to fill all the empty spaces, the game ends immediately. Do not do the Player Cleanup, go to scoring.
Collect 1 Coin as income.
You may purchase Gas, 3 for 1 Coin, max 9.
Pass the First Player token clockwise.
Go to Phase 1.
Phase 3 is the cleanup phase that gets you ready to play another round. For the most part, Phase 3 can be played simultaneously by all Players.
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To everyone who Kickstarted this game,
Thank You!
All Good Things...
GameEnds
There are two ways in which a game can end. There are two additional ways in which a game can end if you are playing a 2-Player game or using the Advanced Rules.
2-4 Players
1In Phase 1, if all players chose not to move from the central starting location on the main board, finish the round and continue to scoring after feeding your dogs and paying your Assistant.
2-Players
2
In Phase 3, if there are not enough dogs to fill all the empty spaces, the game ends immediately. Do not do the Player Cleanup, go to scoring.
In Phase 2, a Player building his last stall will trigger game end with a final round being played (Phases 1-3).
In Phase 3, during the Board Clean Up, if all 6 Roadwork tiles are drawn and placed on the main board, play one final round (Phases 1-3) scoring the game after feeding your dogs and paying your Assistant.
Options
Advanced Rules
Use the Roadwork tiles following the rules in the 2-Player section on page 12.
Roadwork1
Pet Store2When taking the Pet Store action you may only spend 2 Coins per visit.
Sniffing around for a harder game? Add in 1 or more of the following rules to a 3 or 4-Player game to put your skills to the test.
Last Stall
Diversity
3
4
Any Player building his last stall will trigger game end with one final round being played (Phase 1-3).
A player must have at least 1 city and 1 country dog anywhere in his kennel’s stalls. If a player only has city dogs or only country dogs in his kennel, then the player loses 5 points. Dogs in the infirmary do not count.
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Rule Changes4PHASE 1:
Roadwork tiles are treated as blank spaces and cost 2 Gas to move through. Players may not stop on them.
Only the last returning Player to their ARC receives the bonus of 1 resource (Food, Medicine, or Gas), not a Coin.
PHASE 2:Only 1 Meeple per action space is allowed. The Free Entry card allows a second Meeple on an action space but no card may be gained.
A Player building his last stall will trigger game end with a final round being played (Phase 1-3).
PHASE 3:Before adding dogs to the board, remove any roadwork tiles and reshuffle them back into their respective bags.
If all 6 roadwork tiles are on the board this will be the final round.
SCORING:Kennel Diversity is worth 4pt for each breed. A Player must have at least 1 city and 1 country dog anywhere in his kennel’s stalls. If a Player only has city dogs or only country dogs in his kennel, then the Player loses 5 points.
Remove all the Resource cards that have 3 items shown on them.There are 6 Roadwork tiles that will be added to the bags (3 to the city and 3 to the country.) These Roadwork tiles are treated as a blank space in the game, the same as if another player had already picked up a dog from the space. You will need to spend 2 Gas to move over the space and you are not allowed to stop on it. When you add dogs to the board in Phase 3, remove all of the Roadwork tiles, placing them back in the bag, before placing dogs on the vacant spots.
In the 2-Player game, 4 of the dog breeds are removed from play: 2 City and 2 Country breeds of your choice. From the 8 remaining dog breeds in the game, remove 1 City and 1 Country reward dog, again it’s your choice which two are removed.
Remove Breeds1
2-Player Changes
Add Roadwork4
x6
x7 x7 x7 x7
x1 x1
Remove Cards3
Remove Rewards2
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Final Outcome
Too Many Dogs
ExampleMovement
Example
Outcome of Too Many Dogs
The Yellow Player wants to rescue the Poodle. He must move a total of 3 spaces. The first space is empty, the 2nd space has a Bulldog, and the final space where he stops has the Poodle. He pays 3 Gas and ends his movement.
The Yellow Player returns to his ARC with 2 Poodles. However, he forgot to expand his kennel with a new stall in the previous round and has no place to put the 2 Poodles. He decides to keep the 2 Poodles and pass the Bulldog to the player on his left, the Red Player.
The Red Player collected 2 St. Bernards and 1 Bulldog, but now also receives a Bulldog from the Yellow Player. Not wanting to give up the Bulldogs or the St. Bernards, he passes the 2 Dalmatians to the player on his left, the Blue Player.
The Blue Player collected a Mutt, Border Collie, and a Golden Retriever. The Red Player is donating 2 Dalmatians to him. He does not want the Dalmatians so he donates them to the Dog Fair, covering spots “7” and “6”.
Yellow Player Red Player Blue Player
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Dog Fair Actions
Example
To sell a dog, the Green Player sees that the Dog Fair card allows him to sell Poodles,
Bulldogs, Labrador, and German Shepherds this round. He takes his Labrador from on of the stalls in his kennel, places it in the Dog Fair on the highest available number (the “6” space), and collects 2 Coins.
To trade a dog, the Green Player swaps one of
his Bulldogs with the German Shepherd in the Dog Fair. He places his new German Shepherd in his stall with a matching German Shepherd and places the Bulldog in the same spot on the Dog Fair from where he got the German Shepherd.
All dogs in the Dog Fair are considered healthy.
Special thanks to Elisafor your tireless effort rescuing dogs in Tijuana.
Dogs © 2016 - MS Jogos
The Green Player wants to purchase the Rottweiler, he pays 5 Coins and puts the dog in his kennel. The Green Player then shifts the dogs left to fill in the space the Rottweiler used to occupy.
Lou would like to thank the following people:
Marcos Macri - Creating Dogs.Diego Sanchez - The incredible art.Gary Gray - Art direction, rule changes.Rob Masson - Rule changes.
Steve Carey - Rules editing. Cristina Goldchain - Rules editing. Michelle Caldwell - Rules editing.
And everyone at Board & Confused who helped play test and make this edition possible. Craig, Edgar, Omar, David, Laura, Nick, Siskin.Rahdo - For inspiring us to publish this game.
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1 - 2 - 3 - 4 - 5 - 6 - 7 -
1 - 2 - 3 - 4 - Sophie from Louisville, KY USA5 - 6 - 7 -
1 - Traveler from San Ramon, CA USA2 - 3 - 4 - 5 - 6 - 7 -
1 - 2 - 3 - Remi from Lake Stevens, WA USA4 - Cool from Burbank, CA USA5 - 6 - 7 -
1 - Minmei from Los Angeles, CA USA2 - 3 - Macy from Spokane, WA USA4 - Riot from Salt Lake City, UT USA5 - Hunter Spindleshanks from Dubuque, IA USA6 - Seamus from Encinitas, CA USA7 -
1 - 2 - 3 - 4 - 5 - 6 - 7 -
Kickstarter Dogs1 - 2 - 3 - Abby from Clio, MI USA4 - 5 - 6 - 7 -
1 - Sandy Hsu from Amarillo, TX USA2 - 3 - 4 - Quito from Victoria, BC Canada5 - 6 - 7 -
1 - Fiona from Encino, CA USA2 - 3 - 4 - Mystic Martel from Montréal, Canada5 - Sir Barxalot III from Watervliet, NY USA6 - 7 - Albus from Noblesville, IN USA
1 - 2 - 3 - 4 - 5 - 6 - 7 -
1 - 2 - 3 - 4 - 5 - 6 - 7 -
1 - 2 - 3 - Ember & ZuZu from Mayfield Hts, OH USA4 - Kero from Hemiksem, Belgium5 - Glitch from Casa Grande, AZ USA6 - 7 -
The Winner is the player with the most points.
Assistant Resources Tie Breakers5 6 7Assistant: 2ptThe Assistant only scores points if she was paid in the last round.
Any combination of 3 = 1ptCoins = 0pt
Assistant
2pt
Kennel Diversity Infirmary3 4Each breed of dog is worth 2pt. (4pt in a 2-Player game).The dogs must be in the kennel and not in the infirmary to count for this bonus.
All dogs in the infirmary, regardless of breed = -2 pt each.
-2pt
Additional Stalls2Additional built stall: 2pt / 3pt / 5ptThe stalls must be built in order and have a least 1 dog of any breed inside to score points. 2pt 3pt 5pt
ScoringScoring the Stalls1
A pair of dogs, same breed = 2ptA pair and a spare dog (any breed): 3ptTwo different pairs = 5ptA trio of the same breed = 8ptFour of a kind = 12pt
2pt 3pt 5pt 8pt 12pt
The Player with the most Coins breaks the tie. If there is still a tie both players share the victory.