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Dog Cards box art
2014 Ranked #18,422

Dog Cards

This ladder-building card game has players collect and play numbers in ascending order to complete rows before rivals. Jokers, thieves, and special numbers let you steal, swap, or reach needed cards, making every row vulnerable.

Card Game Pattern Building Hand Management

Players

2-4

Play time

Not listed

Age

8+

Complexity

1.29/5

Rating

5.83

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 3.9/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

In DOG Cards, players need to create rows of number cards in front of them from 1 to 14. The first player to create two rows — or in a four-player game, the first team in which each teammate has created a row — wins.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

In DOG Cards, players need to create rows of number cards in front of them from 1 to 14. The first player to create two rows — or in a four-player game, the first team in which each teammate has created a row — wins. The deck consists of 104 number cards from 1-14 as well as 8 jokers and 8 thieves. To set up, each player receives a hand of seven or five cards (depending on the number of players) and a row of 13 cards is laid face up on the table; if any numbered card is in a position that matches its number — e.g., the number 2 in the second position — discard this card and replace it with another card from the deck. On a turn, a player takes one of five actions: Discard a number card, buy the card in this position from the face-up row, then draw a new card to fill this slot. A joker can buy any card. Start a new row with a 1/11 card or a 13 card, or add to an existing row. (In the team game, you can play on your row or your teammate's.) You must add the cards in ascending numerical order, with a joker substituting for any non-14 card. Swap a number card for a joker in someone's row, adding the joker to your hand. Use the special power of a card, with the thief allowing you to steal a card from the end of someone's row, the 14 netting you any card in the discard pile, the 7 grabbing one of the seven top cards in the deck, and the 4 buying any of the first eight face-up cards. Discard a card, then draw a new card from the top of the deck. When you complete a row by placing the 14, place the other thirteen cards in the discard pile, with discards being shuffled to form a new deck if needed.

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Editions

Language and publisher variants currently recorded in the catalog.

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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
2–4
Best with
3–4
Play time
20 min
Age
8+
Complexity
1.3/5
Credits and catalog connections

Credits

Designers

2
Michael Kiesling Wolfgang Kramer

Publishers

1
Schmidt Spiele

Linked items

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