DOG

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

DOG is a partnership board game similar to Parcheesi where players use cards instead of dice to move their pawns around the board. Teams of two work together to be the first to move all 8 of their combined pawns from their kennels into their home areas. Players exchange cards with partners each round and can assist each other strategically.

Components

Setup

  1. Each player takes 4 pawns of their assigned color and places them in their kennel.
  2. Colors directly opposite are partners.
  3. Shuffle the entire deck and deal 6 cards to each player for the first round.
  4. Choose a starting player.

Turn Structure

The game is played in rounds. Each round:

  1. Deal cards: First round = 6 cards. Subsequent rounds cycle: 5, 4, 3, 2, then back to 6.
  2. Card exchange: Each player selects one card to pass face-down to their partner. May not look at received card until own card is passed. No discussion of desired cards allowed.
  3. Play turns: Starting with the round’s starting player, each player plays one card per turn and moves a pawn. Continue until all cards are played or discarded.
  4. Starting player rotates clockwise each round.

Actions

Card Effects

Card Type Effect
2, 3, 5, 6, 8, 9, 10, 12 Blue (Standard) Move one pawn forward exactly that many spaces
1/11 Red (Special) Move forward 1 OR 11 spaces; also allows leaving kennel
4 ± Red (Special) Move forward 4 OR backward 4 spaces
7 Red (Special) Move exactly 7 spaces total, split between any of your pawns
13 Red (Special) Move forward 13 spaces; also allows leaving kennel
Swap Red (Special) Exchange the position of one of your pawns with any opponent’s pawn on the main track
Joker (?) Red (Special) Acts as any other card; also allows leaving kennel

Key Movement Rules

Scoring / Victory Conditions

The first team to move all 8 pawns (4 from each partner) into their respective home areas wins.

Once a player has all 4 of their own pawns home, they use their remaining turns to move their partner’s pawns.

Special Rules & Edge Cases

Player Reference

Round Cards Dealt
1st 6
2nd 5
3rd 4
4th 3
5th 2
6th+ Cycle repeats (6, 5, 4…)
Kennel Exit Cards 1/11, 13, Joker
Backward Movement 4± card only
Split Movement 7 card only
Win Condition All 8 team pawns in home areas