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
Two-sided board (2-4 players on one side, 5-6 on the other)
30 pawns (5 each in 6 colors)
110 cards:
8 each of blue standard movement cards: 2, 3, 5, 6, 8, 9, 10, 12
8 each of red special movement cards: 1/11, 4 (forward/backward), 7, 13, Swap
6 red Jokers (printed with “?” symbol)
Setup
Each player takes 4 pawns of their assigned color and places them in their kennel.
Colors directly opposite are partners.
Shuffle the entire deck and deal 6 cards to each player for the first round.
Choose a starting player.
Turn Structure
The game is played in rounds. Each round:
Deal cards: First round = 6 cards. Subsequent rounds cycle: 5, 4, 3, 2, then back to 6.
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.
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.
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
Leaving the kennel: Requires a 1/11, 13, or Joker. Place pawn on your start space.
Landing on an occupied space: If you land on a space occupied by any other pawn (including your own or partner’s), that pawn is sent back to its kennel.
Start space blocking: Your own pawn on your start space blocks other pawns from passing over it (except when using a 7 card).
Home area: Pawns enter the home stretch after completing a lap. Must enter by exact count. Cannot pass through or land on occupied home spaces.
Cannot move backward out of home.
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
If a player cannot play any card legally, they must show their hand to prove it, then discard all remaining cards and sit out the rest of the round.
A player must play a card if any legal move exists, even if disadvantageous.
The 7 card must use all 7 movement points (split among pawns). Each portion can send opponent pawns home.
The Swap card cannot be used on pawns in kennels, on start spaces, or in home areas.
When the deck runs out, shuffle the discard pile to form a new deck.
A pawn on your own start space that just came out of the kennel blocks passage but can be moved normally on your next turn.