Fight Right Meow Instructions
Getting Started
- Deal each player 3 Scratching Post cards.
- Deal each player 7 Playing cards.
- Place the remaining cards in the center, face down. This will be the draw pile.
Game Play
How to Play:
- All players roll a die to determine which player goes first.
- The player with the highest roll starts the game with a TURN.
- On a TURN, a player must:
1. DRAW a card from the deck.
2. Discard hand to 11 cards if necessary.
3. PLAY a card or PASS, ending their turn. - Players take TURNS (clockwise from the highest roller) until only 1 player is left with at least 1 Scratching Post.
Game Objective & How to Win:
- Eliminate your opponents’ Scratching Posts while protecting yours by playing ATTACK and DEFEND cards.
- Each ATTACK card initiates a unique battle scenario, also called a “mini-game”, between attacker and defender that determines if an attack is successful or not. (See below for each battle scenario rules.)
- If the defending player loses one of these battles, the player loses 1 Scratching Post.
- When a player has no more Scratching Posts, they are eliminated from the game.
- The last player with at least 1 Scratching Post wins. But BEWARE…
- ATTACKS can be DEFENDED and even COUNTER-ATTACKED, causing the attacker to be vulnerable to losing a Scratching Post themselves.
- Knowing when your target is weak is key to successfully eliminating your opponents.
Game Rules
- A player may not hold more than 11 cards at any time. If a player draws more than 11, the player must discard until the player’s hand equals 11.
- A successful ATTACK removes 1 Scratching Post.
- When a player loses a Scratching Post, they may discard as many cards as they wish and draw back up to 7 cards.
- Ties go to the attacker.
- A successful defense of a counter-attack can be counter-attacked. There is no limit to the amount of counter-attacking turns taken between players. Turn ends when one player decides not to counter-attack or when a player loses a Scratching Post.
- A player may choose to GAMBLE at the beginning of their turn and forego drawing 1 card for the chance to draw 3. The player must successfully predict a number (1-6) and then roll a die. If the roll matches the number they predicted, the player may draw three cards. If the number did not match, the player draws zero cards and must choose to PLAY a card or PASS.
- When a player loses their last Scratching Post, before they are eliminated, they can make one final attempt to stay in the game. The player must predict which number they’ll roll, and roll the die. If they correctly predict the number they roll, they can keep their last Scratching Post and continue playing. If they’re wrong in their prediction, they must exit the game. After all, cats have nine lives, do you?
Attacking & Defending
There are several different attack types in Fight Right Meow. Each attack card initiates their own unique “mini game” to determine if the attack is successful or not.
FERAL ATTACK
Player chooses another player to attack and predicts if the defender will roll an even or odd number.
A correct prediction means the attack is successful and the defender loses a Scratching Post card.
FOCUSED ATTACK
Attacker chooses a defender for an automatically successful attack unless the defender can play a Blocking Defense card (Shield Cat or Trap Cat) and then must roll a 3 or higher.
The Defender’s roll can be augmented by +1 or +2 cards PRIOR to the roll.
MELEE ATTACK
Attacker chooses a defender to engage in a dice battle to see who can roll a higher number. Attacker must out roll or tie for a successful attack.
Attacker rolls first. Defender rolls 2nd and has the option to augment their roll with +1 or +2 cards AFTER the Defender rolls. If the Defender augments their roll, the Attacker may augment their roll with +1 or +2 cards. Players may take as many turns augmenting their rolls as they wish. Players may play multiple augment cards in a single turn. Play stops when 1 player chooses not to augment. Tally up the roll plus augment points to see which player achieved the higher score.
Army Kittens give the attacker 3 melee attack attempts in a single turn. The defender may not counter-attack unless they survive the 3 attacks.
SURPRISE ATTACK & DEFENSE
SURPRISE ATTACKS require the attacker to predict what number the defender will roll. If the attacker correctly predicts a die roll from the defender, the defender loses a Scratching Post.
These cards can also be used as a BLOCKING DEFENSE which allows defenders to prevent successful attacks if the defender rolls a 3 or higher. Prior to rolling, the defender may play AUGMENT cards to add to their roll.
Requires a player to play a SHIELD CAT or TRAP CAT card after being targeted for attack to attempt a Blocking Defense.
Defense technique vs MELEE ATTACKS or FOCUSED ATTACKS
IMMUNE DEFENSE
Players become immune to all attacks until the defender’s next turn. Player must place the card, face up, in front of them to let other players know they are immune.
ROLL AUGMENT
Roll a low number? Have no fear, just use augment cards to pump that rookie roll up. THE PROFESSOR adds 1 to any die roll during a MELEE or FOCUSED attack. MAGICAT adds 2.
YOINK!
Not happy with the hand you’ve been dealt? There’s a simple solution, steal the hand you want.
THEIF CAT allows a player to switch hands with another player, regardless of the number of cards in each players’ hand. GHOST CAT allows a player to steal one card from up to three players.
Gameplay Examples
- Player 1 draws a card.
- Player 1 chooses to attack Player 2 with a Ninja Cat, initiating the Focused Attack scenario.
- Player 2 has the option to “Block” the attack with a Shield Cat or Trap Cat, take the damage, or play a Catnip or Ghost Cat card to become immune to the attack.
- Player 2 chooses to attempt to “Block” the attack with a Shield Cat and plays a Shield Cat card.
- Player 2 now must roll a 3 or higher to successfully block the attack. Player 2 has the option to Augment their future roll and plays a +1 Augment card.
- Player 2 rolls a die and get a “2”. Since Player 2 augmented his/her roll with a +1 Augment card, the total of their roll is a “3”. The block was successful.
- Since Player 2 successfully defended, they now have the option to “Counter-Attack” or “End the turn”. Player 2 elects to “End the turn”.
- It is now Player 2’s turn. Player 2 draws a card.
- Player 2 elects to attack Player 3 with a Luchacat, initiating the Melee Attack scenario.
- Player 2 then rolls a die – the roll results in a “3”. Player 3 has the option to “Block” the attack with a Shield Cat or Trap Cat, take the damage, play a Catnip or Ghost Cat card to become immune to the attack, or roll in hopes they will out-roll Player 2’s previous roll of “3”.
- Player 3 chooses to roll and rolls a “3”. Player 3 now has the option to play a Star or Ghost card to become immune to the attack or play an Augment card to increase their roll to be greater than Player 2’s roll.
- Player 3 plays a Ghost Cat. Player 3 is now immune from attack and Player 3 also takes one card from Players 1 and 2.
- The turn ends. It is now Player 3’s turn. Player 3 draws a card.
- Player 3 passes, electing not to attack anyone. Player 3’s immunity has now worn off and Player 3 is open to attack.
- It is now Player 1’s turn. Player 1 draws a card.
- Player 1 chooses to attack Player 3 with a Shield Cat.
- Player 1 calls a “4”. Player 1 rolls the die and it lands on “4”. Player 3 loses a Scratching Post and draws back up to 7 cards.
- It is now Player 2’s turn. Player 2 draws a card.
- Player 2 plays a Box card against Player 1.
- Player 1 calls a “6”. Player 1 rolls a 5. Player 1 does not lose a Scratching Post and the turn is over.