Playing Cat Capers

Mechanics: Simultaneous Action Selection, Trick-taking, Hand Management, Area Majority, Take That

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Players take the coloured screen, paw tracker, and four paws associated with one of the cats as well as a starting hand of four cat cards

The game is played in six rounds. At the beginning of each round, colour-coded activity cards worth 2-4 points are revealed on each the four houses on the block. (Use three houses for two players.)  Players secretly allocate each of their paws to a house to contend for its activity card or any number of paws can stay behind in the basket; each will earn an extra cat card at the end of the round.  Certain activity cards are worth a bonus point to particular cats, which helps guide choices. After players lift their screens, reveal their choices, and move paws to the appropriate houses, cat fights break out, as competing players use cat cards to try to outnumber each others' paws or otherwise outmaneuver each other and win the activity card and its points.

At the end of the game, the player with the most points is the winner.