# Paws in Peril Rulebook - V4 (draft)

> **DRAFT.** This rulebook is the proposed replacement for "Paws in Peril Rulebook - V3". It is
> what the playable page and the rules engine (`engine.js`, rule set `v4`) play by default. The
> numbers come from thousands of bot games (TUNING.md, section "V4"). Play-test it at a real table
> before it goes to print. The four new item cards use stand-in art until they are redrawn in the
> card template.

## 1. The goal

You are animals trying to stay alive and take the forest by claiming homes and mansions, while
monsters and the other players get in your way.

- **Victory Points (VP).** Every home or mansion you own is worth **1 VP**. Nothing else scores.
  Knocking out another player never scores.
- **Win** by being the first to **4 VP**. In a **2-player Explorer** game, the first to **3 VP** wins.
- You also win if you are the **last player with lives left**.
- **Teams** (4 players, two teams of two, partners sit opposite): the first team to **5 VP** between
  them wins, or the last team with lives left.

## 2. Setting up

1. Put the **Desert** tile in the middle of the table. It is where everyone starts and where
   knocked-out players come back.
2. Build the board:
   - **Beginner board** (for your first game): shuffle the 18 other tiles (4 mansions, 4 homes,
     6 chests, 4 forests) and lay them face up in two rings around the Desert: 6 tiles touching it,
     12 around those.
   - **Explorer board**: only the Desert is on the table. Each player takes their own tiles:

     | Players | Each player's tiles |
     |---|---|
     | 2 | 1 mansion, 1 home, 2 chests, 2 forests |
     | 3 or 4 | 1 mansion, 1 home, 2 chests, 1 forest |

3. Shuffle the **monster deck** and the **item deck** (face down).
4. Each player picks a colour, puts their animal on the Desert, and takes **2 lives**, **10 HP**
   and **3 item cards**. Your HP can never go above **12**.
5. Everyone rolls two dice. The highest roll goes first (roll again on a tie). Play goes clockwise.

## 3. Your turn

At the start of your turn you get **5 action points (AP)**. Spend them in any order:

| Action | Cost |
|---|---|
| Move to a tile next to yours | 1 AP |
| Loot the tile you are on | 1 AP |
| Buy an item card (take the top card of the item deck) | 1 AP |
| Raid a player on your tile (once a turn) | 1 AP |
| Invade a home or mansion you are standing on | 1 AP |
| Place a barricade | 1 AP |
| Place one of your tiles (Explorer board) | 1 AP |
| Play an item card | Free |

- **One building fight a turn.** On your turn you may start only **one** fight for a home or
  mansion: looting one, or invading one. Chests and forests do not count.
- Your turn ends when you have no AP left and any fight is over, or when you choose to end it.
  Unused AP is lost.
- If you are knocked out on your own turn, your turn ends at once.
- **Rest.** If you **start your turn on the Desert**, heal **2 HP** first.

## 4. Tiles and looting

Stand on a tile and spend 1 AP to loot it:

| Tile | When you loot it |
|---|---|
| **Chest** | Draw 3 item cards. |
| **Forest** | Take 1 barricade. |
| **Home** | Fight 1 monster. Beat it and the home is yours. |
| **Mansion** | Fight 2 monsters, one after the other. Beat both and the mansion is yours. |
| **Desert** | Cannot be looted. |

- When you loot a tile, put one of your **bricks** on it. Each tile can be looted only **once**, and
  nobody else can loot a tile with your brick on it.
- When you are knocked out, the **chests and forests** you looted lose your brick and can be looted
  again. Homes and mansions you own stay yours.

**Explorer board: placing tiles.** Spend 1 AP to put one of your tiles face up on any empty space
touching a tile already on the table. Anyone may walk onto it and loot it.

## 5. Monsters and their buffs

- Draw the top card of the monster deck to find out what you fight. Its **HP** is on the top left of
  the card.
- A monster fighting for its home **rolls 4 dice**.
- Each monster in a **mansion** has **1 more HP** than its card shows.
- In a mansion, your HP carries over from the first monster to the second, and you attack first in
  both fights.
- **Win** and the monster's card is yours: put it face up in front of you. You own the home (put your
  marker on it). The monster's **buff** (bottom of the card) works from the **start of your next turn**.
- **Lose** (you drop to 0 HP) and you are knocked out (section 8). The home or mansion stays
  unclaimed and the monster goes to the bottom of the deck.

## 6. Home invasion

To take a home or mansion another player owns, stand on it and spend 1 AP. It counts as your
building fight for the turn.

1. The owner chooses **one** of their monster cards to defend. If they have none, you fight the top
   card of the monster deck.
2. The defending monster rolls **4 dice** and adds **1** to its score every roll (the defender's edge).
   **The leader rule:** if the owner is the VP leader (the one player with the most VP, no ties), the
   monster does **not** get the +1.
3. Beat it: the home and that monster card are yours.
4. Lose: you are knocked out by the owner (section 8). The owner never loses HP in an invasion.

## 7. Raids

Fighting another player is a **raid**: a quick scuffle over item cards. It never scores VP.

- Spend **1 AP** to raid a player **on your tile**. You may raid **once a turn**.
- A raid is **three rolls**: you attack, they strike back, you attack again (the combat rules in
  section 11 decide the damage).
- The raided player adds **1** to their score every roll (the defender's edge).
- **After each roll, whoever scored higher takes a random item card from the other player's hand.**
  On a tie nobody takes a card.
- If someone drops to 0 HP, the raid ends and that player is knocked out (section 8).
- Either player may play item cards during a raid as in any fight.

*Tip:* the raided player's +1 means a raid usually costs the raider more cards than it wins. Raid
when you have few cards to lose and they have many, when their cards are worth more than yours, or
to wear down a player you can knock out.

## 8. Knockouts

When your HP drops to 0 you are **knocked out**:

1. Lose 1 life. Knocking a player out **scores nothing**.
2. If a player knocked you out (in a raid, with a card, or as the owner of a home you invaded),
   they look at your cards and take **1** of them: an item card or a monster card.
3. If you still have a life, **keep one of your monster cards** (your choice, before they take
   theirs). All your other item and monster cards go to the discard pile.
4. Come back on the **Desert** with **10 HP** and **3 new item cards**. Your homes stay yours; the
   chests and forests you looted reset (section 4).
5. Any Snare you played on other players stops working.
6. Explorer board: place all the tiles you still hold, free.
7. **Out of lives:** you are out of the game. Your homes, mansions and barricades are cleared and can
   be looted again.

## 9. Healing

- Start your turn on the **Desert**: heal **2 HP**.
- Item cards (Bandage Kit, Fruit Smoothie and others) and some monster buffs heal you.
- You can never go above **12 HP**. Coming back from a knockout sets you to 10 HP.

## 10. Item cards

- You may hold **5** item cards. If you ever hold more, discard down to 5 straight away.
- Each card says when you may play it:
  - **On your turn**: on your own turn, outside a fight, while you still have AP.
  - **In Combat**: during a fight you are in.
  - **Anytime**: at any moment, even on another player's turn.
- Playing a card is free. Cards are used once and go to the discard pile. When the item deck runs
  out, shuffle the discard pile to make a new deck.

**New in V4** (2 copies of each; the deck is now 78 cards):

| Card | When | Effect |
|---|---|---|
| **Grenade** | On your turn | Throw at your tile or an adjacent tile. Every other player there takes 3 damage. *Hits teammates too.* |
| **Snare** | On your turn | A player on your tile or an adjacent tile loses 2 AP on their next turn. |
| **Poison Dart** | On your turn | Deal 1 damage to a player on your tile or an adjacent tile, and 1 more at the start of each of their next two turns. |
| **Smoke Bomb** | In Combat | End the fight and move to an adjacent tile. You cannot be attacked until your next turn. *Works in raids, duels and monster fights.* |

Damage from cards never scores, but if it knocks a player out, you take 1 of their cards as in
section 8. Running from a monster fight (Smoke Bomb, Escape Rope) leaves the home or mansion
unclaimed and sends its monster to the bottom of the deck.

## 11. Barricades

- Loot a **forest** to take a barricade.
- On your turn, spend 1 AP to put a barricade on a tile you own or that has your brick on it (you do
  not need to stand there).
- For the rest of the game nobody else can loot or invade that tile. Barricades do not block movement.

## 12. Combat

Every fight (a monster, an invasion or a raid) works the same way:

1. **Roll.** You roll **4 dice**. A monster rolls **4 dice**. Another player rolls **4 dice**.
2. **Score.** Each side adds its **two highest dice**, plus any bonus (the defender's +1, cards, buffs).
3. **Damage.** The attacker deals **its score minus the defender's score** to the defender. If that is
   0 or less, nobody takes damage.
4. **Swap.** The defender becomes the attacker for the next roll.
5. **Repeat** until one side is at 0 HP (a raid also ends after its third roll).

Whoever starts the fight (the looter, the invader, the raider) attacks first.

## 13. Winning

- Claim homes and mansions: **4 VP** wins (**3 VP** in a 2-player Explorer game; **5 team VP** in
  Teams). You win the moment you reach it.
- Or be the last player (or team) with lives left.

## Changes from V3

| V3 | V4 |
|---|---|
| Monsters roll 3 dice | Monsters roll 4 dice; mansion monsters have +1 HP |
| Loot as many homes as you like in a turn | One home or mansion fight (loot or invasion) a turn |
| Fight another player to a knockout | Raid: three rolls, grab a random card each roll you win |
| The side that is attacked has no edge | The side that did not start a player fight or invasion adds 1 every roll, except a monster defending the VP leader's home |
| No way to heal but cards | Start your turn on the Desert: heal 2 |
| A knockout scores 1 VP; the killer takes 3 cards | A knockout scores nothing; the winner takes 1 card; you keep one monster |
| 5 VP wins (7 in Teams) | 4 VP wins (3 in 2-player Explorer; 5 in Teams) |
| 62 item cards (70 copies) | 66 item cards (78 copies): Grenade, Snare, Poison Dart, Smoke Bomb |
| AP: 3 on the Beginner board card, 5 in the AP section | 5 AP on both boards |

## Open points for the table

- **Round limit.** About 2% of bot games on the Beginner board and 3% on Explorer stall. A printed
  game may want "after round 20, the player with the most VP wins".
- **Teams** targets (5 team VP) were checked in only 300 bot games per board.
- The questions still open from V3 (RULES.md, "Questions for Christian") apply unchanged, for example
  the six item cards with no rule yet (Card Block, Barricade Boost, Doppelganger, Golden Fist,
  Revenge Strike, Teleport Trap).
