WALKIES! The Dogwalk Nightmare

2–4 Players · Ages 12+ · 5–10 Min

The Theme

Get your dog home safely! But Tollkeepers lurk everywhere – catchers in the streets, hunters in the woods, fishermen by the river.

Pay the Tribute… or the Bailiff takes your dog!

Components

64 Cards:

RoleCountCards
Walker24Street, Wood, River (8 each)
Attacker15Catcher, Hunter, Fisherman, Flea, Poop (3 each)
Defender17Coins, Rabbit, Fish (3 each), Sack, Doc (4 each)
Beast8Cat, Boar, Hippo, Police (2 each)

+ Bones (tokens/chips) as currency

The Three Realms

RealmWalkerAttackerDefenderBeast
StreetsStreetCatcherCoinsCat
WoodsWoodHunterRabbitBoar
RiversRiverFishermanFishHippo
GlobalFlea, PoopSack, DocPolice
Realm Access: To interact with an opponent's dog, you need your own dog in the same realm – or pay 1 Bone!

Setup

  1. Dealer shuffles all 64 cards
  2. Deal 7 cards to each player
  3. Remaining cards = Draw Pile
  4. Prepare Bone supply
First Move: All players place 1 Walker face-down, then reveal simultaneously. Player left of Dealer starts.

Actions

On your turn, perform ONE action:

ADDDOG – Start New Dog

Play 1 Walker → new dog in that realm. +1 Bone

Only if no WALK possible and no dogs in trouble (ATTACKED/AFRAID).

WALK – Move Dog

Play 1 matching Walker on your dog.

Goal: 5 cards = dog safe at home!

SWITCH – Change Realm

Play 1 Defender + 1 Walker → dog moves to Walker's realm.

ATTACK – Demand Toll

Play 1 Attacker on opponent's WALKING dog. Attacker must match realm.

ATTACK+: Same Attacker type again on ATTACKED dog.

DEFEND – Pay Tribute

Play the matching Defender to block an attack:

AttackerDefender
CatcherCoins
HunterRabbit
FishermanFish
PoopSack
FleaDoc

DEFENDED dogs can move with any Walker!

DRAW – Can't Pay

No matching Defender? Draw cards:

  • ATTACKED → draw 1 → PENDING
  • AFRAID → draw 2 → CONQUERED

Flea lasts 2 rounds before PENDING!

PUNISH – Send Bailiff

Play Beast on PENDING dog → AFRAID

AttackerAllowed Beasts
CatcherCat, Police
HunterBoar, Police
FishermanHippo, Police
PoopANY (Cat, Boar, Hippo, Police)
FleaANY (Cat, Boar, Hippo, Police)

PUNISH+: Same Beast again on AFRAID dog.

RESCUE – Save Pending Dog

Play 1 matching Defender on PENDING dog → DEFENDED

ESCAPE – Flee from Beast

Play 2× same Walker on AFRAID dog → WALKING

BeastEscape with
Cat2× Street
Boar2× Wood
Hippo2× River
Police2× any (same type)

GIVEAWAY – Offload Cards

Play Defender/Attacker/Beast on DEFENDED, PENDING, or CONQUERED dog.

No Walkers allowed!

Bones – The Currency

Earn
ADDDOG (new dog)+1
Help opponent's dog (DEFEND/ESCAPE/RESCUE)+1
Move opponent's PENDING dog (WALK/SWITCH)+1
Conquer a dog+2
Spend
Realm access without matching dog−1

End Game

Game ends immediately when:

Scoring

VictoryPoints
Win by Set+5
Win by empty hand+1 per player
Bonus
Per realm you occupy+1
Per dog you own+1
Per Bone you have+1
Penalty
Per card in hand−1

No penalty when winning with a Set!

Dog States

StateFreq.MeaningActions
WALKING~74%NormalWALK, SWITCH, can be attacked
ATTACKED~4%Under attackDEFEND or DRAW
DEFENDED~18%Paid tributeWALK (any Walker!), GIVEAWAY
PENDING~3%At riskWALK, SWITCH, RESCUE, GIVEAWAY – or PUNISH!
AFRAID<1%Bailiff!DEFEND (2×), ESCAPE (2×), or lose dog
CONQUERED<1%SeizedWALK, SWITCH, GIVEAWAY (new owner +2 Bones)

State Transitions

WALKING ──ATTACK──→ ATTACKED │ ┌────────────┴────────────┐ ↓ ↓ (DEFEND) (DRAW) ↓ ↓ DEFENDED ←────────────── PENDING │ │ │ (PUNISH) │ ↓ │ AFRAID │ │ │ ┌───────────────┴───────────────┐ │ ↓ ↓ │ (2× DEFEND (DRAW) │ or ESCAPE) ↓ │ ↓ CONQUERED │ DEFENDED │ │ │ │ └─────────┴───→ WALKING ←─────────────────┘

Strategy Tips

Quick Reference

ActionCardsResult
ADDDOG1 Walker→ WALKING (+1 Bone)
WALK1 Walker→ WALKING
SWITCHDef + Walker→ WALKING (new realm)
ATTACK1 Attacker→ ATTACKED
DEFEND1 Defender→ DEFENDED
DRAW→ PENDING / CONQUERED
PUNISH1 Beast→ AFRAID
RESCUE1 DefenderPENDING → DEFENDED
ESCAPE2× WalkerAFRAID → WALKING
GIVEAWAYDef/Att/BeastOffload cards