AgentDog is a team game in which you should keep an eye on all the agents and try to finish all the figures of your team together.
You can find the complete rules here The
At the beginning each gets 5 cards (unlike the basic game you get 5 cards in each round.)
Now, in the team, you will exchange 1 card face-down.
When you're on the train, you have to play a card out of your hand.
Place this card open on the pile in the middle of the game plan and move a game figure.
In this way, you try to bring all your characters to the same-color target fields as quickly as possible.
You can only play cards you can complete.
If you can't play a card on your train, you'll be out of the running round.
With blue cards you can pull the figure forward by exactly as many fields clockwise as the number on the card indicates.
Red cards always have a special function and allow special train actions.
You start the game with 1 character on the career. To bring 1 new figure from the start area "into the game" you need a start card.
You play your cards as long as you want until all of them have played their whole hand cards or left them.
Then a new round with 5 cards starts. This way you play until one of the two teams has all 8 characters in the finish.
The team, which first brought all its own characters to the target fields of the matching color, wins the game.
You must observe the following rules:
You can only enter a target field with a figure of the right color.
You enter the target fields over the starting field. However, you must not start this movement on the starting field.
You can't hit figures on target fields and not skip.
When you end up on a normal field at the end of a movement, you put the figure in such a way that the color is visible.
However, if you stop the movement of a figure on a "hole," this spy will be "turned," so that the color is no longer visible.
A submerged figure may be moved by all persons.
Important exception: As long as one of your characters is on your own starting field, you must not draw any submerged figures.
However, you may continue to move submerged figures through special functions of red cards, i.e. by exchange or with the 4th
As soon as you end the movement of a submerged figure on a normal field, their color becomes visible again.
You can only draw submerged figures to your own target fields.
As soon as you finish the movement on one of your target fields, the figure is turned around, so that the color becomes visible:
If the figure has your own color, it remains in the finish. If the figure has the color of your team member, it comes back to its starting area.
An opposing figure comes to the most remote, free field of the corresponding color.
If you have reached the target fields with all the figures of your color, you will not get out of the game, but help your team member. So you continue to get cards and now draw the figures of your team member (instead of your own).
Some special cards can also allow you to move foreign characters.
You can skip other figures when you pull. The skipped field is included.
Important exception: A figure on the same color starting field is blocked!
There's only one figure on each field. If you end the movement of a figure on an occupied field, you must beat the figure already standing there.
If you hit your team member's own figure or figure, at the end of this train you have to put all your other hand cards under the discard pile and leave the running round.
When you end the movement of a figure on one of the 4 agent points, a meeting of two spies takes place at the end of your complete train.
To do this, you draw the figure, which is next behind the figure just drawn, to the field right behind the agent point.
This can be a considerable route. As the drawn figure always lands on a hole, it also immediately subsides.
You always draw the next figure. It is irrelevant what color this figure has or whether this figure is just immersed.
In this way, you can even use a figure that is on its own starting field.
If several agent points are triggered at the end of the train, you decide the order.
When you play a blue background card, you move a figure forward by exactly as many fields as the number on the card indicates.
This is a start card. If you play this card, you have to choose one of three options:
This is a start card. If you play this card, you have to choose one of the two options:
Exchange: If you play this card, you have to trade two hidden characters.
Both figures remain submerged even after the exchange.
You can't look at the colors of the characters during the exchange.
If only one or no character is hidden, you can't play this card.
Copy: With this card you copy the last played card, as if you played it yourself.
You don't necessarily have to use the same function as the person who played it.
Do you copy For example, a 1 / 11 card, you can choose which of the 3 options of this card you want to run.
The copy does not apply on a cross-round basis. So you can't play this card as the first card of a new round.
If you play a copy after a copy, you also copy the previously copied card.
You may freely divide the 4 points of this card on your own, on the figures of your team member and on submerged figures.
You need to use all the points. But you may determine the order or division freely.
Attention: All figures (also their own) that are reached or overtaken with the 4 are burned and beaten!
Only when all 4 points have been fully used will the submerged figures be turned over or the agent point triggered.
If all four of you or your team member are already in the finish, you may even move the other team's figures.