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Dan Cashmore
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Feb 26, 2011
DOG_Schmidt_English.pdf (999 KB) (Log in or Register to download.)
English rules for the Schmidt Spiele edition of Dog
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Dan Cashmore
United States
Waltham
Massachusetts
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Hi Dog fans,

I was unable to find a full set of English rules for the Schmidt edition anywhere online, so I created this doc and uploaded it. There are a couple rules that I am not 100% sure of, so if anyone finds a mistake or omission, I'd appreciate it if you'd drop me a line in GeekMail and I'll look into it and post an updated file if needed.

-Dan
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  • Posted Mon Feb 28, 2011 8:04 pm
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Lee Fisher
United States
Downingtown
Pennsylvania
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This is nice! I always tried to use the BSW rules, but your pdf seems to be more nicely printed and answers most of the questions I've seen asked!

http://www.boardgamegeek.com/weblink/67318/english-rules-for...
 
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  • Posted Mon Feb 28, 2011 9:34 pm
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Dan Cashmore
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Thanks, I'm glad you like the PDF! I somehow missed the BSW rules when I was browsing around, so thanks for the link. From reading there, it appears I also missed a minor rule (that you can't jump over pieces in your home area). So noted for v.1.0.1
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  • Posted Tue Mar 1, 2011 12:12 am
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David Arnott
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Tarzana
California
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Hey, Dan,

First off, thanks for doing this. I was the one who originally posted a link here to the BSW rules, but having a nice PDF set is so much better.

Secondly, here's an answer for you: You are NOT ALLOWED to use -4 to move one of your own pawns back out of your home area. Once a pawn is in this area it cannot return to the board. I also don't read German, so I can't point you to where this may be covered in the Schmidt rules, but it's covered at BSW, and more importantly, I've seen this happen MULTIPLE times there, so I know it to be true.

A Minor Quibble (as in: I'm not sure you should even add/edit this to your rules): you ARE allowed to play a second start card to hit your own pawn on its own start space. It's the one exception to the "pawn on its own color is inviolate" rule (that's usually the phrase I use to explain it, as it covers both the start space and the home area). You're likely never gonna do this, but, if you want to keep blocking your opponent(s), and you have a plethora of start cards, it's a cool/fun option

You mention the flames on the 7 as a reminder that it burns everything that it passes over... the number 7 is also broken into pieces to remind you that you can "break up" your 7 pips of movement.

While you had to, of course, include the rules for the 5-6 player game, it should never be played, IMO. The only good thing to come from it, though, is that extra pawn that's included in the box. We use that extra pawn to do swaps in our 4-player games. But I must admit that this has resulted, on a few occasions, to having players accidentally bring this pawn "out" with a start card... and have 5 pawns on the board

Thanks, again for doing this.
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  • Edited Fri Mar 25, 2011 6:01 pm
  • Posted Fri Mar 25, 2011 6:00 pm
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Jeff Myers
United States
Los Ranchos
New Mexico
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Thanks, Dave! I picked this game up in the Netherlands on your recommendation....
 
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  • Posted Fri Mar 25, 2011 6:26 pm
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Dan Cashmore
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David,

Thanks for the feedback and the help on the rules -- I was hoping a more experienced player than myself would post something like this! I plan to implement all of your suggestions in the updated version.

Arnott wrote:
A Minor Quibble (as in: I'm not sure you should even add/edit this to your rules): you ARE allowed to play a second start card to hit your own pawn on its own start space.

No Quibble is too Minor ; While I agree that it wouldn't come up that often, I want to cover the edge cases. It follows that if you have no other available plays, then you MUST make this move, correct?

Arnott wrote:
While you had to, of course, include the rules for the 5-6 player game, it should never be played, IMO.

I have not yet tried any other number but 4, but as I feel that the partnership aspect is what really makes this game shine, I am not in any hurry to try it with 2,3 or 5. I was interested in attempting a 2- or 3-team 6-player game however -- not a good idea?

AFter I posted the pdf here, another question came up during a game: is a player required to make the right turn into the home area if he does not land on the starting space? Say that a pawn is two spaces behind its start space, a 3 card is played, and the first space in the home area is vacant. An opponent's pawn is in the first space past this home area. May he elect to bypass the home area and capture the opponent pawn instead? I doubt this would ever be a better move than entering home, but some people I've played with love to capture at every opportunity. Any thoughts?
 
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  • Posted Sat Mar 26, 2011 5:33 am
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David Marron
United States
Fullerton
California
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dbc65 wrote:
After I posted the pdf here, another question came up during a game: is a player required to make the right turn into the home area if he does not land on the starting space? Say that a pawn is two spaces behind its start space, a 3 card is played, and the first space in the home area is vacant. An opponent's pawn is in the first space past this home area. May he elect to bypass the home area and capture the opponent pawn instead? I doubt this would ever be a better move than entering home, but some people I've played with love to capture at every opportunity. Any thoughts?

When I play on BSW (as "CaliforniaDave") and this situation comes up, you ARE ALLOWED to bypass your home area and capture your opponent's pawn. In that case you would have to go around the board again (unless you have a +/-4 in your hand, of course).
 
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  • Posted Thu May 19, 2011 8:16 am
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Dan Cashmore
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Hi Dave,

Thanks for the response. I have not played on BSW, but I am satisfied to rely on the rules as interpreted there. This was the last point I was waiting on before posting an update to the PDF, so I will upload a new version soon.
 
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  • Posted Sat May 21, 2011 2:26 pm
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