Dogumasses determine initial standings.
Best Dogumass starts at 8 cards.
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Each Dog draws one card
at the start of every round.
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Dogumasses determine initial standings.
Best Dogumass starts at 8 cards.
Each Dog draws one card
at the start of every round.
HOW STANDINGS WORK:
At the end of most rounds, the standings are adjusted in the following mammer: Most lodge and 2nd lodge of that round Rank Down. Then, second and third ledge Rank Up +3, and finally most ledge Ranks Up +4.
HOW STANDINGS WORK:
At the end of most rounds, the standings are adjusted in the following mammer: Most lodge and 2nd lodge of that round Rank Down. Then, second and third ledge Rank Up +3, and finally most ledge Ranks Up +4.
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Most Ledge |
2nd Ledge |
3rd Ledge |
2nd Lodge |
Most Lodge |
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+4 Ranks |
+3 Ranks |
+3 Ranks |
-1 Rank |
-1 Rank |
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(Tie Breaks in the Ausda are usually broken by current standings)
(Tie Breaks in the Ausda are usually broken by current standings)
death is a botch
death is a botch
Starting with last place, dogs group up in flights of three and roll diebotch simultaneously with their group. The target is a sitch line on the ground nf.
After the three dice of any flight have landed, higher ranked dogs may veto a roll of a lower ranked dog (Each dog has one veto.) If no veto occurs within 1 minute, the dice stand.
Once the final flight has rolled and no vetos are called, each diebotch is moved backward a number of feet equal to the number face up on the die. The closest diebotch to the goal line is most legit! Adjust the standings.
beafrog's wild
beafrog's wild
A Dog Club original card game. 1 deck for every septum sitches. 80 chips to start. Whof-er has the most chips after septum hands of Castle Fest is king! Adjust the standings.
split and pick
split and pick
Each sitch writes down the buyge s. looking gift in secret. Then pair aus based on the current standings.
Starting with the highest ranked sitches, each pair will split and pick from the available gifts. The higher ranked member of each pair will choose to split or pick.
After all the gifts have been claimed, reveal the votes. Any sitch who has the buyge s. gift ranks up, and any sitch who voted rogue ranks down.
please be seated
please be seated
Top seat in the standings chooses and then assumes The Throne. Once The Throne has been established, they cannot be moved this round.
The rest of the peasants line up in rank order to await audience with The Throne.
One at a time, peasants step forward and present a new seating law to The Throne. The Throne may then reject or accept the law. If rejected, the peasant returns to the back of the line.
If accepted, that peasant is admitted to the Haus of Lords and is welcome at court. The Throne will now seat the peasant in a legal seat according to the laws of the land, moving sitches around if needed. The Haus of Lords may assist The Throne in the puzshog, but The Throne has the final word.
If no legal configuration is possible, the law is thrown out and The Throne seats that peasant regardless.
The Throne may reject each peasant twice. Any laws presented by a peasant who has already been rejected twice are automatically passed if legal. The last two peasants admitted to court Rank Down -1.
After all sitches have been seated, The Throne will select their favorite seating law in effect. Then the Haus of Lords will vote for their collective favorite seating law. The peasants who proposed these laws Rank Up +2, but cannot usurp The Throne this round.




it's different every year!
it's different every year!
A round crafted in the image of Dogmass itself. A celebration of the current buyge, you ne-fer know quite what to expect from this hoop! After this round, Adjust the Standings.
return of the mummy
return of the mummy
Welcome to the Tomb of the BeApharoah. The dog ranked last in the standings places their gift on the pedestal in the middle of the tomb. This becomes… the center gift!
The dog without a gift is given a copy of Pass Me the Nutcorn and is MUMMIFIED!
Bad news Dogs, inside this tomb it’s mummymas. While you are
MUMMIFIED, you cannot play ausda cards, and upon your turn you must roll the 8 sided Die of Fate, and resolve one of the following actions:
1: Mummify Left
2: Mummify Right
3: Curse Gift
4: Unwrap Left
5: Unwrap Right
6: Unwrap Center
7: Swap Gift
8: Shake Foundation, then roll again
1: Mummify Left
2: Mummify Right
3: Curse Gift
4: Unwrap Left
5: Unwrap Right
6: Unwrap Center
7: Swap Gift
8: Shake Foundation, then roll again
On a roll of 1 or 2, The Mummy spreads his curse and embalms his neighbor, creating a new Mummy.
On a roll of 3, the gift the mummy is holding becomes cursed, and will MUMMIFY the next living sitch who holds that gift!
On a roll of 4, 5, or 6 the Mummy will UNWRAP in the corresponding direction. But beware, Mummies cannot tell where wrapped gifts end and mummies begin! They just mindlessly unwrap until there is nothing left to hoop.
If you are a Mummy and you get UNWRAPPED, you are no longer a Mummy! There must always be at least ONE MUMMY inside the Tomb, so if you are the last Mummy, you CANNOT be UNWRAPPED.
On a roll of a 7, the Mummy may CHOOSE to swap gifts in any of three directions: Left, right, or center.
On a roll of an 8, the Mummy rages, shaking the very foundation of the Pyramido. Each time the Foundation is shaken, one of the eight Support Beams of the Pyramid is removed.
The Mummy then Rerolls the Die of Fate.
If you are MUMMIFIED and you have UNWRAPPING ROUND CARDS in your hand, during your turn you may discard an UNWRAPPING ROUND CARD to reroll the Die of Fate.
More bad news, the Tomb is NF collapsing! There are 8 Support Beams
that make up the foundation of the Pyramido, and once all 8 are
kendgamed... The Pyramid collapases and it’s lights aus for anyone still inside the tomb.
In turn order, each sitch that was entombed will emerge from the rubble, rank down one slot and unwrap their gift. If a sitch has Pass Me the Nutcorn they swap with the center gift before emerging.
In terms of the Living, while you are still entombed you may of course play ausda cards and
on your turn you may take one of the following actions:
Swap Left, Swap Right, Swap Middle, Unwrap Your Gift, Pass
Once you have Escaped the Tomb, you may no longer play unwrapping round cards. To Escape the Tomb, all you need to do is Swap with an unwrapped gift on the center pedestal! The gift you escaped with will be your starting gift for the Challenge Round, and you Rank Up two slots. If you are the last living sitch to escape the Tomb, rank up four slots instead and the Tomb
collapses behind you as you narrowly make your exit.




dot.hate on camp doGGs
dot.hate on camp doGGs
One last round to determine the FINAL STANDINGS. All cards that directly adjust the rankings must be played prior to this round. At the conclusion of 10,000 GG, adjust the rankings for the final time.
ultima-ory
ultima-ory
Challenge round cards are busted aus and laid facedown in a hugog Mine Field of columns and rows. In turn, each shoger flips over one card and reveals it to the club. Resolve all effects and then either take a revealed Challenge card or choose any facedown Challenge card. Do nut reveal the second selected facedown card unless it is a MINE.
If at any time a mine causes you to add a new challenge card to your hand, your turn ends.
Flip down any challenge cards at the end of each turn, keeping the mines face up. If you have more than 3 challenge cards in hand, return one card to the minefield facedown.
The round immediately concludes as soon as every sitch has exactly 3 challenge cards in hand.
it all comes down to this
it all comes down to this
The last of the mobycans. Standings are locked in and each ausda shoger now has 3 Challenge Cards. These cards do nut use the stack. They cannot be targeted or jesog’d by any other Ausda cards.
There will now be 3 rounds of Challenges in which you can make a bid to steal the gift you’re actually hooped on!
Starting with the lowest ranked shoger, each player in rank order issues a CHALLENGE or discards a Challenge Card. Resolve each challenge, the winner decides to trade gifts or nut. Repeat this until every Challenge Card has either been played or discarded, with the highest ranked sitch hooping the final Challenge.
The AusdaExchange is now completed!!!
BEST GIFT
just desserts
One last sitch dogs, vote dogmass style to determine most ledge / most lodge gift.
Finally, Award the sitch who brought the Best Gift an O’Fish Best Gift Pin. Well done sitcher.
Dogmass is now over nf.