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Fort: Cats & Dogs Expansion
Expansion of:
Fort
20m - 40m
2 - 4 Players
Ages 10+
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
9.50
€
30 day low:
Out of stock
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AlexCast
Echoing the comments I read in the forum, the cats module does scale well to lower player counts. However, there seems to be no impediment to play with more cats; as per de designer comment, the idea was to avoid information overload, since cats stay permanently on the board, and having to remember and check for attract conditions could be too much. However, in a two player game should be fine to have 3 or four cats. Have not played with dogs yet.
cogstockeros
While this expansion isn't necessary to round out the base game, it does make dealing with some extra craziness fun. Also Dumpling is a huge pain!
kalchio
"Overall, I'm a bit conflicted about the Fort: Cats & Dogs Expansion. On one hand, I actually quite like the Cats module; the cats are fun bonus effects that blend in seamlessly with the game and encourage smart card play while reminding players to be mindful of what ends up in their yard. The Dogs module, however, is a sometimes-clunky add-on that ends up slowing down the early game at times and doesn't exactly keep pace with the otherwise-fast rate of play. By the time you can use some of the dogs, the game has really moved past the point where they're useful. And as a result, they end up being passed around by players and just adding some extra deck junk to a deckbuilder that can often specifically be about keeping your deck tight. If your goal is to keep your deck small so that you can quickly play the dogs, well, you may not have the cards necessary to actually activate them, as they sometimes require two cards of a specific suit to also be in your hand. That said, if you do have those cards and want to play them, then yes, the dog can be quite convenient. I don't actively dislike the dogs; I just often find that they're not particularly advantageous, and even drafting them might not help. When they come through, they can be very useful (getting three resources of your choice, for instance, can be very helpful, and with the right cards, they can be a great way to get rid of cards that you would otherwise have to put in your yard). I just find that they end up being a bit too situational for the realities that I experienced during my plays, and having three in every player's deck is a lot. Their movement is interesting, though. With the cats, I really enjoy the tension that emerges with risking one or more good cards to try and get a cat that works with your strategy. You can never guarantee that you'll keep the cat, and the points swing from having a couple isn't too bad, and I like that. I also think that the Cats module was a bit easier to teach; the Dogs' need wasn't immediately clear to players, and that caused some confusion. Maybe I'm just more of a cat person. If you're a die-hard fan of Fort, you might enjoy the entire expansion, but of the two halves of the Fort: Cats & Dogs Expansion, I'd recommend the Cats module." For my full thoughts, check out https://whatsericplaying.com/2021/10/04/fort-cats-dogs/