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Kennelmaster — Rules

Basic Rules

1. Introduction

  • Game type: Kennel Master is a party game that combines fun gameplay with elements of strategic thinking.
  • Recommended age: 8–10+ (depending on interest and skill level).
  • Number of players: 1–6 (solo: 1, competitive: 2–4, competitive/cooperative team play: 4–6).
  • Game duration: 40–60 minutes.
  • Objective: Each player takes on the role of a kennel master, aiming to gain reputation for their kennel through dog breeding and competitions. Skilled players may finish the game earlier by collecting enough reputation points.

2. Game Components

  • Kennel Master cards: Characters represent different professions (e.g., groomer, trainer) and provide advantages when preparing dogs for competitions (extra dice).

    • Using another player’s profession: You must pay them 1 coin.
  • Dog cards: Represent male and female dogs of various breeds. Each has two standout traits: appearance, speed, balance, instinct, or trainability. Each trait grants +1 or +2 dice in events.

  • Customer cards: Customers usually buy any dog, but some look for specific breeds or genders. They pay coins and may reward specific traits with bonus coins or reputation points.

  • Event cards: Three types: work, sport, show. Each card shows entry cost, relevant traits (bonus dice), target number, and reputation reward.

  • Coins:

    • Yellow coin = 1
    • Red coin = 5
  • Dice: Standard 6-sided dice.

  • Kennel boards: Each player tracks their dogs and inherited traits.


3. Setup

  • Shuffle all decks and place them face down.

  • Place dice and coins on the table.

  • Each player draws:

    • 1 character card
    • 1 dog card of their chosen breed
    • 5 coins (1 red or 5 yellow)
  • Place cards face up in front of you to represent your kennel.


4. Gameplay

  • The game is played in rounds. Each player takes a turn every round.
  • The youngest player starts, then play continues clockwise.
  • Each new round starts with the player to the left of the previous starting player.

Start of a Round

  • The active player reveals an event card and places it near their character.

Player Turn

  • Each player performs 2 actions in any combination.

  • If both actions are of the same type, they gain a bonus 3rd action.

  • Hand limit: Max 4 cards. Excess must be discarded face up.

Available Actions

  • Gain 1 coin (work)

  • Draw a dog card (search for dog)

  • Draw a customer card

  • Buy / Sell dogs

    • Buy by paying cost → place in kennel
    • Sell via customer cards or to players (price negotiable)
  • Breed dogs / stud with another player’s dog

    • Requires 1 male + 1 female
    • Both become unavailable this round
    • Using another player’s dog costs coins (base 1 + inheritance cost)
  • Birth / growth of puppies

    • Roll 1 die → divide by 2 (rounded down):

      • 1 → 0
      • 2–3 → 1
      • 4–5 → 2
      • 6 → 3
    • Puppies are placed face down

    • They mature next round automatically

    • Mother becomes available again

  • Prepare for competition / hire another player

    • Enter dogs by paying entry cost
    • Gain +1 die if prepared
    • Can hire another player (1 coin per dog)

Important: Each dog can only perform one activity per round.

Kennel Maintenance

  • Pay 1 coin per 4 dogs (rounded down).
  • Puppies and dogs being sold do not count.
  • If unable to pay → must sell or give away dogs.

End of Round – Competition

  • All entered dogs compete.

  • Each dog rolls dice based on:

    • 1 base die
    • Trait bonuses (if relevant)
    • +1 die if prepared
  • If successful:

    • Sum successful dice = final score
  • Highest score wins.

  • Tie → roll 1 die each, higher wins.

  • If no winner → discard event card (game length increases).


5. Trait Inheritance

  • Puppies inherit shared traits from both parents.

  • If traits differ, the lower value is inherited.

  • To inherit a 2-dice trait → both parents must have it.

  • If both traits match → both are inherited.

  • If none match → nothing is inherited.

  • Traits can stack with base card values.

  • Example:

    • Base 2 + inherited 2 → total 4 dice
  • Extreme case:

    • 4 + 2 → total 6 dice

6. Victory Conditions

  • Game ends when:

    • A player reaches 24 reputation points, or
    • Event deck runs out
  • Highest reputation wins.


7. Competitive / Cooperative Team Play

  • Played in pairs.
  • Kennels remain separate, but coins are shared.
  • Both players start with 5 coins → pool them.
  • Reputation is shared.
  • Goal: reach 48 points together.

8. Solo Mode

  • Played like standard mode.

  • Difference:

    • Unplayed or lost events are removed from the game
  • Game lasts exactly 24 rounds.

  • Final score = total reputation points.

  • Goal: reach 48 points.