← O, dog!

How to play

Rules for O, dog! — a race game for teams of two, based on the classic Brändi Dog.

Idea & goal

Two players sitting diagonally opposite form a team. Move all your marbles from the kennel, around the loop, and into your home stretch. The first team with all eight marbles home wins. Once all your own marbles are home you keep drawing cards and play them onto your partner's marbles until the team wins together.

A single player cannot win — this is a partnership game. Talking about your cards or advising partners is forbidden during the game.

1. Cards

Two packs of 55 cards are shuffled together (104 standard cards plus 6 Jokers).

  • Ace — leave the kennel, or move forward 1 or 11.
  • King — leave the kennel, or move forward 13.
  • Queen — move forward 12.
  • Jackswap one of your marbles with any other marble on the loop (opponent's or partner's).
  • 2, 3, 5, 6, 8, 9, 10 — move forward that many spaces.
  • 4 — move forward or backward 4 spaces.
  • 7 — 7 spaces forward, splittable across several of your (and your partner's) marbles; any marble the 7 passes over — including your own — is sent home.
  • Joker — wildcard: plays as any card of your choice.

You must play every card by moving its value on the board. Advising partners or revealing your cards is forbidden.

2. Game start

Partners sit diagonally opposite. All four marbles begin in the kennel. One player is chosen as the dealer for the whole game and deals counter-clockwise. Round card counts follow the cycle 6 → 5 → 4 → 3 → 2, then repeat.

At the start of every round each player passes one card face-down to their partner. All four passes resolve simultaneously. The player to the dealer's right opens each round by playing one card face-up in the middle and moving that value. The round ends once everyone has played all cards. If a player cannot move with any card in hand, they are out for the round and their cards are discarded.

3. Getting to the start

Only Ace, King or Joker takes a marble from the kennel onto your start cell. A marble that has just left the kennel blocks its own start cell — it cannot be passed, cannot be captured, and cannot be swapped with a Jack. The blockade is lifted the moment that marble moves.

4. Sending home by landing

If you land on a cell already occupied by another marble (your own included), that marble is sent back to its owner's kennel. The only exception is a fresh start-cell blocker — it is protected.

5. Sending home when a 7 passes over

Any marble a whole or split 7 passes over is sent home — your own marbles included. Plan splits carefully.

6. Overtaking

You may overtake other marbles freely. A fresh start-cell blocker is the only marble that cannot be overtaken; every card except a 7 (see rule 5) stops at it.

7. The Jack — swap

A Jack must swap one of your marbles with any other marble on the loop (opponent's or partner's), even if the swap is disadvantageous. Marbles that may not be swapped:

  • Marbles still in a kennel.
  • Marbles in a home stretch.
  • A marble on its own start cell for the first time (a fresh blocker).

If only your own marbles are on the track and no other card in your hand is playable, the Jack may be played at the end with no effect.

8. Zugzwang (forced move)

Every card must be played, and its full value carried out. This can force disadvantageous moves. Example: if you need a 5 to enter home but your next card is a 6, that marble must take another lap.

9. Home stretch

To enter the home stretch, a marble must touch its own start cell at least twice — forwards or backwards. Home is always entered forwards over the start. Once inside, you cannot jump over your own marbles and cannot move backwards. The stretch fills from the inside outwards.

The 7 is especially useful for home entry because it can be broken up into individual steps.

Typical sequence:

  1. Ace, King or Joker — leave the kennel.
  2. 4 — drive backwards.
  3. 5, 6, 7 or 8 — drive forwards into home.

10. Winning as a team

Once one player has all their marbles home, they help their partner. A 7 can be split so its remaining points, after bringing the last own marble home, continue on a partner's marble. Cards keep being dealt to a player without marbles — the team plays the endgame together.

To finish, not every card needs to be used, but the last card played must be fully carried out. A last marble may therefore need extra laps before its exact count fits.

11. Solo variant (2 or 3 players)

Everyone plays alone with 4 marbles. Three marbles start in the kennel and one marble is placed directly on the start cell at setup.

Card exchange: at the start of every round each player passes one card face-down to their right neighbour.

7: a 7 may be split across any marbles on the board and captures whatever it passes over, including a start-cell blocker — so a blockade can be dissolved.

2: may be played normally, or used to draw a card from an opponent's hand; the 2 is then discarded with no board effect and the turn passes.

The first player to bring all four marbles home wins.

Rules adapted from the official Brändi Dog manual (braendi-dog.de).