WHAT'S ERIC
PLAYING?
Search …
#805 – FORT: CATS
& DOGS
[EXPANSION]
October 4, 2021 • What's Eric Playing?
Base price: $13.
2 – 4 players.
Play time: 20 – 40 minutes.
BGG | Board Game Atlas
Buy directly!
Logged plays: 2
Full disclosure: A review copy of Fort: Cats & Dogs
was provided by Leder Games.
I think we’re doing Pet Week on What’s Eric
Playing?, or games all about cats, dogs, or in this
case both! I’ve been a big fan of Fort since it
wasn’t even Fort, so I’m excited to see how an
expansion changes things. Plus, I’m a big fan of
Kyle Ferrin’s art, so, more of that is always a fun
time. I could talk more about it, or we could dive
right in, so let’s get to it.
In Fort: Cats & Dogs, your whining has finally paid
o! and your parents have consented to you
getting some cats, some dogs, or both (lucky kid).
As usual, though, you want to play with your
friends and have your pets around, so things
might get a little hairy in the literal sense. Your
pets are prone to wandering o!, but thankfully
they might end up coming right back, so let them
get the lay of the land for a little bit. Can you
come out ahead in the latest round of
neighborhood shenanigans?
CONTENTS
Setup
Gameplay
Player Count Di!erences
Strategy
Pros, Mehs, Cons
Overall
SETUP
Two modules means two di!erent forms of setup!
Let’s cover both!
DOGS SETUP
Very easy. Start by giving each player a doghouse
in their player color:
Before dealing out the initial cards, shu"e the
dogs:
Deal three to each player. Players draw five
additional cards to add to their three dogs and
two Best Friends to form their starting deck.
If you’re playing with the advanced Drafting rules,
draft the 5 kids and 3 dogs together.
CATS SETUP
This one’s even easier than Dogs Setup! Shu"e
the cats:
Deal one per player face-up near the score board.
I generally place them above. If you’re playing
with the advanced Drafting rules, deal out the Cat
Cards before drafting.
GAMEPLAY
Same deal as setup! Dogs and Cats interact with
the game di!erently, so I’ll talk about them
separately. They can be played either as unique
expansions or as a combined expansion. Up to
you!
DOGS GAMEPLAY
Dogs are essentially extra cards that you can play
under specific conditions. To play a dog, you must
first meet its Need. Its need may be anything from
your Fort level to having a certain number of
cards in your Lookout to discarding cards of a
certain suit (“adding” them). Regardless, you can
play that dog as your full turn action, and it
cannot be followed. These e!ects are pretty
powerful, so they may be worth it?
After playing a dog, generally, it moves into your
doghouse and awaits the end of the game. Any
dogs that are not played go into your Yard, where
they may be recruited by other players as normal.
However, there is one change. At the start of your
turn, rather than adding all dogs in your yard to
your discard pile, you place them in the discard
pile of the player to your left!
While you can use dogs to follow actions (since
they, too, have suits), you cannot add dogs to
your Lookout or trash dogs. This is considered
animal cruelty by the rulebook, which, fair.
At the end of the game, the player with the most
dogs in their doghouse scores an additional 7
points. If there’s a tie, all tied players score 7
points. Dogs also count as cards in your deck for
certain Made-Up Rules.
CATS GAMEPLAY
Unlike dogs, cats have zero loyalty and will
wander o! without a moment’s hesitation. Any
cat owners should be unsurprised by this, and I
applaud Fort for its authentic portrayal of cats.
In another moment of art imitating life, cats
cannot be played or told what to do. Instead, at
the end of your turn they will show up in your play
area if you meet certain criteria on their card. This
usually is having cards of some type and number
present in your Yard at the end of your turn (coins
count as a unique suit, not a suit of your choice,
for this purpose). If that happens, on your turn,
you may use their ability. If multiple cat abilities
would activate on your turn, you may choose the
order.
While you don’t lose a cat if you no longer fulfill
their criteria, other players can attract the cat to
their play area as long as they meet the
requirement at the end of your turn, even if you
have more of the indicated card. You only check
at the end of your turn if you attract any cats.
At the end of the game, you do score bonus
points for the number of cats in your play area:
1 cat: 1 point
2 cats: 3 points
3 cats: 6 points
4 cats: 10 points
PLAYER COUNT
DIFFERENCES
For Dogs, the player count shouldn’t technically
matter, as the dogs should be cycling between
various yards without a ton of input from you, the
player. You might notice it if, somehow, multiple
players manage to get their dogs into your discard
pile before you reshu"e, but I doubt that it’s
altogether that likely. There are always three dogs
per player added to decks at the start of the
game, so the ratio remains pretty constant. If you
have one player hoarding the dogs, there’s also a
bit of joy as they’re wasting their turns in order to
get 7 points at the end of the game, so you do see
some diminishing returns on adding dogs to your
doghouse over the course of the game. Cats, on
the other hand, is a bit more interesting as you
add more players. As you add more players, there
will be more cats in play, but there are also more
players to swipe the cats between your turns. You
may, as a result, actually see less of the cats
between rounds if there’s a lot of contention
between players (including hopefully seeing less
of Dumpling, though we love them). The cats can
provide some pretty useful abilities, so they may
swing some aspects of the game towards them,
but I wouldn’t say that they super negatively
impact the game as presented. I’d lean towards
introducing Cats at higher player counts, and I
might suggest Dogs for slightly lower counts. The
two modules can synergize nicely, at times
(playing a dog to make sure you drop a few cards
of one type to your yard so that you can get a cat),
but they add a fair bit of additional complexity
and occasionally some slowdown to an otherwise
speedy game.
STRATEGY
A lot of this is going to come down to what
cat you specifically want to come to you. If
you are looking for certain cats, it might be
worth recruiting cards that will allow that cat
to come to you. Jitters or Scavenger is fun!
Particularly, try getting cats who don’t match
certain player colors or who want symbols
you don’t see as often. If you can get them in
the early game, it might be harder for players
to take them away from you without having
to get cards that may not come up in the
same hand. It’s the purr-fect crime.
It may be worth risking some of your cards
to get certain cats. Or, at the very least,
worth it to keep them from your opponents.
It’s not ideal to have strong abilities available
to your opponents, but you also don’t
necessarily want to put your best cards in
your Yard where they can be taken or
trashed. See which cats are available and, if
you think it prudent, go after them.
Keep an eye on how many cards end up in
your Yard; otherwise, you may attract
Dumpling, who makes fort construction
more challenging. This is the incentive to not
just take every card that comes your way. The
more you have, the harder it can be to play
them all. With three or more cards in your
yard, Dumpling shows up, and once someone
has Dumpling, I’m generally inclined to just
leave Dumpling there. Cute cat. I don’t want
it.
Some of the dogs are best activated in the
early-game. If you can get the dogs in your
Doghouse early, you will be able to focus on
your chaining strategies later in the game
without having to worry about trying to get
the dogs to work for you.
Similarly, large decks can make certain
dogs tougher to activate. A few dogs want
two cards of the same suit, which can be hard
to get if you have a huge deck with di!erent
types of cards. If your strategy relies on
getting a variety of di!erent cards, these dogs
might be ones you want to pass o! to
another player.
Watch out for the dogs-Dumpling anti-
synergy: if you play a dog, you’re more
likely to dump 3+ cards to your Yard,
which will attract Dumpling if they’re in
play. Dogs don’t always allow you to play
additional cards, so playing the wrong dog will
put you in a weird spot. You’ll end up with a
ton of cards, take Dumpling, and now,
building up your Fort takes additional
resources. You hate to see it. It’s an oddly-
specific anti-synergy, but try to avoid it if it
comes up.
If Bandit is in play, it may be worth
keeping your Pack lean. Bandit can pull
from an opponent’s Pack every turn, which is
aggressive. As a result, you may not want to
keep a ton of resources in your Pack, if Bandit
is in the game.
Some of the dogs’ e!ects are powerful
enough that they’re worth blowing a
whole turn for. It depends on where you’re
at and what’s in your hand, but don’t dismiss
a dog entirely because of the cost of playing
it. Some of their abilities are super useful!
Some are also a bit take-that, which, alas.
PROS, MEHS, AND
CONS
PROS
The art is incredible, as usual. I really like
what Kyle has done here! I think there’s a few
pets in here for basically everyone, ranging
from extremely cute to extremely large to just
… flu!y. And a couple that look like someone
put too much water on them. It’s a good set
that also has a nice range of color options, so
there’s just a lot to like, here.
I like that there are enough pets in here
that almost every player will have at least
one (maybe more than one) favorite.
Currently, mine is Kingsly, but I’m open to
other options. I would normally say
Dumpling, but I do hate being the victim of
Dumpling’s e!ect, even if I do love the art and
the idea of having an extremely large cat.
Every time an expansion fits in the base
game box, an angel gets its wings or
something. I was lightly unimpressed by the
tuck box (just out of an initial lack of
understanding as to what was in the
expansion), but the cards still fit nicely in the
core game box. Actually, even the tuckbox fits
nicely, which I appreciate. Not much room for
anything else, though.
The doghouses are a cute extra addition. It
still has the kind-of-awkward problem that I
don’t know exactly how to tuck cards such
that they’re not sliding all the time, but it is a
nice aesthetic add-on for the game. I kind of
wish there were a similar place to put the
cats, but I guess any cardboard box will do.
I appreciate that the cats are essentially
seamless integrations that just watch for a
condition to be true. There aren’t really any
additional rules to the cats; there are just
conditions for them to move around and
powers they give you. It’s not quite the same
as variable player powers, but the abilities
aren’t too far beyond the pale, either.
I also like that even if you just got a cat,
they can wander o! to another player who
meets their criteria. It seems fitting. It’s
on-brand. They’re incredibly fickle. My house’s
cat only likes me maybe 10 – 20% of the time.
I’m kind of pushing to bump that to 25% by
2025.
I appreciate that the modules can be
played together. They are relatively
compatible, which is nice, though they can be
a lot together, as cats and dogs can tend to
be.
MEHS
Starting with three dogs in your deck is a
lot. It means that you hopefully will be able to
play one of them, but you likely won’t be able
to play all of them if you have a rough draw. If
Dumpling is in play, you might end up with
that fat cat dropping by.
Having a list of the Dogs and Cats in the
rulebook would have been nice. It’s mostly
for reference, though I kind of assume they
opted not to do that given that the rulebook
is already pretty short. Might have expanded
the size of the tuckbox, I guess? It’s just
helpful when you have a small number of
cards to have a potential reference.
Scratch can be brutal, especially if you’re
playing against the water gun player.
Scratch allows you to basically burn cards
straight out of the yard, but if you’re playing
against the player holding the water gun
cards, you may have a tough time if they can
consistently dump a couple cards to keep a
hold of Scratch. It makes it super dangerous
to let any card into the yard if you can get
them, which can be gently frustrating.
More generally, the take-that e!ects of
the Cats may limit exactly which ones you
use (but there are enough that you can
avoid them!). I just shu"e the cats that lack
any take-that abilities and play with those,
when I play, and that’s generally fine. I just
like peaceful and pleasant games, I guess. I
think Loki has a take-that e!ect, as well,
which is gently frustrating. I don’t feel like the
take-that elements of Fort are that strong, to
start, and so adding additional ones feels
unnecessary, to me.
CONS
The dogs can often just be junk in your
hand. I mean, there are plenty of them that
might just not be playable when you draw
them. Your Fort isn’t the right level, you’re
missing some cards, etc. It adds a few speed
bumps to an otherwise clean game where
almost every card can be usefully played to at
least some e!ect. It’s an odd state for the
game to be in.
Additionally, for a nontrivial number of
dogs, their abilities can only be activated
once you’re at Fort Level 2. By then, you’ve
usually already started building out
synergies and don’t want to waste an
entire turn on playing just one card. This
has largely been my experience, but I usually
am trying to set up better combo flow by that
point, rather than just getting one card
played. That said, the abilities are occasionally
powerful enough to be particularly useful. I
just find the requirements to be a bit heavy
for their benefit.
I think, more generally, the “Need” idea
can be a bit clunky. It doesn’t flow as well as