Happy Corgi rules

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Happy Corgi rules

An Action card and movement game for 2 to 4 players: you play a corgi trotting from place to place, breaking wind, sniffing, disapproving and marking your territory — all to collect as many hugs as possible.

Players
2 to 4
Age
8 and up
Playing time
20–40 min
Mechanic
Action cards, movement

Overview

You are a sprightly corgi. Your days are spent racing through the park, posing for photo shoots, getting groomed and generally making a mess of things. Your goal: get the most hugs possible along the way.

Corgis move around a five-by-five gameplay area: the Basket card in the centre, eight Place cards around it, and the Activity cards on the outside. Every time a corgi stops on a Place card, it triggers that card's effect — draw, swap, steal from a neighbour. And whenever an Activity card is in your corgi's line of sight, you can claim it, provided you have the necessary Action cards, and earn its hugs.

Components

  • 60 Action cards
  • 16 Activity cards
  • 11 Place cards (two-sided)
  • 1 Basket card
  • 10 Hug cards
  • 4 Help cards
  • 4 Corgi meeples, 16 Poo meeples, 4 Bad dog meeples, 4 Black cat meeples

Setup

  1. Shuffle the 60 Action cards. Each player draws two. Then turn over the next four, which form the Action card row. The rest is the draw pile. Leave a space next to it for discards.
  2. Place the Basket card in the centre of the table, back side showing (purple border).
  3. Shuffle the 8 Place cards with a purple back and place them randomly around the Basket card, face up.
  4. Shuffle the Activity cards and place them around the Place cards. You now have a five-by-five square: the gameplay area.
  5. Each player chooses a corgi meeple and takes the 4 Poo of the matching colour. Place all corgis on the Basket card.

How to play

Players go one after the other, clockwise. A turn always follows this order:

  1. Draw from the Action card pile or take a card from the row. A card taken from the row is immediately replaced.
  2. Move your corgi — at least one Place card over, never diagonally.
  3. Apply the effect of the Place card where your corgi lands.
  4. Flip over the Place card. The new effect is not for you.
  5. Claim an Activity card, or leave a poo, or do nothing.
  6. End of your turn and hug count.

Action cards

60 cards · 6 actions

Each Action card shows three things: an action (strut, break wind, disapprove, mark your territory, bark, sniff), either the letter S ("socialization") or C ("charisma"), and a number of spaces.

The actions let you claim Activity cards. The letter only comes into play during a corgi meetup.

Moving farther

1 Action card · +1 or +2 Places

Corgis can't sit still: move your corgi at least one Place card over, horizontally or vertically only, never diagonally.

To go farther, play one — and only one — Action card and move an additional 1 or 2 cards, according to the number on it. The card is then discarded.

Example — your Action card shows a 2. You can move two extra Place cards… or just one, if the closer spot suits you better.

Corgi meetup

1 card drawn per corgi present

If one or more corgis are already on the Place card where you land, draw an Action card for each corgi present. The letter on the card you draw tells you what to do.

"S" for socialization

Take one Action card from the hand of the other corgi's owner, then decide whether to return it, if unwanted, or keep it and replace it with a card from your own hand.

"C" for charisma

Steal an Action card from the other player's hand. Nothing given back. That's charisma.

Place cards

8 places in the standard game

A Place card shows the name of the place and an effect, in the bottom right corner. Place cards are two-sided: a symbol reminds you to flip the card once its effect has been applied, and the purple border marks the back, which carries a different effect. The player who just flipped the card cannot act on the new instructions — they are for whoever comes next.

The eight places in the standard game: the Neighborhood, the Sandbox, the Lounge, the Theme park, the Restaurant, the Sandcastle, the Music festival and the Library. A few of the effects you'll run into:

  • The sandbox — front: "Exchange one of your Action cards for another from the row." Back: "Take back the Action card of your choice from the discard pile."
  • The neighborhood — "Steal an Action card from a corgi that has more than you." / "Take 1 Hug from a player who has more than you."
  • The lounge — "Take a card from the Action card row."
  • The theme park — "Draw an Action card that is face down."
  • The restaurant — "Charisma with the player of your choice."
  • The sandcastle — "Take an Action card from a player who has more than you."
  • The music festival — "Exchange your hand for that of another player who has as many or fewer Action cards as you."
  • The library — "Discard 1 or 2 Action cards and take 1 or 2 from the row."

The Basket card

centre · never flipped

There is only one Basket card, in the centre of the gameplay area. It has a front and a back depending on the option played: purple border for the standard game, blue border for the Black cat and Bad dog option. It never gets flipped and its instructions stay the same all game. Standard game: "Draw a card that is face down."

Activity cards

16 cards

An Activity card shows the activity, the number of hugs it provides (heart icon), and the Action cards needed to earn them.

Claiming an Activity card

horizontal, vertical or diagonal

With the right Action cards, you can claim an Activity card in your corgi's line of sight from the Place card it stands on.

Discard the required Action cards and place the Activity card in front of you, in view of the other players. Discarded cards go face up on the discard pile — which cannot be inspected. The total hugs on your Activity cards make up your score.

Leaving a poo

4 poos per player · 1 hug per poo claimed

If you do not claim an Activity card on your turn, you can mark your territory instead by placing one of your poos on an Activity card in your corgi's line of sight.

If another player claims that card, you receive a Hug card worth 1 hug, and the poo is discarded. If you claim a card you had marked with your own poo, no extra hug is awarded: you simply take the poo back.

Example — you leave a poo on Photo shoot. Two turns later, an opponent claims Photo shoot: they pocket the card's hugs, and you pick up a Hug card worth 1 on the way.

End of the game

The trigger — as soon as a player has 10 or more hugs at the end of their turn, the end of the game is triggered.
The last round — the round continues until everyone has played, so all players have had the same number of turns.
Scoring — each player adds up the hugs on their Activity cards and Hug cards. The most hugs wins.
Tie — the game continues until one player has more hugs than the others at the end of a turn.

Modes of gameplay

Longer game

12 hugs

Players can choose to play to twelve hugs instead of ten.

Black cat and Bad dog

expert · 3 Place cards swapped

The Basket card is placed blue side up for the whole game. The three Place cards with blue borders — the Supermarket, the Pool and the Slide — replace three standard Place cards of your choice.

  • The basket (blue side) — "Take away one of your dogs OR draw a card that is face down."
  • The supermarket — "Put a cat in a spot where there isn't one OR put a dog on a player who doesn't have any."
  • The pool — "Discard an Action card and draw two that are face down."
  • The slide — "Exchange one of your Action cards for another from the row."

Black cat

If your corgi lands on a Place card with a black cat, you can neither claim an Activity card nor leave a poo. Your only option is to carry out the Place card instructions. Once the corgi has left the card, the black cat is discarded.

Bad dog

If your corgi lands on a Place card with a bad dog, take the meeple and place it in front of you. You can no longer claim Activity cards or leave a poo until you reach the Basket card, which lets you discard the dog. If you have several, they are all discarded at once.

Two-player game: double up

expert · 2 Place effects per turn

You still move your corgi one Place card over, but you apply that card's effect directly, even if you intend to play an Action card to move further.

You can then play a single Action card to move again, and you also follow the new Place card's instructions — two Place effects in the same turn. As soon as you claim an Activity card, your turn is over.

Download the rules

Ten hugs. A lot of poo. One winner.

Happy Corgi — 2 to 4 players, ages 8 and up, 20 to 40 minutes. €12.99 (was €19.99).

If Happy Corgi is your kind of thing, Room Share plays in the same yard: small box, short games, sneaky moves between neighbours. And to stock the family table in one go, there's the Family Pack.

A game by Pascal Bernard · Illustrations: Julien Marty and Querubin Studio
© 2025 Musoka Studio — 58 rue de Monceau, 75008 Paris, France