Lady Tiger Rules
Lady Tiger Rules
The Lady and the Tiger is a unique set of cards you can
use to play a variety of games. Try the five games in this
rulebook, or create your own!
There was a young lady of Niger
who smiled as she rode on a tiger;
They returned from the ride
with the lady inside,
and the smile on the face of the tiger.
— Anonymous
12 x Clue cards
25 gems (5 x 5 colors)
...and 15 Reference cards
OBJECTIVE
To win, be the first player to earn 10 gems. Gems
are earned by guessing your opponent’s identity,
being guessed incorrectly, or scoring a set of
cards which match your identity.
4
SETUP
Gems used: 20 (any)
Doors takes place over a series of contests. Each
contest ends as soon as either player earns gems.
At the start of each contest, shuffle the 4 Door
cards together, and deal 1 face-down to each
player. Place the other 2 Door cards to the side
without looking at them. They will not be used
this contest.
The card you are dealt is your identity.
Look at it, but don’t show your opponent.
Shuffle the 14 Clue cards to form the deck, then
reveal the top 4 cards. This is the display.
Each player takes a Reference card.
5x
Guess BOTH
traits 3x
Empty the
deck 2x
Score a match
ing set 1x
Guess ONE
trait
Scoring
Guesser Doors
Doors Collector
Take the first turn
each contest.
1. Collect a card.
need to match
It does not
your identity
2. Then, optionally
that matches
, score a set
ONE trait of
your identity
Scoring
4x Be guessed incorrectl
y
6x
5
set
Sets are made
of 4 cards which
match ONE of all
your identity’s
traits
GAMEPLAY
During each contest, one player is the Collector
and the other is the Guesser.
Players take turns, starting with the Collector.
The Collector collects cards, and earns gems by
being guessed incorrectly.
The Guesser discards cards, and earn gems by
guessing the Collector’s identity correctly.
Either player can earn gems by claiming a set from
the Collector’s cards.
A contest ends as soon as either player earns gems.
At the end of each contest, players switch between
being the Guesser and the Collector.
SETS
A set is 4 Clue cards that all share the same 1 trait
with your identity.
COLLECTOR SCORING
Earn 4 gems when guessed incorrectly.
Earn 6 gems by completing a set.
GUESSER SCORING
Earn 1 gem by guessing color OR role.
Earn 2 gems by matching a set.
Earn 3 gems when the deck runs out.
Earn 5 gems by guessing color AND role.
If any part of your guess is incorrect, you earn
nothing and Collector earns 4 gems.
7
COLLECTOR
On your turn, take any 1 of the 4 cards from the
display and place it face-up in front of you. Refill
the display from the deck immediately.
You do not need to choose a card which matches
your identity.
Then, if you have a set that matches 1 of the traits
of your identity, you must reveal your identity to
earn 6 gems and end the contest. Otherwise, the
contest continues with Guesser’s turn.
To score a set, it must match either your identity’s
color or role.
For example, if you are the Red Tiger, you can match a set of
4 Red cards or a set of 4 Tiger cards. You could not reveal to
score a set of 4 Blue cards or a set of 4 Lady cards.
x
6
6
8
GUESSER
On your turn, discard any card from the display,
placing it face-up beside the deck. Refill the display
from the deck immediately. Players may look
through discarded cards at any time.
Then you may choose to end the contest by guessing
your opponent’s identity or matching a set.
Otherwise, the contest continues and Collector
takes another turn.
As Guesser, you may either:
1
“You are Red.”
CONTEST END
A contest ends when either player earns gems.
Both players reveal their identities, flip the
Reference cards, shuffle the Clue cards and the
Door cards, deal each player a new identity, and
start a new contest.
10
GAME END
The first player to get 10 gems wins!
TURN STRUCTURE
1 Collector takes a card.
11
Favor
A bidding game for 2-4 players
by Allysha Tulk and Kevin Carmichael
OBJECTIVE
Win the Duchess’s heart by
earning the most points
over the course of 3 days.
Earn points by winning
auctions of cards that
match your identity, and
by having the most gems.
12
SETUP
Gems used: 5 per player in any colors
13
SCORING
This game uses both gems and points. Gems are
used as bidding chips; points track players’ scores.
During the game, players collect cards by winning
auctions. Players score points at the end of each
day based on the cards they have collected.
3 1 1 -2
If you have:
Change one:
OR
Change one:
If you have:
Change one:
OR
Change one:
If you have:
Change one:
OR
Change one:
15
GAMEPLAY
The face-up cards in the center of the table are
the lot. Players bid to win all cards in the lot.
Each turn, players will either add to the lot or call
an auction. Then, play passes to the left.
Add to the Lot: Reveal the top card of the deck
and place it in the current lot. This ends your turn.
Players can only ever add 1 card this way each turn,
no matter which day it is.
Call an Auction: Give players a chance to pay you
and take the lot.
Each player bids, starting with the player to
your left. Players bid by placing gems in front of
themselves. Once each of your opponents has had
a chance to bid, you may bid.
Each player only has 1 chance to bid for each lot.
Bids must beat the previous high bid, and can
increase by any amount.
Players may choose not to bid on their turn. If
nobody bids, discard the entire lot.
Once each player has had a chance to bid, the
highest bidder takes the lot, paying their bid to
the player who called the auction. All other players
take their gems back.
If the player who called the auction wins the
16 bid, they split the gems from their winning bid
between each opponent equally, returning any
remaining gems to the supply.
If their bid is less than the number of opponents,
all gems from the winning bid are returned to the
supply.
This means in a 2-player game, the player who
wins the bid will always pay their opponent all the
gems they used to win a bid.
Gems in the supply won’t be used again until the
next day.
A C
B
A called the auction. B bid 3, C bid 4, and then A bid 5. A
takes all the cards from the lot and pays B and C 2 gems,
removing the other gem from the game. B and C take their
bid back. If A hadn’t bid, B would have taken the lot and paid
A 4 gems. A and C would have taken their bid back. 17
Players’ collections are kept face-up in front of them.
After each auction, automatically start a new lot:
On the first day, flip the top card of the deck to
start each new lot.
On the second day, flip the top 2 cards of the deck
to start each new lot.
On the third day, flip the top 3 cards of the deck to
start each new lot.
Play resumes with the player to the left of whoever
called the auction.
FINAL AUCTION
When the final card is revealed, hold an open auction.
Each player gets 1 chance to bid, starting with the
player who would have taken the next turn.
The highest bidder takes all cards from the lot.
Nobody receives the gems from their bid.
If no one bids, discard the lot.
DAY END
After the final auction, the day ends. Players reveal
their identities and calculate scores.
NEW DAY
Once scores have been recorded, start the next day.
Gems and cards reset at the start of each day.
Players start each day with 5 gems and a new
18 Door card.
The player who won the previous day’s final
auction takes the first turn.
If no one won the final auction, the player who
had the first chance to bid goes first.
At the start of the second day, flip the top 2 cards
of the deck to start the initial lot.
At the start of the third day, flip the top 3 cards of
the deck to start the initial lot.
GAME END
At the end of the third day, the player with the
highest cumulative score is the winner.
Ties are broken by the player with the most
remaining gems on the final day. Further ties are
broken by the player who went first on the final day.
3 3 1
1 -2 1
For example, the player with the Red Tiger finished the day
with 7 points. If they’d had the most gems, they would
have gained an additional 3 points.
19
Hoard
A solo puzzle game
by Ken Maher
OBJECTIVE
To win, collect all 10 Treasures
before the end of the third round.
20
SETUP
Gems used: 5 5 5 5 3
Place the 4 Door cards in a square: Lady cards on
the top, Tiger cards on the bottom, Red on the
left, and Blue on the right.
Place 3 yellow gems above the square. These are
round markers. The other yellow gems are not
used in this game.
Shuffle the remaining 20
gems and randomly place 5
of them on each of the Door
cards.
Shuffle the 14 Clue cards
together to form the deck.
EXAMPLE PLAY
For example, after revealing the
Red Tiger, you must choose 1 of
the following:
• Move 1 Treasure or Trash from
the Blue Tiger Door card to the
Red Tiger Door card.
• Move 1 Treasure or Trash from
the Red Tiger Door card to the
Blue Tiger Door card.
• Remove all black/white Trash
pairs from the Red Tiger Door card.
• If there’s no Trash on the Red
Tiger Door card, collect 1 red
Treasure from that card.
23
WILD CLUE CARDS
24
ROUND END
After you use the last card of the deck, place
it face-up beneath 1 of the round markers.
Shuffle the other Clue cards and begin a new round.
GAME END
The game ends when you collect all 10 Treasures, or
when a card is placed under the third round marker.
If you collect all the Treasures, you win!
Count up the removed Trash to determine your
score. 10 points is a perfect score!
If you have not collected all the Treasures by the
end of the third round, you lose!
Better luck next time! Reshuffle the gems and
cards and try again.
DIFFICULTY
Always scoring a perfect 10? Try again on a more
advanced difficulty!
Moderate: Remove 1 Clue card at random at the
start of the game and place it to the side, face-up.
Hard: Remove 2 Clue cards at the start of the
game and place them to the side, face-up.
Impossible: Remove 3 Clue cards at the start of
the game and place them face-down to the side
without looking at them. 25
Labyrinth
A maze game for 2 players
by Philip Tootil
OBJECTIVE
To win, help your 5 tiger
cubs escape by moving them
onto the Tiger Door card of
your color. But watch out: the
labyrinth shifts every turn!
26
SETUP
Gems used: 5 5 1 1
Place the Wild Clue cards (Blue/Red and Lady/Tiger)
to the side. These are the Switch cards. Place a
yellow gem on the blue half of the Blue/Red card.
Place a white gem on the Lady on the Lady/Tiger card.
Create a 4x4 grid of cards by placing the 4 Door
cards face-up in the corners, with Door cards of
the same color in opposite corners. Shuffle the
remaining Clue cards, then place them face-up in
the grid to fill the remaining spaces.
Choose a player to
be red and a player
to be blue. Place
5 red gems on the
Red Lady Door card
and 5 blue gems on
the Blue Lady Door
card. These are
your tiger cubs.
27
GAMEPLAY
Players alternate turns. The player who most
recently asked for directions takes the first turn.
On your turn, you must take the following 2
actions, in order:
1. Move a cub.
Each turn, first move 1 of your tiger cubs to any
directly adjacent card (up, down, left, or right).
Tiger cubs can move onto cards of any color and
any role.
You must move 1 of your tiger cubs each turn.
Any number of tiger cubs can share a card.
2. Move the labyrinth.
Choose either the Blue/Red or Lady/Tiger Switch
card.
If you choose the Blue/Red card, switch 2 Clue
cards of the color the yellow gem is currently on.
(On the first turn, this will be blue.)
If you choose the Lady/Tiger card, switch 2 Clue
cards of the role the white gem is currently on.
(On the first turn, this will be Lady.)
The Door cards cannot be switched.
28
SWITCHING CARDS
The 2 Clue cards switched
must be either in the same
row or the same column.
For example, if you choose the Blue/Red card and the yellow
gem is on Red, you can switch 2 Red Clue cards. Then, move
the yellow gem to Blue.
30
EXAMPLE PLAY
At the start of the game you can switch 2 Blue cards,
or 2 Lady cards.
If you chose to switch Blue cards, at the end of your
turn you’d move the yellow gem to Red.
If you chose to switch Lady cards, at the end of your
turn you would move the white gem to Tiger.
If you were unable to switch cards, at the end of your
turn you would instead move both gems.
If you switched 2 identical cards (2 Blue Lady cards,
2 Blue Tiger cards, or 2 Red Lady cards) you would
move both gems at the end of your turn.
You would not be able to switch Red Tiger cards
because neither Red nor Tiger is covered on a Switch
card.
GAME END
As soon as you have all 5 of your tiger cubs on
the Tiger Door card of your color, you win!
31
Traps
A bluffing game for 2-6 players
by JR Honeycutt
OBJECTIVE
Build stacks of traps and
treasure, then win gems
by risking a bid or tricking
your opponents.
Collect 5 gems to win!
32
SETUP
Gems used: 25 (any)
33
GAMEPLAY
Starting a Season
The game takes place over a number of seasons.
At the start of each season, take 3 gems from the
treasury and add them to the middle of the table.
This is the pot.
If there aren’t enough gems left in the treasury,
just add as many as possible.
Then, reveal the top Door card from the deck. This
is the goal card.
After the goal card is revealed, players simultaneously
choose a card from their hand and play it face-
down in front of them. This is the start of their
stack.
Each season, players build stacks and then bid on
how many traits matching the goal card they can
reveal from all stacks. If they hit their bid, they
take all the gems from the pot.
You also gain gems when an opponent reveals
your traps: cards that don’t share traits with the
goal card.
Beginning with the starting player and going
clockwise, each player chooses whether they want
to build or bid. If you have no cards in your hand
on your turn, you must bid.
34
Build
To build, place a card from your hand face-down
on top of your stack.
Players may not look at cards in their stack.
Bid
To bid, say any number higher than the current
bid, up to a maximum of 13.
Players are bidding on how many traits matching
the goal card they can reveal from all stacks,
including their opponents’.
Once bidding has been initiated by any player,
players can no longer build. Players may only bid
or pass.
To pass, rotate your stack to the side. Once you
pass, you are out of the bidding for the rest of the
season.
When only one player remains, the bid is over and
the remaining player must begin revealing cards.
35
Revealing
When you are the only remaining player, start
revealing cards one by one. You are attempting to
reveal the number of matching traits that you bid.
You can reveal cards from the top of any stack,
including opponents’. You can reveal the top
card of any stack at any point; you do not have to
complete a stack before moving to another.
Revealed cards are displayed face-up beside the
stack they’re revealed from.
2 1 1 TRAP!
Cards with no matching traits are traps.
TRAPS
Whenever you reveal a trap – a card that doesn’t
match either trait – an opponent takes a gem
from the pot:
If the trap was from an opponent’s stack, that
opponent takes the gem.
If the trap was from your own stack, you choose
which opponent takes the gem. You cannot
choose an opponent who already has 4 gems.
36
If you reveal a trap from your own stack and all
your opponents have 4 gems in their collections,
return the gem to the treasury, pay 2 of your
own gems into the pot, and immediately end the
season.
Your opponents cannot win from you revealing
your own trap cards.
1
The Blue/Red card only
matches 1 trait.
TRAP!
The Lady/Tiger card is
always a TRAP.
EXAMPLE PLAY
If goal card: For each of the following, you score:
2 1 1
TRAP! 1 TRAP!
37
SEASON END
If you do not wish to reveal further cards, you may
give 1 of your own gems to an opponent with 3 or
fewer gems to immediately end the season.
If you hit or exceed your bid, take all gems from
the pot and end the season.
If you run out of cards to reveal or the pot is empty,
end the season.
At the end of a season, reset the pot to 3 gems.
Then, players pick up their stack and any cards
revealed from their stack. Players keep the same
cards for 4 seasons.
The player to the left of the previous season’s
highest bidder is the new starting player.
NEW YEAR
If there are no cards in the door deck when a
season begins, start a new year by shuffling the
Door cards together into a new deck.
Then, shuffle all 14 Clue cards together, remove
cards at random as you did during setup, and
deal each player a new hand.
GAME END
As soon as any player collects their fifth gem,
38 they win!
EXAMPLE PLAY
D A
C B
Art
Tania Walker
Graphic Design
Tania Walker
Development
Peter C. Hayward
Tom Lang
Special Thanks
Cardboard Edison
Ben Begeal
Jellybean-Games.com TheLadyAndTheTiger.com