Nine Lives

Rules

Five lanes

A minion hits only its own lane — whoever stands opposite. Empty lane — a hit to the face.

The bell

End of turn: every awake minion strikes left to right. The blow is one-sided.

Moonlight

One lane is lit: minions there hit for +1. After every bell the light moves one lane right.

25
owner lives
8
purrs per turn, up to
8
cards in hand, at most
20
cards in a deck

How to play

LanesFive chalk cells on each side. A minion hits only along its own lane — whoever stands opposite.
BellEnd of turn. All your awake minions attack left to right. The strike is one-sided: the defender doesn’t hit back, its turn comes on its own bell.
Face hitNobody opposite — the damage goes to the owner. Each cat has 25 lives; zero — the match is over.
DigCards with the word “Dig” show three cards to choose from. You can dig in four places: the dump (the whole game, even what you don’t own), your deck, the opponent’s deck and among your fallen.
Trap rowTraps stand face down at the edge of the yard — yours are labelled, the opponent’s are only visible as a count. A triggered trap is revealed to everyone.
Owner and minionThe owner is you: your lives are on the panel below. A minion is a card standing in a lane. A card that says “owner” works on the player, “minion” — on a card on the board. “Any target” — either one, your choice.
PurrThe turn resource: one more every turn, up to eight. Cards and the class power cost purr.
Class powerThe button on the hero panel: two purr, once per turn. Each class has its own.
LightOne lane is moonlit: any minion on it attacks with +1. After every bell the light shifts one lane to the right, around the circle.
Moon cats don’t sleep in the lightThat’s the Moon class power, not a card keyword: ANY minion of theirs coming out into the lit lane attacks the same turn. That’s why half their cards look like they have Rush. For other classes the light only gives +1 attack.
What the classes live byYard cats win by width (Gathering), Robo cats invest in a lane (Spare Part), Basement cats grow from their losses (Wake — every third one raises a Ghost), Moon cats follow the moon (whoever steps into the light strikes at once).
HandNo more than eight cards. An extra one burns when drawn.
FatigueThe deck is out — every draw hits the owner, harder each time.
Class rulesNeutral cards are played by any class; class cards — only by their own.
The toss and the Yarn BallWho goes first is decided by a toss. The second player draws four cards instead of three plus a Yarn Ball: a zero-cost spell, +1 purr this turn.
Opening handBefore the first turn you can return any cards of your opening hand to the deck and draw as many new ones. The Yarn Ball stays.
Winning blowIf the bell’s volley finishes the opponent off, the bell turns golden and calls: “winning blow”. Hover the bell to see the whole volley.
ThreatThe line on the hero panel counts how much your cat will take on the opponent’s next turn if nothing changes. Hover an enemy minion — I’ll show whom it will hit.
EchoA spell with this word returns to your hand once as a twin costing 1 more. The twin doesn’t come back.
ChargeThe card ripens in your hand: for every bell of yours a minion gets +1/+1, a spell +1 damage. The numbers grow right in your fan.
NeighboursA minion gives +1 attack to those standing on its left and right while it stands itself. Attack with neighbours is shown in blue.
Key itemsAt the start of the match you are shown three items — take one. The rest are dug up by cards that “dig among the items”; no more than three on the plank. An item is free and single-use: drag it from the plank onto a target, onto the asphalt, or back onto the figurine if you change your mind. The opponent’s plank is visible too — you can look but not touch.
Yard rulesIn the Night Trek strong opponents have a rule of their own: Lantern (+1 attack on the lit lane), Downpour (every third turn 1 damage to everyone), Dumpster (the fallen return to the deck), Draught (nobody sleeps). The sign is on the right above the yard.
Turn timeThe first two turns — 30 seconds, then 45, 60 and up to 75. Quiet at first; when less than half is left, the owner looks out the window: the light flickers, the chalk line on the kerb wears away. The last ten seconds — a countdown by the bell. Zero — the bell rings by itself.

Card keywords

RushAttacks the same turn it is played. Other minions wait for the next bell.
ClawsHits not only its own lane but both neighbouring ones. An empty lane next to it means damage to the owner.
Nine LivesSurvives the first lethal hit with 1 health. Works once.
PurrcryTriggers once, when the card is put down on the asphalt.
Farewell GiftTriggers when the minion dies.
AsleepJust came out into the yard and will attack from the next bell.
GatheringWorks only if you occupy three lanes or more. Counted the moment the card comes out: its own kittens don’t make a Gathering.
Spare PartGoes into an empty lane, not onto a minion. Waits there as many turns as needed and belongs to whoever comes out into that lane — for good.
WakeHow many of your minions died this match. The count only grows; Basement cards measure their strength by it.
LightOne lane is under the moon: a minion there attacks with +1 while it stands. After every bell the light moves one lane to the right. A Moon cat stepping into the light also DOESN’T SLEEP — it attacks the same turn, neutral or not.
DigShows three cards — you take one into your hand. The turn doesn’t pause: keep playing, and if you don’t choose before the bell, the leftmost one drops into your hand.
TrapLies face down in your row and fires by itself — on the opponent’s turn, when the named thing happens. The opponent sees a trap is set, but not which. One fires per event, no more than three can be set.
EchoAfter being cast, the spell returns to your hand once as a twin costing 1 purr more. The twin doesn’t come back.
Returned as an EchoThis is the twin: play it as usual, but there’s no second return.
ChargeFor every bell of yours the card spent in your hand: a minion gets +1/+1, a spell +1 damage. Play it now or hold it — your call.
NeighboursWhile it stands, gives +1 attack to the minions on its left and right. Walls (0 attack) don’t start hitting because of it.
Key ItemA thing from the plank, not a card: free, single-use, played at any moment of your turn. One of three at the start, the rest are dug up by cards; you can’t carry more than three.
SpellDoesn’t come out into the yard: it fires and is gone. Drag it onto a target — or just onto the asphalt if no target is needed.

Class power

Yard Cats · Whistle2 purrs · Summon a 1/1 KittenWin by numbers: fill the yard and strike with Gathering.
Robo Cats · Spare Part2 purrs · Place a +0/+1 Spare Part in an empty laneInvest in the lane: a Spare Part waits in the slot.
Basement Cats · Give Up2 purrs · Give up your minion — draw a cardRemember their own: every third Wake raises a Ghost.
Moon Cats · Moonbeam2 purrs · 1 damage to any target; 2 if the target is in the lightFollow the moon: whoever steps into the light strikes at once.

Key items

Ball of Yarn+1 purr this turn
Fish Skeleton2 damage to a minion
Little BellThe light moves to the lane you choose
MagnetMove your minion to an empty lane
FeatherReturn your minion to your hand — its Purrcry plays again
ValerianYour minion gets Rush and +2 attack until end of turn
CollarYour minion gets Nine Lives
Wind-up MouseA 1/1 Wind-up Mouse with Rush in an empty lane
FlashlightAfter your next bell the light stays where it is
BoxDig in the opponent’s deck
CandleCounts as a Wake: +1 to your fallen
Little MirrorThe last spell you cast returns to your hand

Traps spring when…

Where cats dig

the dumpThree cards from the whole game — even ones you don’t own.
your deckThree cards from your deck; the chosen one goes from the deck to your hand.
the opponent’s deckThree of their cards; you copy the chosen one.
your fallenThree of your fallen; the chosen one returns to your hand.
the itemsThree key items; the chosen one goes onto the plank (no more than three).

Rules of the yard

Special conditions of Night Run and Chronicles games.

LanternThe moon doesn’t move: the light stays on one lane all match.
DownpourEvery third turn at the start — 1 damage to every minion in the yard.
DumpsterA minion that dies returns to the bottom of its owner’s deck.
DraughtNobody sleeps: every minion strikes the same turn it comes out.

Yard Chronicles

War for the DumpsterThe garage gang took the dumpster. Barsik asks for help getting it back.
The Garage BurnsSomething is being forged in the workshop at night. Something big.
A Wake for DusyaDusya has vanished. The basement is silent — so it knows something.
Limping MoonThe light is leaving the lanes. Someone is pulling the moon toward themselves.
Night of All YardsFour yards are yours. Someone on the third floor was watching.