Wild Lubanzi Dog


Dog isn't simply an expanded version of "SORRY" or "LUDO". The added twist of cards and playing in teams brings its own unique flair which will keep you hooked for days to come. The original game is called "Brändi Dog" and was created in Switzerland by "Stiftung Brändi", a charitable foundation which promotes and facilitates the integration of people with disabilities into work, society and culture.


wild lubanzi dog board


The game generally follows the idea of "Sorry" or similar parcheesi-like games: Each player tries to get his pieces out of his home and run them around the board until they finally reach their goal area. This, however, is a partnership game, with the players diagonally accross from each other playing in teams.


Cards are used instead of dice to move the pawns. Use normal Joker cards (52) plus 2 jokers, and use two decks. In the first round each player gets six cards, in the subsequent rounds they get one card less, thus 5/4/3/2 cards each. They then start the round with 5 cards each and back to 4/3/2, then 5 again and so on. The starting player moves clockwise each round.

At the beginning of each round, each player swaps one card with his partner. You can only look at the card your partner has given you once you have given away a card yourself. Even though it should be self evident in all games which do not specifically allow this: any kind of consultation between players, or exchanges which cards you have, want to have or want to be played is against the rules.

Some basic rules for moving:
- The movement number must be used completely, it is not allowed to move fewer spaces.
- Pieces can only be moved forward (exception: the four card)
- You can leap over occupied spaces, but they count as spaces moved.
- You may not leap over other pieces in the goal area.
- If you end on an occupied space, that piece is put back into its start area - even if it is one of your own. (Kill someone)
- To move one of your pieces, you just put the card you'd like to play in front of you and move your selected piece accordingly.

Ace and King - coming out
To move a pawn from your home into the active game, you need one of the two coming out cards: an Ace or a King. If you play one of these cards, you can move a piece from your home to your starting space. On your own starting space, your piece is protected, no other piece can kick it out, leap over it or swap position with it - not even one of your own or your partner's.
If you can't - or don't want to - move a piece to the start space, you can use these cards for normal movement. The Ace allows you to move 1 or 11 spaces, the King allows you to move 13 spaces.

Jack - swapping
The Jack allows a player to exchange one of their own pieces with a piece of a another player, either partner or opponent. Pieces in their start areas, goal areas or on their starting spaces after leaving home may not be exchanged.

Four - forwards or backwards
4 is the only card which allows backward movement. This can come in handy, for example, when you're standing on the starting space. You can move your piece backward and in the next round, if you have the right cards, move it forward into your goal area. When you play the card, you get a choice to either move 4 spaces forward or 4 spaces backward.

Seven - single steps
With the 7, you may divide the movement points among several of your own pieces. You can for example decide to move 2 spaces with one piece, 4 with another and 1 with a third. You have to use up all 7 points. Exception: If you use a 7 to move your last piece into your home column, you can use the leftover points to help your partner. Also, if you CAN'T move any further, for example if you move a piece into your goal area but only use 5 spaces, and you have no other piece active on the board, then the remaining two points fall away.

Joker - wild card
The Joker is your wild card and can be used as any other card - as an Ace to come out, as a 7 to divide it, as 4 to move back, or any other card you choose.

Another feature of this card is that it "kills" pieces that are leapt over. They are returned to their home areas - even if they are your own or your partners.

All other cards move according to their number - the 10 moves 10 spaces forward, the 9 moves 9 etc. The Queen moves 12 spaces.

Reaching the goal

When a pawn has gone round the board (or is close to home after having used special cards like the exchange card or the 4), the following points should be considered:

- You have to move into the goal area via your start space: The start space counts normally.
- You can only move forward into the GOAL area.
- You have to move into your GOAL exactly. You should play a card that enables you to reach one of the four (available) spaces in your GOAL, leftover points are not allowed. You may not leap over pieces in your GOAL! You have to move them first in order to free spaces for your other pawns (use a 7 or any small number card to do this). If you have only high cards (with too many movement points) and you can't move into your GOAL, then you have to walk past and go round the board again.


If a player is unable to move any piece, he has to discard all his cards and pass for the rest of the round.


If a player has moved all four pieces into his goal, he uses his cards to help his partner. On his turn, he moves one of his partner's pieces normally, using his own cards. The game ends when one team has reached the respective goals with all eight pieces.