
Designed and manufactured by:
PlayMonster UK Ltd.
Artisan, Hillbottom Road
High Wycombe HP12 4HJ.
Please retain our address for
future reference.
Copyright ©2022 PlayMonster UK Ltd.
Made in China.
Rules for PlayMonster Games can be
downloaded from: playmonster.co.uk
Product Code:
GP022 v1.0 2022
WARNING: Recommended for children over
8 years of age. Not suitable for children under 36
months due to small parts that may represent a
choking hazard.
Authorised Representative in the EU (for the purposes of Toy Safety
Directive): Delphic HSE (Europe) B.V., The Base B, Evert van de
Beekstraat 104, Schiphol, 1118CN, Netherlands.
Mugs on the Move
When you press the button on Mugs’ collar, he will start moving around the game board, bumping into the
fence - or maybe even into your cat to send it yin’! Mugs will keep moving for about 12 seconds before he
stops to catch his breath. Once Mugs stops, leave him where he is.
Whee!! Flyin’ Kitties!
If Mugs bumps into your cat and send it yin’ into the air, reload your cat onto its launcher and move
it back to the nearest unoccupied barrel. If Mugs sends more than one cat yin’, reload each cat
onto its launcher. Move the rst cat that was knocked o back to the nearest barrel; move
the second cat that was knocked o back to the second nearest barrel, etc. If you
cannot move back to a barrel , return to one of the tall fence posts behind Mugs’
doghouse and start from there on your next turn.
How to Win!
e rst player to move his or her cat along the entire fence and back to Mugs’ doghouse is the winner!
3 x 1.5v AAA batteries are required. Do not use rechargeable batteries. Never use different batteries to those recommended.
Never mix old and new batteries, or different types of battery. Do not attempt to recharge non-rechargeable batteries.
Remove and carefully dispose of exhausted batteries (recycle if possible). Batteries must be inserted with the correct
polarity. The spring in the battery compartment corresponds to the negative (-) end of the batteries. Do not short circuit the
supply terminals.
Mains Electricity:
Never connect to mains electricity. Children should be instructed about the dangers of mains electricity.
Recycling: Please recycle used batteries and electrical products using the facilities provided by your local authorities.
How to Move your Cat.
Hold your cat and move it (with its launcher) clockwise along the fence posts the total show on the dice. Each
fence post counts as ‘1’ on your dice roll. When moving, jump over any cats in front of you. Do not occupy
spaces as part of your dice roll. Count barrels as regular fence post spaces. Mugs can’t reach your cat if it’s
sitting in a barrel.
How to Play.
Choose a player to go rst. Play then continues clockwise.
On your Turn
When its your turn, roll both dice onto the game board. What you roll determines what you do next:
If you Roll 2 Numbers, move your cat clockwise along the fence posts the total
number shown on the dice. is ends your turn.
If you roll a number and a picture of Mugs, rst move your cat clockwise along the
fence posts the number shown on the dice. Now remove the dice from the game board.
en press the button on Mugs’ collar to send him chasing aer the cats.
is ends your turn.
If you roll 2 pictures of Mugs, remove the dice from the game board. en press the
button on Mugs’ collar to send him o to chase the cats! is ends your turn.