There are four colours: Three distinct; and blue is wild, in both directions.
You have a hand of (initially three) cards. Each has two colour swatches - one highlighted.
On your turn, play one of these cards:
Move the tiger to an adjacent un-claimed hex that matches the highlighted colour. It claims it on your behalf.
If you cannot, move it to an adjacent claimed territory that matches.
If there isn't even one of those, then give the tiger a jump token; and return it to the middle.
In both cases, adjacency includes all hexes bordering the building it is in, if it is in one.
If you jump the tiger onto a staring base then steal a card from its owner. If it was yours, take one from the bank. Yes; your hand size just changed. Tiger goes back tot he middle.
For the second swatch - Choose one:
Build a building on your claimed territory, that matches colour (both of swatch and territory) - cannot have the tiger in the way.
Claim 2 un-claimed hexes, matching the swatch colour, adjacent to territory you have already claimed - optionally using a jump token to skip over a hex of erritory claimed by someone else.
Claim 1 un-claimed hex, matching the swatch colour, adjacent to territory you have already claimed. And gain a jump token.
Or discard your hand, and draw three cards. If you have no cards, or the only cards you have would do nothing to the board, you have to do this.
Then draw a replacement card while the next player takes their turn.
Game ends if, at the start of your turn, your territory has no liberties (unclaimed hexes).
Score is points for buildings (3-size is 3 points, etc. Some buildings have stars increasing points. Proper physrep will give all buildings an explicit points value) Plus, per-colour, 3 points for clear-pluraity of # buildings in a colour. (So more red buildings than any other player, ignoring size, is 3 points etc.) Available buildings start shuffled. Encouraging more opportunistic sniping.
Removed 'play 2 as wild' and 'end game early if no card' rules; replaced by discard+draw back up. Early ending the game wasn't fun; despite mitigations of everyone else getting a final turn - it just made things too analys-ey.