All the graphics you have at the beginning to explain how to read the cards should be here instead. When I see info like that before I even know how to set up the game, I skip them. So start this section with the images, and only the terminology necessary to explain the images. Any terms that go with gameplay should just be introduced and explained at that time. You should be able to eliminate the terminology page altogether.
But as for the terminology, Target is confusing. The kitties are not facing any direction except back at the player. Specify which was is "in front" based on which way the card is facing, not the kitty.
GAMEPLAY
I always like a rulebook that gives me the general outline of the game before it goes into specifics about a turn. Does this game play in rounds? How many? Is it turn-based? What triggers moving to the endgame? Or do we just keep going back and forth until someone wins? That helps understand each part of the rulebook and where this step fits into the whole game. I believe your game would benefit from this.
2a. When you describe which way the kitty is facing here, it makes sense.
3. I assume that you can do one action more than once with the right amount of lines, but specifying that wouldn't hurt.
6. Does the color of the paw tokens matter? Or is it just three total? This is where you can explain what a friendly kitty is.
COMBAT
1. This section starts with, what seems like, an exception. Is there a basic form of combat that normally happens? Start with that. What happens if I attack with a card other than those two? Is that possible?
2. You don't need the NOTE under the the a and b. Also, if these don't necessarily happen in that order, just use bullets instead of letters or numbers.
I recommend rethinking your numbering system. Instead of just going straight though 1-9 (which implies that each step is just the next thing to do), break it up into sections to show that things don't always happen in a set order, AND that all the things don't happen every turn. My recommendation would be:
Taking a Turn
Combat
Control Victory
Power Victory
That way, at the end of each section, you can say something like, "If A happens, go to C, but if B happens, it's the next players turn." I think it would help organize and give more of a flow chart feel instead of a straight-through play.