Kaboodl
Kaboodl Rulebook
Table of Contents
Table of Contents
Contents
103 Cards as follows:
- 12 Kaboodl Cards
- 24 Color Cards
- 18 Dot Cards
- 24 Creature Cards
- 10 Wild Cards
- 10 K'baam Cards
- 5 K'bosh Cards
Please remove all components and compare them to the content list. If any items are missing, please call 1-800-524-TOYS. Outside the U.S., please consult your telephone directory for a listing of your local Mattel office.
Object
Collect the most Cards from the Kaboodl, or steal them from your opponents, while getting rid of the Cards in your hand. The person with the most points when the Kaboodl is empty wins!
The Kaboodl
- The Kaboodl is the pool of Cards you will be trying to collect.
- The Kaboodl Cards are the Cards that have a combination of all 3 characteristics featured on the other Cards: Creature, Color and Dots.
Before beginning play, set up your Kaboodl by placing the 12 Kaboodl Cards face-up in the center of your play area. You can organize the Cards in whatever way makes the most sense for you.
The Deal
- Shuffle the rest of the Cards (everything but the Kaboodl).
- Each Player is dealt 7 Cards.
- The remaining Cards are stacked facedown in the center of the playing area to form a Draw Pile.
- The Player to the left of the Dealer goes first.
The Play
- Start your turn by drawing as many Cards as you need from the Draw Pile to bring your hand up to 8 Cards (draw 1 on your first turn, the appropriate number on subsequent turns).
- If you have the Creature Card, Color Card and Dot Card that matches all 3 characteristics on a Kaboodl Card, you get to collect that Kaboodl Card! Place it on the table in front of you and discard the 3 matching cards.
Example: (The sheet's example shows a Kaboodl Card equal to a Creature Card, plus a Color Card, plus a Dot Card.)
- On your turn, you may collect as many Kaboodl cards as your hand allows, AND play as many Command Cards as you wish (see COMMAND CARDS). All Cards played must be discarded.
- At the end of your turn, you MUST discard one additional card to signify your turn is over. This means that you may have to forgo making a play if it will use your last card, because that last card has to be your endplay discard.
- Players may only draw from the Draw Pile, NOT the Discard Pile.
- If the Draw Pile is exhausted before the end of the game, shuffle the Discard Pile and turn it facedown to form a new Draw Pile.
- The game is over when all of the Kaboodl Cards have been collected and the Kaboodl is empty.
The Toss-Out
Before you begin your turn by drawing, you may decide to discard some or all of the Cards in your hand. If you do, that counts as your entire turn and you may NOT draw or play cards until your next turn.
Command Cards
- Wild: On your turn, a Wild Card can be played in place of any Creature, Color or Dot Card. Playing more than one Wild Card at a time is OK.
- K'baam: Drop the K'baam on your opponents and watch them kiss their Kaboodl goodbye! Play a K'baam Card on your turn to steal another Player's Kaboodl Card! Be sure to yell "K'baam!" when you play it!
- K'bosh: Put the K'bosh on a Player trying to K'baam your Kaboodl! If another Player tries to steal one of your Kaboodl Cards, you can instantly play a K'bosh Card to block it! Don't forget to shout out "K'bosh!" and be quick. You must play your K'bosh BEFORE that Player has made his/her turn-ending discard.
Scoring
Add
- 5 Points: For each Kaboodl Card you have collected.
- 5 Bonus Points: For each 3 of a Kind you have (3 of the same Creatures, Dots, or Colors).
- 10 Bonus Points: For each 4 of a Kind you have (4 of the same # of Dots).
Subtract
- 1 Point: For each Card left in your hand.
Winning
Once the Kaboodl Cards have been scored, and cards remaining in hands have been subtracted, the Player with the highest score wins!
Can't Get Enough Kaboodl?
Why stop with one round? You can extend play by deciding in advance to go best out of 3, or continue playing until someone reaches a predetermined score (example: first Player to score 200 points, no matter how many rounds it takes, is the winner).