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Scratch & Catch

Scratch & Catch Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Game Progress
    • Scratch Cards
  • End of the Game
  • Credits

Components

  • 76 numbered cards from 1 to 10, including:
    • 64 Cat cards
    • 12 Scratch cards
  • 70 Flea tokens (with values of 1, 3, and 5)

Setup

Each player is dealt 4 cards and receives Flea tokens according to the table below:

Players23456
Flea tokens2220181615

Take the top 4 cards from the draw pile and place them in the center of the table in ascending order, leaving space between them for intermediate values.

The remaining cards form a draw pile in the center of the table. The rest of the Flea tokens are placed nearby.

Game Progress

Players take turns, clockwise.

On your turn, you must play 2 cards, one after the other. A played card is always placed on the line, in the center of the table, in ascending order of value. If a card of the same value is already in the center of the table, place your card on top to form a stack.

Your 1st and/or 2nd card can always be played from your hand or from the draw pile.

  • Place your 1st card in the center of the table. It does not trigger any effect.
  • Place your 2nd card in the center of the table:
    • If there is no other card of that value and it has at least 1 adjacent card: it's a Sequence. Discard as many Flea tokens as the length of the Sequence. The discarded Fleas return to the supply.
    • If there are other cards of that value: it's a Stack. Take the cards adjacent on both sides of your Stack and place them in a pile in front of you, face down.

Example: Delphine played a 2, then a 3. She collects all the Cat 2 cards, but not the Cat 5 card because it is not adjacent.

Example: Fred played a 6, then a 7. This creates a sequence of 3 cards: he discards 3 Fleas.

Scratch Cards

Some Scratch cards have infiltrated among the Cat cards.

A Scratch card is played exactly like a Cat card:

  • As the 1st card, it has no effect.
  • As the 2nd card, resolve the Sequence or Stack formed as described above.

Additionally, each other player takes from the supply as many Flea tokens as the number of cards in the Scratch card pile. If the Scratch card is alone in its pile, the other players take 1 Flea token.

Example: Nicolas played a 5, then a 6. He collects all the Cat 5 and 7 cards. All other players each take 2 Flea tokens.

At the end of your turn, draw cards until you have 4 cards in hand.

End of the Game

The game ends:

  • when a player has no more Flea tokens;
  • when a player can no longer draw to complete their hand.

All other players take one final turn, except for the player who ended the game.

Note: It is still possible to play Scratch cards during the final turn. Their effect applies as usual.

Then, proceed to the scoring.

  • Each Cat card in front of you is worth 1 point (cards in hand are not counted).
  • The accumulated Fleas can earn or lose points as indicated below:
Fleas01-56-1011-1516-2021-2526+
Points+15+12+60-4-8-12

Total your Cat cards and Fleas points. The player with the most points wins. In case of a tie, the player with the fewest Fleas wins the game.

Example: Fred scores 21 + 0 = 21 points. Delphine scores 27 - 8 = 19 points. Nicolas scores 7 + 15 = 22 points. Nicolas wins the game.

Credits

  • Game designers: Frédéric Boulle and Nicolas Boria
  • Artist: Jonathan Aucomte
  • Edition: Delphine Brennan
  • Graphic design: Allison Machepy