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Squirrels: The Card Game

Squirrels: The Card Game Rulebook

Table of Contents

Table of Contents

  • Game Contents
  • Object of the Game
  • Set Up
  • Basic Gameplay
  • Number Cards
  • Wild Card
  • Push Card
  • Skip Card
  • Squirrel Card
  • Stacks of Cards
  • Ending the Round
  • Scoring
  • Strategies to Consider
  • Gameplay Example

Game Contents

Squirrels The Card Game contains 162 cards packaged in two decks. Number Cards have values from 1-10. There are 12 cards for each number. Wild, Push, and Skip are special cards. There are 8 cards for each of those. The Squirrel Cards represent the six major species of squirrels in the United States. Each of the species has 3 identical cards. All Squirrel Cards work the same.

Object of the Game

Discard as many cards as you can so you have the lowest total points after the last round of the game. A game consists of three rounds. However, players can agree to a different number.

Set Up

  1. The two decks are shuffled together.
  2. Stacks of 20 cards are dealt face down and given to each player. Players can't look at their cards yet. The remaining cards are not used and discarded.
  3. Each player makes 4 stacks in front of them, consisting of 3 cards in each stack, by dealing two cards face down and the top card face up. These stacks are kept on the table in front of the player during the game.
  4. The remaining 8 cards are held by the player in their hands. The player can now look at these cards but should not show them to others.

Example of Set Up and Active Cards (illustration).

Players use a random method to determine who starts the game. Play rotates clockwise. In subsequent rounds, the player with the highest total score starts. If there is a tie, use a random method to determine who starts.

Basic Gameplay

The cards that a player is holding in their hands AND all face up cards in their stacks are Active Cards. The last remaining card in any stack, which should be face down, is called a Blind Card. Blind Cards are also considered Active Cards but have special rules which are described later.

In the illustration shown above, the face up cards are Active Cards.

  • During a player's turn, they CAN take an Action by playing at least one Active Card. This can be a Number Card, Wild Card, Push Card, Skip Card, or Squirrel Card.
  • If a player does NOT take an Action, they must pick up the center pile of cards that has accumulated between the players. These cards are placed in their hands with any other cards they may have.
  • If there is an open table with NO cards in the center to pick up, the player must take an Action by playing a card.

To summarize, a player must take an Action by playing a card OR they must pick up the center pile of cards.

Number Cards

When Number Cards are played, they must follow the below rules:

  • Number Cards are placed face up in the center area between the players.
  • You can place a single Number Card or multiple cards if they have the same value. Example: You can place three 5s, but not two 5s and a 4.
  • You don't have to use all your Number Cards that have the same value. You can save some for later.
  • If there are existing Number Cards in the center, the new cards are placed face up on top of the pile and MUST either match or be below the value of the card they are placed on top of. Example: The top card in the center pile is a 7. You can place 7s or any number below 7 on top of it. However, you can't place a card that is 8 or higher in value.
  • After you place the Number Cards, unless there are four cards in the pile having the same value, your turn is over.
  • Once four cards in the pile have the same value, no other cards can be placed on top. The entire pile is cleared and discarded from the game. The player who initiated this by placing the fourth card takes another Action as if their turn just started.

Example: There are two 8s at the top of the pile. Among your Active Cards, you have three 8s. You can place two of the 8s down. Since there are now four 8s, the entire center pile is discarded. You get to continue, and since there are no cards in the center, you must take an Action by playing one of your Active Cards. You can now place the other 8 in the center or use any other Active Card.

There is no limit to the number of Actions you can take if you have the cards that allow it.

As part of a strategy to save valuable cards for later, a player can choose to pick up the pile by not taking an Action and playing a card. However, if there are no cards in the center, they must play a card.

Note: As you place a Number Card down, it is recommended that you state the current count and value of the cards at the top of the pile. Example: There is one 7 at the top of the pile, and you place two more 7s. You say "Three sevens" as you place your cards.

Wild Card

A Wild Card can be the value of any Number Card. The player must declare the number value when it is played. It functions exactly like the declared Number Card.

Push Card

When you play a Push Card, any cards in the center pile are immediately "pushed" to a player of your choice. They must put these cards in their hand with any other cards they may have. The Push Card is discarded, and your turn is over.

A Push Card can still be used even if there are no cards in the center. The Push Card is simply discarded, and your turn is over.

Skip Card

When you play a Skip Card, it is placed in front of a player of your choice. Your turn is over.

  • The player with a Skip Card in front of them loses their next turn. Likewise, they are not obligated to take an Action or pick up the center pile since their turn is skipped. However, the Skip Card does NOT prevent players from "pushing" cards to them.
  • When their turn passes, the Skip Card is immediately removed and discarded from the game.
  • A player can only have one Skip Card in front of them. Once their turn passes and the Skip Card has been removed, they can be skipped again.

Example: One of your friends played a Skip Card on you. When your turn comes, you can't do anything but discard the Skip Card as your turn passes. Prior to your next turn, another player puts another Skip Card on you. You will now miss two turns in a row. In the meantime, a different player "pushed" cards to you that you had to put in your hand.

Squirrel Card

When you play a Squirrel Card, it is placed on top of the center pile. Any cards in the center pile, including the Squirrel Card, are immediately cleared and discarded. The player who initiated this by placing the Squirrel Card takes another Action as if their turn just started.

There is no limit to the number of Actions you can take if you have the cards that allow it.

A Squirrel Card can still be used even if there are no cards in the center. It is simply discarded, and you get another Action.

Note: It is recommended that you say "Squirrel" when placing a Squirrel Card.

Stacks of Cards

After you play a face up card from the top of one of your stacks, you pick up the first face down card that was below it and place it in your hand. If you have another Action on your turn, you may use this card. Otherwise, you can use it on your next turn.

The last remaining face down card in a stack is called a Blind Card.

When a Blind Card is played, it is flipped over and placed in the center area. If there are cards in the center pile, it is placed on top.

  • Only one Blind Card can be played at a time.
  • If the value of the Blind Card is greater than the top Number Card in the center pile, you must pick up the entire pile of cards and place them in your hands. Your turn is over.
  • If there are no cards in the center when the Blind Card is flipped over, or the Blind Card matches or is below the top Number Card in the center pile, you can also place on top of the Blind Card any of your active Number Cards that match it. Unless there are four cards in the pile having the same value, your turn is over.
  • Once there are four cards in the pile having the same value, no other cards can be placed on top, and the entire pile is discarded from play. The player who initiated this takes another Action as if their turn just started.
  • A Blind Card that is not a Number Card follows the effects of that type of card.

Example: The top card in the pile is a 5. When the player flips over the Blind Card, it is a 4. The 4 is placed on top of the center pile. The player also has a 4 in their hand and a 4 on top of one of their stacks. They place both 4s on top of the 4 in the center pile. They say "Three fours" and their turn is over. However, they also pick up the face down card in the stack that was below the 4. This card goes in their hand.

Example: The top card in the pile is a 5. When the player flips over the Blind Card, it is a Squirrel. They say "Squirrel" and the entire center pile, including the Squirrel, is discarded. They take another Action as if their turn just started. If they have another Blind Card, they can play it at this time, or they can play any other Active Card.

Example: They flip over a Skip Card. They place it in front of another player and their turn is over.

Ending the Round

The first player to discard all their cards triggers the end of the round. That player notifies the other players and is now "safe." No cards can be pushed to them, or Skip Cards placed in front of them.

Continuing in a clockwise manner, each player gets one more chance to discard their cards by taking their turn.

  • Like normal gameplay, on a player's final turn, there is no limit to the number of Actions they can take if they have the cards that allow it.
  • A Skip Card placed in front of a player before their final turn WILL prevent them from taking their final turn and discarding any cards.
  • Except for the safe player, any player can have cards pushed to them or a Skip Card placed in front of them. This applies even if their turn has passed, or they have discarded all their cards.

Note: In a two-player game after the first player discards their last card, the second player could use a Push Card if there was an empty table with no cards in the center. However, they could not "push" cards or use a Skip Card since the first player is "safe." The second player must retain these cards and they will be counted against them when scored.

Scoring

The first player who discards all their cards receives 0 points for that round. This player is always considered to have the lowest score in that round.

Each of the other players adds up the value of their cards. This includes all Active cards and any remaining cards in their stacks. Number Cards are counted at face value. Wild, Push, Skip, and Squirrel Cards count as 20 points each.

Example: A player has these remaining cards: 7, 1, Skip, Squirrel, and Squirrel. They have 68 points.

Multiple players can have 0 points for a round if they are able to discard their remaining cards on their final turn.

The scores for each individual player are added together at the end of each round. After the final round of the game, the player with the lowest TOTAL score wins.

In the event of a tie between players at the end of the game, the one who had the lowest score in the final round wins. If they both have the same score in the final round, the game is a tie.

Strategies to Consider

  • Try not to get stuck at the end with Wild, Push, Skip, or Squirrel Cards since each count as 20 points. You may want to play them even when they are not very effective.
  • Try to discard your high cards early in the game.
  • When there is a pile in the center, you can try to clear it so you can take another Action. You can also place a low value card which increases the chances that the next player will have to pick up the pile.
  • You might choose to pick up a small pile of low value cards, instead of using a valuable card.
  • When a large pile is pushed to you, it sets you back, but you can often discard these quickly when used with your Active Cards.
  • Players low on cards are a good target to push cards to or skip. This slows them down and allows you to discard a card.
  • Your stacks of cards contain "unknown" cards. Try to clear these stacks early so you don't get surprised at the end.

Gameplay Example

Green player starts the game and places two 10s in the center. Yellow player places three 8s on top of the 10s.

Blue player places an 8. Since there are four 8s, the pile is discarded. Blue gets another Action and places a Squirrel down. Blue says "Squirrel" and it is discarded. Blue gets another Action and places a Skip Card in front of Red player. Blue's turn is over.

Red has been skipped, their turn passes, they discard the Skip Card.

The table is open and Green player takes a 7 from their hand and a 7 off the top of one of their stacks. They place these two cards in the center of the table. Green also takes the card in the stack that was below the 7 and puts it in their hand. Their turn is over.

Yellow puts a 1 down and says "One one."

Blue can't or chooses not to play a card. Blue picks up the pile containing the 7s and the 1. These cards go in their hand.

Red has an open table and places two 9s down.

Green plays their Blind Card since only a 10 would force them to pick up the 9s. It's a 5. Green has two more 5s among their Active Cards. They place these on top of the 5 that they flipped over.

Yellow uses a Push Card. Pile is pushed to Blue. Their turn is over.