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Gamehelppetquartet

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Pet Quartet

Overview

Pet Quartet is a set-collection game about adopting musical pets and forming the perfect ensemble.

Each Musician card has a number from 3 to 13. Your goal is to collect cards with matching numbers.

However, only two types of sets score:

  • Soloist — exactly 1 card of a number
  • Quartet — exactly 4 cards of a number

Sets containing 2, 3, or 5+ matching cards score nothing.

The player with the most points at the end of the game wins.


Components

  • 88 Musician Cards
  • 6 Conductor Tokens
  • 6 Maestro Tiles
    • Optional variant
  • 3 Duet Tiles
    • Used for the 2-player variant

Musician Cards

Each Musician card has a number from 3 to 13.

Each number represents:

  • A type of pet
  • A type of musical ensemble

The number also tells you exactly how many cards of that number exist in the full deck.

For example:

  • There are 3 cards numbered 3.
  • There are 4 cards numbered 4.
  • There are 5 cards numbered 5.
  • ...
  • There are 13 cards numbered 13.

Setup

Prepare the Deck

Remove cards based on the number of players:

Players Cards Removed
2 All 10s, 11s, 12s, and 13s
3 All 11s, 12s, and 13s
4 All 12s and 13s
5 All 13s
6 None

Return removed cards to the box.

Then:

  1. Shuffle the remaining Musician cards.
  2. Place the deck within reach of all players.
  3. Take 1 Conductor Token per player.
  4. Place the Conductors beneath the deck, approximately one card's length apart.
  5. Choose a starting player.

For example:

  • The player who most recently pet an animal may go first.

The spaces beneath the Conductors will be used to hold Musician cards during each round.


Goal

Collect Musician cards to create:

  • Soloists
  • Quartets

In standard scoring:

  • Each Soloist scores 1 point.
  • Each Quartet scores 1 point.

All other set sizes score 0 points.


Gameplay

The game is played over multiple rounds.

During each round, players add cards beneath the Conductors and eventually choose a Conductor to take.

Once you take a Conductor:

  • You collect all cards beneath it.
  • You are out for the remainder of the round.

Each player will collect at least 1 card during each round.


Playing a Round

The starting player begins by:

  1. Drawing the top card of the deck.
  2. Placing it beneath any Conductor.

Their turn then ends.

Players continue clockwise.

On each subsequent turn, choose one:

  • Draw a Card
  • Take a Conductor

You may not do both on the same turn.


Draw a Card

  1. Draw the top card of the deck.
  2. Reveal it face-up.
  3. Choose a Conductor.
  4. Place the card beneath that Conductor.

If cards are already beneath that Conductor:

  • Partially overlap them.
  • Keep all card numbers visible.

Conductor Card Limit

Normally, each Conductor may have a maximum of:

  • 4 cards

You may not place a 5th card beneath a Conductor.

If you draw a card and there is no legal Conductor where it can be placed, you must instead Take a Conductor for your turn.


Take a Conductor

Choose a Conductor that has at least 1 card beneath it.

Then:

  1. Take all cards beneath that Conductor.
  2. Place those cards face-up in front of you.
  3. Place the Conductor Token in front of you.

You are now out of the round.

You may not take a Conductor with no cards beneath it.


Organizing Your Collection

Keep all collected cards face-up.

Arrange cards into sets of matching numbers.

Splay the cards so everyone can easily see:

  • Which numbers you have
  • How many cards you have of each number

All collected cards are public information.


Ending a Round

Once you take a Conductor:

  • You are out of the round.
  • Skip all of your remaining turns that round.

The other players continue until every player has taken a Conductor.

When the final Conductor is taken:

  1. The round ends.
  2. Return all Conductor Tokens to the center.
  3. Begin a new round.

The player who took the last Conductor becomes the starting player for the next round.


Game End

When the last card of the deck is drawn, the end of the game is triggered.

Each player then receives one final turn.

On your final turn:

  • You may take a Conductor and its cards.

OR

  • You may pass.

You are not required to take a pile during this final turn.

After every player has taken their final turn:

  • The game ends.
  • Proceed to scoring.

Scoring

Group your cards by number.

Only Soloists and Quartets score.

Number of Matching Cards Set Type Points
1 Soloist 1
2 — 0
3 — 0
4 Quartet 1
5+ — 0

The player with the most points wins.


Tiebreakers

If players tie for the most points:

  1. The tied player with the lowest-valued Quartet wins.
  2. If still tied, the tied player with the highest-valued Soloist wins.
  3. If still tied, the tied players share the victory.

Advanced Scoring

For a different scoring experience, use the optional Advanced Scoring rules.

Quartets

Each Quartet scores:

  • 4 points

Soloists

Each Soloist scores:

  • Its full numbered value

For example:

  • A solo 6 scores 6 points.
  • A solo 9 scores 9 points.

Sets of 2, 3, or 5+ matching cards still score nothing.

The normal tiebreakers remain unchanged.


Maestro Variant

For a more dynamic game, add the Maestro Tiles.


Maestro Setup

During normal setup:

  1. Place the Conductors as usual.
  2. Randomly place 1 Maestro Tile in front of each Conductor.

Each Maestro changes the rules for its associated Conductor.


Maestro Effects

2-Card Limit

No more than 2 cards may be placed beneath this Conductor.

A 3rd card may not be added.


Draw an Extra Card

When you take this Conductor:

  • Draw 1 random card from the deck.
  • Add it to your collection.

Return a Card from the Conductor

When you take this Conductor:

  1. Choose 1 card beneath it.
  2. Return that card to the box.
  3. Collect the remaining cards.

Return a Previously Collected Card

When you take this Conductor:

  1. Choose 1 card you collected on a previous turn.
  2. Return it to the box.

Then collect the cards beneath the Conductor normally.


Optional Immediate Take

When you place a card beneath this Conductor:

  • You may immediately take the Conductor and its cards.

Pass a Card Left

When you take this Conductor:

  1. Choose 1 card.
  2. Pass it to the player on your left.

The card may be:

  • One you collected this turn

OR

  • One you collected previously

2-Player Duet Variant

For a more dynamic 2-player game, use the Duet Tiles instead of the Maestro Tiles.


Duet Setup

Set up the game as though playing a 3-player game.

This means:

  • Use Musician cards numbered 3–10.
  • Use 3 Conductor Tokens.

Then:

  1. Place the 3 Duet Tiles beneath the 3 Conductors.
  2. Do not use Maestro Tiles.

Duet Tiles

Each Duet Tile gives its Conductor a different card limit.

2-Card Conductor

  • A 3rd card may not be placed here.

3-Card Conductor

  • A 4th card may not be placed here.

4-Card Conductor

  • A 5th card may not be placed here.

Ending a 2-Player Round

Once both players have taken a Conductor:

  • The round immediately ends.

One Conductor will remain.

Take all cards beneath that remaining Conductor and:

  • Discard them face-up beside the play area.

Keep discarded cards visible so players can see which cards are no longer available.

Then begin the next round normally.


Clarifications

  • You may either Draw a Card or Take a Conductor on your turn, never both.
  • You may not take a Conductor with no cards beneath it.
  • A standard Conductor can hold no more than 4 cards.
  • Maestro and Duet Tiles may reduce a Conductor's card limit.
  • Once you take a Conductor, you take no more turns that round.
  • All collected cards remain face-up and visible.
  • A set must contain exactly 1 or exactly 4 matching cards to score.
  • Having 2, 3, or 5+ cards of a number scores nothing for that number.
  • Drawing the final card triggers the end of the game.
  • After the final card is drawn, every player receives one final turn.
  • A player may pass instead of taking a Conductor on their final turn.

Quick Reference

On Your Turn

Choose one:

  1. Draw a Card
    • Draw the top card.
    • Place it beneath a legal Conductor.

OR

  1. Take a Conductor
    • Take the Conductor and all cards beneath it.
    • You are out for the remainder of the round.

Standard Scoring

  • Soloist (exactly 1 card) = 1 point
  • Quartet (exactly 4 cards) = 1 point
  • Any other set size = 0 points

Advanced Scoring

  • Soloist = the card's numbered value
  • Quartet = 4 points
  • Any other set size = 0 points

Credits

  • Game Design: Robert Brouwer
  • Development: Paul Salomon
  • Illustration: Bianca Papalardo
  • Graphic Design: Jon Merchant
  • Punsultation: Eric Slauson
  • Playtesting: Michael Havemen, Catie Havemen, Lily Haveman, Luke Haveman, Caleb Johnson, Pete Wissinger, Tommy O’Brien, Darren Neely, Miles Bensky, and Mike Hinson