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Gamehelpseerscatalog
Seers Catalog
Overview
In Seers Catalog, players compete to reduce their hands while keeping valuable cards for scoring.
Players take turns playing increasingly powerful combinations of cards, called melds, or passing.
A round ends immediately when any player runs out of cards.
Players with 5 or fewer cards remaining may earn bonus points based on the lowest-valued card in their hand. However, every remaining card also carries a 1-point penalty.
The game lasts 4 rounds. The player with the highest total score wins.
Components
- 60 Suited Cards (12 cards in each of 5 suits)
- 5 Wild Cards
- 15 Artifact Cards
- 5 Bonus Tokens
- 1 Artifact Reference
The five suits are Yellow, Plum, Silver, Teal, and Green.
Each suit contains cards numbered 2 through 13.
Setup
Prepare the Cards
The cards used depend on the number of players.
| Players | Suited Cards | Artifacts | Wild Cards |
|---|---|---|---|
| 2 | 3 suits, numbers 2–10, minus 3 random suited cards | 4 | 2 |
| 3 | 3 suits, numbers 2–13 | 6 | 3 |
| 4 | 4 suits, numbers 2–13 | 8 | 4 |
| 5 | 5 suits, numbers 2–13 | 10 | 5 |
For a 2-player game, remove 3 random suited cards after selecting the 3 suits and removing cards numbered 11–13.
Always include the Go First Artifact among the Artifacts used.
Return all unused cards to the box.
Player Setup
Each player receives:
- 12 randomly dealt Suited Cards
- 1 Wild Card
- 2 randomly dealt Artifact Cards, face-down
- 1 Bonus Token, with the 6+ side face-up
Each player begins the round with 15 cards in hand.
The player holding the Go First Artifact becomes the Start Seer.
Gameplay
Seers Catalog is played over 4 rounds.
During each round, players take turns playing melds of cards or passing.
A sequence of increasingly powerful melds is called a trick.
When all players except one have passed, the remaining player wins the trick and starts a new one.
The round ends immediately when any player runs out of cards.
Starting a Trick
The Start Seer plays any valid meld face-up.
A meld may be:
- A Single
- A Matching Set
- A Suited Run
The opening meld determines the type and number of cards that all subsequent melds must follow during that trick.
A meld may include Wild Cards or Artifact Cards, subject to their individual rules.
Play proceeds clockwise, beginning with the player to the Start Seer's left.
If the Start Seer Cannot Play
If the Start Seer cannot make a legal opening play, they must pass.
The player to their left becomes the new Start Seer.
Playing on a Trick
On their turn, each player must either:
- Play a higher meld of the same type and number of cards.
- Pass.
A player who cannot make a legal play must pass.
A player may voluntarily pass even if they have a legal play, unless they are in the Bonus.
A player who passes cannot play again until the next trick.
Players who have not passed may continue playing on the same trick whenever their turn comes around.
Winning a Trick
When every player except one has passed:
- The remaining player wins the trick.
- All cards played during the trick are set aside.
- The winning player becomes the Start Seer for the next trick.
The winning player may lead any valid meld.
Meld Types
Singles
A Single consists of exactly 1 card.
Normally, this is a Suited Card numbered 2–13, although certain Artifacts may also be played as Singles.
Each subsequent Single must have a higher value than the previously played Single.
Example:
A player leads a 5.
The next player may play a 6 or higher.
A 5 or lower is not a legal response.
Matching Sets
A Matching Set consists of 2 or more cards with the same numerical value.
The cards may belong to different suits.
Example:
- Plum 6
- Green 6
- Teal 6
These cards form a Matching Set of three 6s.
To beat this meld, another player must play exactly 3 cards of a higher matching value.
For example, three 7s would beat three 6s.
A Wild Card may represent any number from 2 through 13 and may be included in a Matching Set.
Suited Runs
A Suited Run consists of 2 or more consecutive cards belonging to the same suit.
Example:
- Teal 4
- Teal 5
These cards form a 2-card Suited Run.
To beat a Suited Run, another player must play a run that:
- Contains the same number of cards.
- Uses consecutive numerical values.
- Contains cards of a single suit.
- Ends with a higher card than the previous run.
The responding run does not have to use the same suit as the previous run.
Example:
A Teal 4–5 run may be beaten by a Plum 5–6 run.
A Wild Card may represent any number from 2 through 13 and any suit needed to complete the run.
Wild Cards
Wild Cards may represent any numerical value from 2 through 13 and any suit.
They may be used in:
- Singles
- Matching Sets
- Suited Runs
When playing a Wild Card, its chosen value and suit must produce a legal meld.
Wild Cards remaining in a player's hand have a value of 0 for scoring purposes.
Artifact Cards
Each player begins a round with 2 Artifact Cards.
Artifacts have special abilities that may modify normal gameplay.
The Go First Artifact determines the Start Seer for the round.
Other Artifacts may affect the value, composition, or resolution of melds.
Except for the Go First Artifact, a player may play one Artifact Card with a legal meld and declare that they are not using its ability.
Artifact Cards remaining in a player's hand have a value of 0 for scoring purposes.
For the individual Artifact abilities, refer to the Artifact Reference.
The Bonus
Each player begins a round with their Bonus Token showing the 6+ side.
When a player has 5 or fewer cards remaining in their hand:
- Flip their Bonus Token to the Bonus side.
- That player is now considered to be in the Bonus.
Mandatory Play
A player in the Bonus may not voluntarily pass if they have a legal play.
They must play a valid meld whenever possible.
This requirement includes legal plays involving one or more Artifact Cards.
If the player has no legal play, they must pass.
Leaving the Bonus
If a player gains cards and their hand increases to more than 5 cards:
- Flip their Bonus Token back to the 6+ side.
- They are no longer in the Bonus.
They may once again voluntarily pass.
Bonus Example 1
A player leads a Single 5.
The next player has these 5 cards:
- 5
- 5
- 7
- 8
- 9
Because the second player is in the Bonus and has legal plays, they must play a higher Single.
They may play their 7, 8, or 9.
They cannot voluntarily pass.
Bonus Example 2
A player leads a Matching Set of two 5s.
The next player has 3 cards:
- 2
- 6
- Wild
Because this player is in the Bonus and can legally play the 6 and Wild as a Matching Set of two 6s, they must do so.
They cannot voluntarily pass.
Round End
A round ends immediately when any player runs out of cards.
No additional players may take turns after this happens.
All players calculate their scores based on the cards remaining in their hands.
Scoring
Each player calculates their round score using the following rules.
Bonus Points
If a player has 5 or fewer cards remaining:
- Find the lowest numerical value among their remaining cards.
- Gain points equal to that value.
Wild Cards and Artifact Cards have a scoring value of 0.
Therefore, a player with a Wild Card or Artifact Card among their remaining cards receives no Bonus Points.
A player with no cards remaining receives 0 Bonus Points.
Players with more than 5 cards remaining receive no Bonus Points.
Card Penalty
Every player loses 1 point for each card remaining in their hand.
This includes Suited Cards, Wild Cards, and Artifact Cards.
Final Round Score
Round Score = Bonus Points − Number of Cards Remaining
A player's round score may be negative.
Scoring Examples
Example 1:
A player has no cards remaining.
Bonus Points: 0 Card Penalty: 0
Round Score: 0
Example 2:
A player has two cards remaining: 8 and 9.
Bonus Points: 8 Card Penalty: 2
Round Score: 6
Example 3:
A player has six cards remaining: 2, 2, 3, 6, 6, and 10.
Bonus Points: 0 Card Penalty: 6
Round Score: -6
Example 4:
A player has three cards remaining: 7, 9, and a Wild Card.
Bonus Points: 0 Card Penalty: 3
Round Score: -3
Preparing the Next Round
After each of the first 3 rounds:
- Collect and shuffle all suited cards.
- Deal the suited cards evenly among all players.
- Give each player 1 Wild Card.
- Shuffle and deal 2 Artifact Cards face-down to each player.
- Reset each player's Bonus Token to the 6+ side.
The player who receives the Go First Artifact becomes the Start Seer for the new round.
Continue until 4 rounds have been completed.
Game End
The game ends after the fourth round.
Add each player's scores from all 4 rounds.
The player with the highest total score wins.
Tiebreakers
If multiple players are tied for the highest total score:
- The tied player who scored the most points during the fourth round wins.
- If still tied, the first tied player to grab the Seers Catalog box wins.
Quick Reference
On Your Turn
- Play a higher meld of the same type and size, or pass.
- If you have already passed, wait until the next trick.
- If you are in the Bonus, you must play whenever you have a legal play.
Melds
Single: One card with a higher value.
Matching Set: The same number of cards, all matching, with a higher value.
Suited Run: The same number of consecutive cards in one suit, ending at a higher value.
End of Trick
When all other players have passed, the remaining player wins the trick and leads the next one.
End of Round
The round ends immediately when any player runs out of cards.
Scoring
5 or fewer cards: Lowest remaining card value minus the number of remaining cards.
More than 5 cards: Negative 1 point per remaining card.
No cards: 0 points.
Winning
Highest total score after 4 rounds wins.