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Gamehelpsellmeasasquatch

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Object of the Game

Be the first player to earn enough Point Tokens to win.

Setup

  • Shuffle all cards and deal 5 face down to each player. Keep your hand secret.
  • Place the remaining cards face down as the Draw Pile, with room beside it for a Discard Pile.
  • Put all Point Tokens in the middle of the table.
  • Each player takes a playmat, folds it, and places it in front of them, with room left in front for their Collection.
  • Pick a starting player and give them the Buyer Squatch.

Cards

  • Creatures — collect a matching set to trade in for 1 Point Token. Set size depends on rarity (printed on the card): Giant (set of 1), Big (set of 2), Medium (set of 3), Tiny (set of 4).
  • Nasties — collecting a matching set does not help you. It triggers an effect against you, carried out by whoever holds the Buyer Squatch at trade-in time:
    • Poison Pill Bug (set of 2): the buyer may steal up to 1 card from your Collection.
    • Loan Shark (set of 2): the buyer may steal up to 2 cards from your Collection.
    • Trojan Horse (set of 3): the buyer steals 1 of your Point Tokens (nothing if you have none).
  • Thingamabobs — special-power cards played only from your Collection, never from your hand or a deal. Discard the card to use its effect, then follow its instructions.

Turn Sequence

The player holding the Buyer Squatch is the buyer for this turn.

1. Sellers Offer

  • Every player except the buyer picks 3 cards from their hand and places them face down in front of their playmat. This is their deal.
  • Each seller then flips 1 of their 3 cards face up.

2. Buyer's Extra Flip

  • The buyer turns over exactly 1 additional card, from exactly one deal.

3. Thingamabob Window

  • The buyer asks whether anyone wants to play a Thingamabob.
  • Any player, including the buyer, may play as many Thingamabobs as they like — but only from their Collection, never from hand or a deal.
  • To play a Thingamabob, discard it and follow its instructions.
  • Before the buyer picks a deal, there is a final chance for anyone to play a Thingamabob.

4. Buyer Chooses a Deal

  • The buyer selects exactly one deal.
  • That deal's cards flip face up into the buyer's Collection.
  • The buyer hands the Buyer Squatch to the seller whose deal was chosen — that player buys next turn.

5. Remaining Deals

  • Every other seller flips the cards from their own unchosen deal face up into their own Collection.

Trading In Sets

As soon as a player completes a set, it must be traded in.

  • First, trade in every completed Nasty set: discard the set and apply its effect (see Cards above).
  • Then, trade in every completed Creature set: discard the set and take 1 Point Token.
  • Cards that don't complete a set stay in the Collection.

Redraw

  • After all trade-ins, every player — including the buyer — draws back up to 5 cards in hand.
  • If the Draw Pile runs out, shuffle the Discard Pile to make a new Draw Pile.
  • The player now holding the Buyer Squatch starts the next turn.

Winning

  • 3–4 players: first to 4 Point Tokens at the end of any turn wins.
  • 5–6 players: first to 5 Point Tokens at the end of any turn wins.