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Rat-A-Tat-Cat by Gamewright
Product SummaryManufacturer: Gamewright Brand: Gamewright Release Date: 2006-06-12 Model: 204 Product features: - Children's card game that helps develop timing and basic mathematical concepts
- Teaches strategy, memory building, and addition
- Oppenheim Toy Portfolio Platinum Best Toy Award; Mensa 1996 Best New Mind Game Award
- Includes 54 rat, cat, and power cards
- For 2 to 6 players
Accessories:
Toys and Games Reviews of Rat-A-Tat-CatCustomer Review: best card game for a family Summary: 5 Stars
This is so far our favorite gamewright game for our family. It took a little while for our 5 year old to learn the game, but he can now play on his own and has been known to win, Really annoys our 13 year old. This is some strategy involved in this game. you can easily play two people or 6 people. We have 5 in our family. It is nice to have a game that we can all play at one time and it isn't as time consuming as monopoly.
Each player is dealt 4 cards face down.
You line up the cards in front of you face down.
you are allowed to look at the two cards on the end, but not the cards in the middle.
you take turns drawing a card from the pile in the middle(which is face down) or picking the card on the top of the discard pile(which is face up. You try to exchange your higher numbered cards for lower numbers. You try to get all four cards as low as possible (0 to 9) and then you shout out Rat a 'tat CAt. Everyone gets one more chance and then you add up the points. A score keeper records adds up the points for each player.
The object of the game is to get the lowest number of points by adding up all 4 cards at the end of the round. We ussually play to 50 or 100 points, as people get to 50 points they would be out of the game. Each time there is a round the dealer shuffles the entire deck and passes out 4 more cards per player. Each person gets a turn to deal.
There are peek cards, allowing you to peek at a card that you may not now.
There are draw 2 cards, giving you two chances to get a low number card, If you don't want the card you draw you just place it face up on the discard pile.
There are swap cards, allowing you to swap a card with another player, so paying attention is important.
All 4 cards are always kept face down. You can only look at the two end cards before play begins, and you can look at the card you draw just that one time. After that no peeking allowed, so you have to try to remember what is infront of you and sometimes you have to take a chance on the two middle cards, since you don't now what those cards are unless you get a peek card or you just risk it and discard the card.
It isn't as complicated as it sounds, but it did take a while for our 5 year old to beable to play without a partner.
Our kids beg to play this game with us.
Cards could be made better, they aren't very well laminated.
Description of Rat-A-Tat-CatA game of suspense, strategy, and anticipation. Get rid of the high cards (rats) and go for the low cards (cats). Sneak a peek, draw two, or swap cards for an added twist. Low score wins the game. (A poker face helps!) As children play Rat-a-tat Cat, they develop a sense of timing and an understanding of basic, but essential, mathematical concepts. They learn ways to remember their cards and strategies to figure out what cards other players might have. They also begin to develop an intuitive sense of probability. Rat-a-tat Cat requires skill, strategy, and awareness, challenging both young children and adults. enhances the following skills: * Math * Memory * 2 to 6 players * Playing time: about 20 minutes It's never too early to develop a good poker face. With Rat-a-Tat Cat, a poker face is just one of the skills players need to perfect. As in poker, luck, skill, strategy, and intuition each play a part. Players are dealt four cards, which are kept face- down, except for a quick peek at two of them. Each player in turn pulls a card from the draw pile to replace one of the four. Memory is important, as the object is to end with the lowest score, and players must keep track of the values on their four cards. "Peek," "Swap," and "Draw Two" Power cards turn up occasionally, allowing players to maneuver and strategize further. Delightfully witty pictures of cats (the good guys--low points) and rats (bad guys--high points) illustrate each of the 54 cards. Young card sharks will develop a sense of timing and greater ease with numbers, and can begin to grasp the concept of probability. Winner of Oppenheim Toy Portfolio Platinum Best Toy Award and the 1996 Mensa Best New Mind Game. For 2 to 6 players. --Emilie Coulter
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