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- 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
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CHOKING HAZARD -- Small parts. Not for children under 3 yrs.
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From the manufacturer
Get rid of the rats and go for the cats! In Rat-a-Tat Cat, less is always better, and you want to go out with the lowest score. Can you remember the numbers on the other players' cards? Can you keep a poker face, but notice when another player looks pleased? Sharpen your memory and your timing, and have fun with the cool cats and bad rats of Rat-a-Tat Cat.
How to Play:
A 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!).
- Ages 6 and Up
- 2 to 6 Players
- 54 Cards
- Rules of Play (also in Spanish)
- Playing Time: About 20 Minutes
About This Game
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.
A 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!)
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 CoulterSee all Product description
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|Item Dimensions||4.75 x 5.75 x 1.5 in||1.5 x 4.75 x 5.75 in||2 x 7 x 8 in||5 x 6 x 1.9 in||5.25 x 7.85 x 2.85 in||1.5 x 5.75 x 4.75 in|
Top customer reviews
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The goal of the game for each player is to have the lowest total score at the end of the game, based on four cards placed in front of each player, where the low numbers have a corresponding picture of cats and the high numbers are rats (and the middle cards are combinations of rats and cats); the cards are numbered 0-9. The gist of the rules: each player gets four cards at the start of the game, placed face down, and can look at the *two outer cards only* before play begins but must put them back face down. Once play begins, the players can't look again if they forget! (The instructions provide that players might keep the outer cards face up when playing with younger players, but we never did.) Each player therefore also has two cards in the middle that are "mystery cards" at the start of the game. Each turn, a player has an opportunity to either draw a card or take the card on the top of the discard pile. For example, if Player A draws a "2" and thinks that is better than one of his/her mystery cards, it will replace a mystery card with the 2 and discard the mystery card face up on the discard pile, always keeping cards in front of him/her facedown. But sometimes the discarded mystery card turns out to be a good, low number card, which can then be picked up by Player B. Watch out, though, because the game also includes a "Swap" card that, when drawn, lets another player swap a card with any other player, so all eyes will watch where a low discard card goes if Player B takes it, in case a swap opportunity arises! The game also includes a few "Peek" cards that, when drawn, allow the player to peek at one of his/her cards. As soon as a player thinks he/she has the lowest total, he/she knocks the table and says "Rat a Tat Cat!" and all players get one more turn before the game ends, and all cards are turned over and tallied.
It teaches kids about memory, simple math, poker faces (don't look too excited when you see a low number or you'll be vulnerable to a lousy swap!), and the merits of different strategies, including waiting until a player *knows* the value of all his/her cards to "rat a tat cat" or be willing to take a risk and end the game early when he/she knows only three and hopes that the unknown "mystery" card is a low number.
The illustrations are fun, too!
Basically it's a memory game. Each player gets four cards facedown. They get to look at two of their cards, but don't know what the other two are. Most of the cards are numbered 0-9, but there are a few special cards that let you peek, trade a card, or pick two. Each turn you either take from the draw pile or from the discard pile. You MUST trade that card with one of your existing cards, discarding it for the next person to consider. The goal is to get the lowest score. When you think you have the lowest, at the END of your turn you knock on he table and say "Rat-A-Tat-Cat". Everyone turns over their cards and the lowest score wins.
The biggest challenge is that when playing with children, they don't immediately understand that "trade a card" doesn't allow you to peek at EITHER card.
This game doesn't take a long time to play, and you can always stop the game by calling out "Ray-A-Tat-Cat"