Snatch the Cat! — Accordion rules · 2 pages, 2-sided · 108-card deck · Ages 8+ · Best 3–4 players
5–6+ players: second deck · Radar & Tink · www.snatchthecat.com · © 2026 Lukas Grau / Snatch the Cat. All rights reserved. U.S. copyright registration pending.
Panel 1 · Cover

Snatch the Cat!A family card game

Collect Radars. Spring traps. Outsmart the Snatcher.
Named after our real cats — Radar (black) & Tink.

WIN: Most Radar points in your hand when the game ends.

Contents

Players & time

Setup

1

Shuffle 108 cards as the face-down main deck.

2

Each player: 4 cards face-down = their hoard.

3

Each player draws to 7 cards in hand.

4

Leave room for a shared face-up discard pile.

5

Start player (youngest, or last to see a cat). Play clockwise.

Radar scores only in your hand. Tink’s Gaze stops almost everything except Death.
Always: hand must be 7 when possible. Over 7? Tuck to the bottom of your hoard (Traps first). Hoard can grow.
Panel 2 · How to play

On your turn

Take exactly one move (play one card), then get your hand back to 7:

Not both on the same turn.

Using a card: every action card goes face-up to the shared main discard pile (Attacks, Radar-as-attack, specials, defenses, deployed Traps). So everyone can track each move.

Zones

ZoneRule
HandMust be 7. Where Radars score.
HoardStarts at 4; can grow. Face-down. Hide Traps. Flip from the top.
Main deckDraw pile.
DiscardShared, face-up.

Hand size (always 7)

Attacking

  1. Choose an opponent; play Attack 1/2 (or Radar as attack) → discard face-up.
  2. Flip their hoard from the top, one at a time, up to your power.
  3. Trap stops the attack → Trap to discard face-up.
  4. Non-Traps go into your hand; both players adjust to 7.

If the hoard runs out before your power is used, keep drawing remaining power from the main deck. A Trap drawn that way is discarded and stops the attack; other cards go to your hand.

Empty hoard

Only when a hoard hits zero (including after a last-card Trap): that player draws 4 new face-down cards from the main deck. Small hoards do not auto-refill.

Radar as attack

Discard it face-up (no score). Power = value (+1 / +2 / +3).

5–6+ players

Use two 108-card decks. Optional: attack only left or right neighbor.

⟵ fold · Page 1 of 2 · Side A ⟶
Panel 3 · Card guide

Card guide (108-card deck)

CardWhat it does
Radar +1 / +2 / +3 Green suit. Our cat Radar. Score in hand only. May spend as attack (discarded).
Attack 1 / 2 Flip 1 or up to 2 from a hoard (then main deck if needed). To discard when played.
Trap In hoard: blocks attack → face-up discard. Refill hoard only if empty.
Snatcher Target discards whole hand face-up, draws 7. Hoard stays. Tink can stop.
Thrasher Take up to 2 Radar cards from one opponent’s hand (they choose which if more than 2). 0 → none. Tink can stop.
Tink’s Gaze Our cat Tink. Stops everything except Death. Discard; draw to 7.
Death Target discards up to 5 Radar levels from hand (they choose mix). Then draw toward 7. Only Angel stops.
Guardian Angel Blocks Death only. Discard; draw to 7.
Swap Swap hands with a chosen player.
Pass the Trash Everyone passes 2 cards left (hands stay at 7).
Pick 1 Color Green = Radars · Purple = Attack cards. Take 2 of that color from an opponent; they draw 2. Tuck if over 7.
Scout Discard Scout. Look at top 3; keep 1; other 2 under deck. Still 7 in hand.
Shield Swap Swap hoards (any sizes — uneven OK). Hands stay. Blind strategy.
Defense: Traps in hoard (tuck them when over 7). Tink = almost everything. Angel = Death only. Play from hand → discard face-up → draw to 7.
Panel 4 · End game

Ending the game

The game ends when:

One final move: If one player has no legal moves, the other gets exactly one more move — then stop and count Radars. They do not keep taking turns even if they still have cards. If both are stuck at once, end immediately.
Winner = highest total Radar values still in hand
Example: 1 + 3 + 2 + 1 + 2 = 9

Only hand Radars score. Hoard and discard = 0 points.

Ties

Most Radar cards among tied players. Still tied? Share — or one sudden-death attack.

Quick FAQ

Radars score where? Hand only.

Hoard refill? Only at zero → draw 4.

Thrasher, no Radars? You get nothing. Opponent chooses which (up to 2) if they have more.

Tink stop Thrasher? Yes. Death? No — only Angel.

Death discards? The hit player chooses which Radars up to 5 levels.

Attack 2 vs 1-card hoard? Flip the 1, then pull remaining power from the main deck.

Always 7? Yes during normal play — draw whenever short.

Opponent out of moves? You get one final move, then Radar tally.

About Radar & Tink

Named for our family’s real cats. Radar is the prize in your hand. Tink protects on Tink’s Gaze. Designed by Lukas Grau, playtested for years with friends and family.

⟵ fold · Page 2 of 2 · Side B ⟶