Collect Radars. Spring traps. Outsmart the Snatcher.
Named after our real cats — Radar (black) & Tink.
Shuffle 108 cards as the face-down main deck.
Each player: 4 cards face-down = their hoard.
Each player draws to 7 cards in hand.
Leave room for a shared face-up discard pile.
Start player (youngest, or last to see a cat). Play clockwise.
Take exactly one move (play one card), then get your hand back to 7:
Not both on the same turn.
| Zone | Rule |
|---|---|
| Hand | Must be 7. Where Radars score. |
| Hoard | Starts at 4; can grow. Face-down. Hide Traps. Flip from the top. |
| Main deck | Draw pile. |
| Discard | Shared, face-up. |
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.
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.
Discard it face-up (no score). Power = value (+1 / +2 / +3).
Use two 108-card decks. Optional: attack only left or right neighbor.
| Card | What 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. |
The game ends when:
Only hand Radars score. Hoard and discard = 0 points.
Most Radar cards among tied players. Still tied? Share — or one sudden-death attack.
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.
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.