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Card games

Twin It

Cocktail GamesNathalie Saunier, Rémi Saunier…2016

players
2–6
minutes
15
years
6+

In the box

135 double-sided pattern cards, in one, two or three copies

Box details
Designers
Nathalie Saunier, Rémi Saunier, Tom Vuarchex
Artwork
Tom Vuarchex
Publisher
Cocktail Games
Mechanics
ObservationSpeedPairs

score sheets for this game →

Where to buy it

Near you and online

In a shop

Within 50 km.

The basics

Spot two identical patterns among the visible cards before the others, and win five catches. In turn, each player turns over the top card of their draw pile; at any time, a player who sees two identical patterns puts one hand on each of the two cards and wins the pair, while a mistake costs a catch already won. As soon as a player has five catches, they win.

Checked against the official rules · October 2026

The rules, step by step

Setup

135 cards shared out, Draw pile in plain sight, 2 to 6 players
  • The "Every player for themselves" mode is for 2 to 6 players.
  • Shuffle the 135 cards well and share them out roughly equally among the players.
  • Each player places their draw pile in front of them, in plain sight.
  • The player wearing the most different colours starts.

How to play

Turn over your card, Identical patterns, One hand per card
  • In turn, clockwise, each player turns over the top card of their draw pile, facing the others, and places it in a free space.
  • At any time, a player who sees two identical patterns puts one hand on each of the two cards and wins the pair.
  • All visible patterns count: those on the table, those on top of the draw piles and those of catches already won.
  • Stealing: if a pattern appears a third time, you may put one hand on the pair already won and the other on the new card to take all three.
  • Dispute: if two players each have a hand on one card of the pair, count to three and turn the pair face down; nobody wins it. If two hands are on the same card, the one underneath has priority.
  • Mistake: a player who puts their hands on two different cards loses a catch already won, slides it under their draw pile, then restarts play.
  • After a catch, the player who won it turns over the next card of their draw pile.

Scoring

Pair or triple: 1
  • A catch, pair or triple, counts 1.
  • In Marquoir, add 1 for each catch and take 1 off a player who loses a catch.

End of the game

5 catches, Ring: 7 catches
  • As soon as a player has five catches, they win.
  • The ring: as soon as a player has seven catches, they win.

House rules and pitfalls

The clans, for 4 to 6: two teams, and a catch only counts if two teammates each put a hand down.
  • The clans, for 4 to 6: two teams, and a catch only counts if two teammates each put a hand down.
  • All together: cooperative play, one minute to gather as many pairs (1 point) and triples (2 points) as possible.
  • The ring: five shared draw piles, four at the corners of a rectangle and one in the middle; a catch can be made from one, two or three cards.

Going further

Variants · Frequently asked questions · In the same family

Variants

Game mode

  • Every player for themselves

    Five catches to win.

  • The ring

    Five shared draw piles, seven catches to win.

choose them when you start a game: the scorer adapts

Frequently asked questions

Does a card on top of a draw pile count?

Yes. If a pair uses it, the card revealed underneath can in turn form a pair: chain reactions are allowed.

What do you lose by making a mistake with no catches?

Nothing: you only lose a catch if you have one.

In the same family

see all →