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Published card games

Twin It

Spot two identical patterns among the visible cards before the others, and win five catches.

players
2–6
minutes
15
variants
2

You’ll need the game box. Marquoir sums up the rules and keeps score.

Setup

  • 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

  • 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

  • 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

  • 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.
  • 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.

Variants

Game mode

  • Every player for themselves

    Five catches to win.

  • The ring

    Five shared draw piles, seven catches to win.

chosen when starting, the scorer follows

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.

The box

Released
2016
Age
Ages 6+
Designers
Nathalie Saunier, Rémi Saunier, Tom Vuarchex
Artwork
Tom Vuarchex
Publisher
Cocktail Games
Mechanics
ObservationSpeedPairs
Contents
  • 135 double-sided pattern cards, in one, two or three copies

score sheets for this game →

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