- 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
Where to buy it
Near you and online
In a shop
Within 50 km.
Online
Affiliate link: Marquoir may earn a commission, at no extra cost to you.
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.
