Walter Wick: Can You See What I See? – Finders Keepers Game
Walter Wick: Can You See What I See? – Finders Keepers Game Rulebook
Table of Contents
Table of Contents
Components
- 40 Find Me tiles
- 60 Keep Me cards
Finders Keepers
2 to 6 players • Ages 4 and up
Object
Be the first player to collect all of your Keep Me cards in your Keepers pile.
Set Up
- Shuffle the Keep Me cards and deal out 12 to each player (10 if playing with five or six players). All players should spread out their Keep Me cards face up in front of them.
- Shuffle and stack the Find Me tiles to form a face down draw pile in the center of the playing area.
How to Play
The first player to spot something colored blue in the room starts the game and play continues to the left. On your turn, reveal the top Find Me tile for all to see. (Place it face up next to the draw pile to start the discard pile.) All players now look at their Keep Me cards to see if that object appears on any of their cards.
If you can find that object on any of your Keep Me cards, take those cards and place them face down in your Keepers pile near your playing area. Look carefully as some objects may be upside down or hidden behind other objects!
After all players have looked through all of their Keep Me cards and added to their Keepers piles, the player to the left reveals the next Find Me tile. Play continues as described above.
Example
In this example, all of the circled cards have a rubber duck that matches the Find Me tile, so they get collected.
Winning the Game
The first player to collect all of his Keep Me cards in his Keepers pile wins the game. If more than one player places her final Keep Me card in her Keepers pile on the same turn, then all of those players are winners!
Expert Finders Keepers
2 – 4 players • Ages 8 and up
Editor's note: In the source sheet, the Expert Finders Keepers heading and its Object line appear at the foot of the left-hand column of the first page. Its Set Up, How to Play, Seymour Goes Wild!, Notes and Ending the Game and Scoring sections are printed in the right-hand column of the same page without a repeated heading. They are placed under this heading by their position on the sheet and by the matching structure of the Spanish translation on the second page.
Object
Score the most points by matching your Find Me tiles to the most Keep Me cards.
Set Up
- Shuffle the 60 Keep Me cards and deal 9 face up to form a 3 x 3 grid in the middle of the play area. Stack the remaining cards face down within reach of play.
- Shuffle the 40 Find Me tiles and deal them face down and evenly between all the players. For 2 players deal 20 to each player; for 3 players deal 13 per player; for 4 players, deal 10. Place any remaining tiles out of play.
[Diagram in the source: the 3 x 3 grid in the centre of the table, with Player 1 to Player 4 seated around it.]
How to Play
The last person to have seen a hot air balloon starts the game and play continues to the left. On your turn, select one of your face up Find Me tiles that matches an object on one or more of the face up Keep Me cards in the center. Announce the object of your choosing and then collect all the cards containing the matching object from the center grid. Stack your collected cards in a face down pile next to you. End your turn by replenishing your hand with the top Find Me tile from your stack. Also replace any captured Keep Me cards from the reserve stack in the central playing area. Play then proceeds to the left.
Example
In this example, all of the circled cards have a rubber duck that matches the Find Me tile, so they get collected.
Seymour Goes Wild!
Keep Me cards that feature Seymour have special value as they are worth double the points at the end of the game. When possible, try to collect Keep Me cards that feature him!
Notes
- Remember, you may only choose one of your face up Find Me tiles to match with any number of Keep Me cards from the center.
- You must take a match if you can make one. Otherwise, pass your turn.
Ending the Game and Scoring
The game ends when no more Keep Me cards can be captured from the middle. Scoring is determined by counting captured Keep Me cards: 2 points for Seymour Keep Me cards and 1 point for all other Keep Me cards. The player with the most points wins. In case of a tie, the player with the most Seymour cards wins.