RulesPal
Chat
Rulebook
Card Caper thumbnail

Card Caper

Card Caper Rulebook

Table of Contents

Table of Contents

  • Contents
  • Set Up
  • Starting the Game
  • Winning the Game
  • Using the Score Sheets

Contents

  • Die
  • Deck of Cards
  • Score Pad

Set Up

  1. Each player picks a card from the shuffled deck. The player who selected the highest-value card is the Dealer.
  2. The Dealer reshuffles the deck and deals one card, face down, to each player. This is each player's hidden card. Each player places their hidden card face down in front of themselves.
  3. The Dealer then deals the remaining cards equally among the players. If there are three players, the Dealer will have one fewer card in their hand than the other players.

Starting the Game

  1. Each player looks at their hidden card.

  2. Each player plays one card from their hand under each of the following categories, in a separate pile in front of them, face up:

    • Different Suit: A card that is not the same suit as the player's hidden card.
    • Lower Value: A card that is lower than the player's hidden card.
    • Higher Value: A card that is higher than the player's hidden card.
    • Different Value: A card that is not the same rank as the player's hidden card.

    Note: Aces are always low, Kings are always high. If a player does not have a card in their hand that matches one of the four categories above, they should leave that space empty. A player may only play cards into their own category piles; players may never play cards onto another player's category pile.

  3. After each player has revealed one card from each of the four categories, the Dealer begins the game by rolling the die.

  4. That player must reveal a card from their hand that matches one of the four categories above, based on the image shown on the die.

    The die faces show the four categories: Different Suit (the suit symbols), Lower Value (a downward arrow), Higher Value (an upward arrow), and Different Value (the numbers 5, 6, 7 and 4).

    Players must play a unique card into one of their four category piles (I.E., a player may not reveal the same value card as one of their previously-played Lower Value cards, or a card of the same suit as one of their previously-played Different Suit cards. If a player is unable to play a card into the category pile they rolled, they do not discard a card and that player's turn is over. Play continues clockwise, with the next player rolling the die and revealing a card.

Winning the Game

After all but one of the hidden cards have been revealed, players add up their points for a total score. The player with the most points at the end of the game is the Card Caper super sleuth!

Using the Score Sheets

Players may use the included score sheets to help them keep track of what cards have been played and to get closer to identifying other players' hidden cards.

Under the "Cards Played" section, players cross off all cards in their own hand and all cards played by other players. Players may also wish to note their own hidden card.

Under the "Players" section, players cross off cards based on the information that other players reveal.

  • At the beginning of a player's turn, they may guess another player's hidden card. If the player guesses incorrectly, the player holding that card must place it face up on top of their hidden card. If the player guesses correctly, the hidden card is turned face up for all players to see, and the guessing player earns 1 point for each card held by the player whose hidden card he guessed. If the player guesses another player's hidden card, that player does not reveal it.

  • Play continues in this fashion, with players rolling the die, discarding cards and guessing other players' hidden cards until all but one player's hidden card has been guessed. The player whose hidden card was not guessed earns 5 additional points.