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Cup the Crab

Cup the Crab Rulebook

Table of Contents

Table of Contents

  • Components
  • Game Setup
  • Playing the Game
    • Taking a Stack into your score pile
    • Card descriptions
  • End of the Game
    • Round overview
  • Examples
    • Example 1
    • Example 2
  • Tactical Hints
    • Use your Crab, Bottle, and Octopus cards wisely!

Components

  • Cup cards x70
    • Cards numbered 1-6: x10 cards each
    • Cards numbered 8 & 10: x5 cards each
  • Crab cards x15
  • Octopus cards x10
  • Bottle cards x10
  • Starting Player card

Game Setup

Give each player 3 Crab cards, 2 Octopus cards, and 2 Bottle cards. Then shuffle all 70 Cup cards, and deal 14 cards to each player. Return all unused cards to the box. Give the youngest player the Starting Player card.

Playing the Game

Each player begins with 21 cards. The game runs over seven rounds.

  1. At the start of each round, players secretly choose three of their cards to take into their hand (leaving 18 cards to choose from at the beginning of the 2nd round, and so on). Only those three cards are used during the current round. The remaining cards are set aside for the next round.

  2. The player with the Starting Player card starts the round and plays one of their cards in the middle of the table.

    Note: At the beginning of the game, the Starting player must start a new stack. There may never be more than a total of three stacks on the table (or four stacks if there are five players). There is no limit to the number of Cup cards in a stack.

  3. In clockwise order, players take turns to play one card at a time. They either start a new stack or add a card to an existing stack.

    Note: You must play a card from your hand on your turn. If you cannot start a new stack or place your card on an existing stack (see Bottle cards and Octopus cards below) you must discard the card.

The round ends after all players have played their three cards. The played cards remain on the table between rounds. The Starting Player card is passed clockwise, and the next round begins at step 1 again, with the secret selection of three cards.

Taking a Stack into your score pile

  1. Play a Crab card on a stack of Cups to claim it.
  2. You need an Octopus card to claim a stack that has a Bottle card.

When you claim a stack, take all cards in that stack and place them face-down in front of you as your score pile.

Note: Be careful not to mix these with your unplayed cards for the following rounds.

A new stack can now be started where the previous stack was placed.

Card descriptions

  • CUP CARDS are numbered and increase the value of a stack by the value printed on them. The card values count as points at the end of the game.
  • CRAB CARDS can be played on any stack that has no Bottle card. When you play this card on a stack, immediately take all cards in that stack into your score pile.
  • BOTTLE CARDS can be played on any stack that has no Bottle card, or used to start a new stack. Once a stack has a Bottle card, only an Octopus card can be played on that stack!
  • OCTOPUS CARDS can only be played on a stack that has a Bottle card. When you play this card on a stack, immediately take all cards in that stack into your score pile.

End of the Game

The game ends after seven rounds, when all cards have been played. Your score is the total of the Cup card values in your score pile. The Crab, Bottle, and Octopus cards give no points. The player with the most points is the winner. In case of a tie, the tied player with the most Cup cards wins. If still a tie, the tied players share the victory.

Round overview

  1. Each player chooses three cards to use this round.
  2. The Starting player goes first, and plays a card from their hand.
  3. Take turns to add a Cup card to a stack... or start a new stack. Overlap the Cup cards to reveal the numbers.
  4. Play a Crab card to claim a stack.
  5. Once a Bottle card is played, only an Octopus card can be played there to claim the stack.

Examples

Example 1

In this situation, a Crab card can be used to claim Stack C (with a value of 10).

An Octopus card can be used to claim Stack A (with a value of 5).

With any Cup card or a Bottle card, you can either add it to Stack C or start Stack B. If you start a stack using a Bottle card, the stack would have a value of 0 since no additional Cup cards can be added to the stack (Only an Octopus card can be played on a Bottle card).

Example 2

In this situation, any Cup card or a Bottle card can only be played to start Stack B.

A Crab card cannot be played since there is no stack it can claim.

With an Octopus card, you can claim either Stack A (with a value of 5) or Stack C (with a value of 10).

Tactical Hints

Use your Crab, Bottle, and Octopus cards wisely!

  • If you use up your Crab cards and Octopus cards too early, you'll be forced to just add value to the stacks your opponents will take for the rest of the game.
  • With a Bottle card, you can make the other stacks get more valuable because Cup cards must then be played on the other stacks.
  • Consider which round you will become the Starting player. If a valuable stack remains from the previous round, the Starting player can safely claim that stack.