Patuscada
Patuscada Rulebook
Table of Contents
Table of Contents
Components
The box contains:
- 90 black question cards (3 of them are "improvisation cards," meaning the player must invent a question on the spot).
- 460 white answer cards (3 of them are blank and must be filled in before the game is used for the first time).
Feedback and Contact
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Didn't like it? We don't care at all. Just kidding, we do. So, for questions, suggestions, comments and information about future expansions, get in touch with us through one of the channels below:
Site: www.patuscada.bar Telephone: 0800 800 2017 Email: [email protected]
Instructions
There are countless ways to play Patuscada. Here we present some of them. But there is no problem at all if you adapt our rules or create your own (just don't forget to share them with us).
Setup
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Deal ten white answer cards to each player. The remaining cards are placed in the middle of the table, next to the black question cards. Both piles should be placed face down.
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Among the players, the one with the most sins is chosen as the Cartomante. If there are only pure people at the table, or if everyone is equally condemned, then the chosen one is the last person to have gone to the bathroom.
Round
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The Cartomante removes one of the black cards and reads the question aloud. Each player must choose, from the white cards they hold, the best answer to the question, and hand it to the Cartomante without showing its face (the written side).
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The Cartomante shuffles the answers and reads them aloud. For better effect, we suggest rereading the question before presenting each answer.
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The Cartomante selects the answer that pleases them most (and no one is entitled to a guess, this is not a democracy). The person who submitted the winning card scores one point. They also keep the round's black card, to make it easier to count points during the game.
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Before the next round, the players each draw a new white card, so that they always have ten in hand.
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The player to the left of the last Cartomante takes over the role. And repeats all the steps, starting from step 3.
End of the Game
- The game ends when one of the players has ten points. Or not. You decide.
Variations
Get Out! - After everyone has answered the question, each player eliminates one of the cards presented. The one left over is the winner.
All or Nothing - A player may submit two white cards in the same round. If one of them is chosen, they score the point. Otherwise, they lose a point they had previously won and must return one of their black cards.
Dunce (Burrão) - The player may, at any time, exchange the white cards whose content they do not understand. However, they must confess their ignorance to the rest of the group, who may - and should - humiliate them for it.
Swap-Swap (Troca-troca) - At any time, the players may use a black card (one they have won a point with) to exchange one or more white cards they hold.
Stevie Wonder - In every round, take a white card from the top of the draw pile and hand it to the Cartomante of the round. This card, taken blindfolded, belongs to the virtual player Stevie Wonder. If he wins the game, everyone must sing "I've Just Called To Say I Love You" in chorus.