Squishmallows Take4
Squishmallows Take4 Rulebook
Table of Contents
Table of Contents
Setup
Before playing, set up the play area. Separate the number cards into five sets of four cards. Each set contains the numbers 1, 2, 3 and 4. Lay out one number card set in a row on the table, numbers facing up. Give each player their own set of number cards to hold in hand.
Shuffle the SQUISHMALLOWS cards together and draw the top four cards of the deck. Next to each number card in the centre of the play area, place one SQUISHMALLOWS card face up.
Finally, place Benny in the centre of the play area. All players should be able to reach Benny easily.
When setup is complete, the play area should look roughly like this: (layout diagram on the sheet; the diagram shows the row of number cards 1-4 with a SQUISHMALLOWS card beside each, and Benny in the middle)
Once everything is ready: Ready? Yes! The game can begin!
Playing the Game
The goal of the game is to collect a complete SQUISHMALLOWS squad (Squad). A full squad consists of four different SQUISHMALLOWS cards from the same squad. The first player to collect a complete squad wins the game!
There are four SQUISHMALLOWS squads in the game:
- Classic (Klassinen) Squad
- Sealife (Merellinen) Squad
- Fantasy (Fantasia) Squad
- Food (Herkku) Squad
A game consists of several rounds. Each round begins with three simple steps:
- Everyone counts down aloud from three: "3, 2, 1!"
- When you reach one, all players place one number card from their hand in front of them, number side up.
- A player's number card represents the SQUISHMALLOWS card that player wants for themselves from the centre of the play area.
Once all number cards are on the table, one of two things can happen:
- If you are aiming for the SQUISHMALLOWS card with number 3, and you have placed number card 3, and no other player has placed a 3: the SQUISHMALLOWS card you were aiming for is yours, and you are one step closer to a complete squad!
- If one or more other players have also placed a 3 card on the table: everyone tries to grab Benny as fast as possible. Whoever succeeds in grabbing Benny (or gets their hand on Benny first) gets the SQUISHMALLOWS card with that number for themselves. This always happens when two or more players place the same number card.
After each round, reset the play area to its starting setup:
- The number cards are placed back on the table. (Translator's note: the sheet's sentence here reads "Numerokortit jätetään pöydälle" ("the number cards are left on the table"). The next sentence of the same paragraph has players take their played number cards back into hand, so the two sentences appear to conflict. The English above follows the printed sentence; the operative procedure is that players take their number cards back into hand, as the sheet's following sentence states.)
- All SQUISHMALLOWS cards that remain in the play area are removed from the play area and placed on the bottom of the deck.
- Players take back into their hands the number cards they played.
- If Benny was grabbed, Benny is placed back in the centre of the play area.
Then draw four new cards from the SQUISHMALLOWS deck and place them on the table next to the number cards. The next round may begin!
The game continues in this way until one player has collected a complete squad. Remember that a complete squad requires four different SQUISHMALLOWS cards from the same squad!
Tip
If you do not need any of the cards in the play area for your own squad, you can try to steal a card that another player needs for their winning squad.
Components
- 1 unique BENNY SQUISHMALLOWS plush
- 64 SQUISHMALLOWS cards
- 20 number cards
Squads and Cards
The cards of the same squad can be recognised by the symbols in the corners of the cards.
- Classic Squad (Klassinen): Cam, Winston, Malcolm, Lola
- Fantasy Squad (Fantasia): Tatiana, Michaela, Leonard, Patty
- Sealife Squad (Merellinen): Archie, Sheldon, Stacy, Gordon
- Food Squad (Herkku): Maui, Carl, Chanel, Floyd