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Team Quack

Team Quack Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Gameplay
    • A. Selection
    • B. Evaluation
    • C. Resolution
    • Next, Please!
    • New Round
  • Bonus
  • End of the Game

Components

  • 300 Image Cards
  • 4 Quack Cards
  • 2 Round Boards (double-sided)
  • 1 Board
  • 11 Proof Numbers (0 to 10)
  • 4 Life tokens
  • 1 Duck

Setup

  1. Place the Board in the center of the table.
  2. Place the Round Board corresponding to the number of players in the center of the Board and place the Duck on space "1".

The Round Board key lists: (1) number of Life Tokens; (2) number of players; (3) number of Image Cards dealt per player; (4) number of revealed Quack Cards; (5) Round; (6) End-of-Round Bonus; (7) Medal of honor; (8) Trophy.

  1. Shuffle the Image Cards and place them face down in the center of the table. This is the draw pile.
  2. Place the Proof Numbers (from 0 to 10) in a row in ascending order below the Board.
  3. Take the number of Life Tokens (hearts) corresponding to those on your Round Board. Place them on the hearts drawn on the board. Place the remaining Life Tokens next to the board.
  4. Take as many Quack Cards as indicated on the Round Board. Place them face-up next to the board.

Gameplay

Depending on the number of players, the game is played over several rounds, each consisting of three phases: Selection, Evaluation and Resolution.

A. Selection

  1. Take turns drawing one Image Card from the draw pile and looking at it secretly. This is your Secret Card. Place it face down on an available space on the Board and keep the color in your mind where you placed it. You may look at your Secret Card at any time during this phase.
  2. Each player draws the number of Image Cards indicated on the Round Board. Look at these cards without revealing them to the others. In this example, you would draw 8 Image Cards.
  3. Choose the Image Cards that will help your teammates identify your Secret Card. Place each selected Image Card face-down in front of you. These are your Clue Cards. You may select maximum 1 card from your hand. Then pass your remaining hand to your right-hand neighbor—this process is called drafting.
  4. Repeat step 3 until the Image Cards have completed a full round. You can select a card each time, or not. However, when you receive the last deck of Image Cards, you have no choice—you must select one card.

Unused cards are placed at the bottom of the deck. By the end of this phase, each player must have selected at least one Clue Card and no more than the total number of players.

B. Evaluation

During this phase, all of you have to estimate how obvious your Secret Card is to guess from your Clue Cards chosen. All players make their evaluation simultaneously.

This evaluation is expressed as a score from 1 to 10:

  • 0 = Secret Card is very difficult to guess with these Clue Cards

  • 10 = Secret Card is super obvious to guess with these Clue Cards

  • Make a face-down pile with your Clue Cards. Choose a Proof Number from those that have not yet been taken and place it in front of you. Players can take their Proof Number at any time; there is no turn order.

  • At the end of this phase, all of you must have a Proof Number clearly visible placed on your Clue Card pile.

C. Resolution

Now check your Secret cards. The player with the lowest Proof Number becomes the first "seeker". The player with the highest Proof Number (i.e. the most obvious Secret Card) is the first "target". The seeker must try to identify the target's Secret Card.

  1. The seeker prepares: The seeker first collects all the Secret Cards placed around the Board, then adds as many Image Cards as the current Round Number—these are called Fake Cards. Then the deck is shuffled. Example: In the first round, you add 1 Image Card to the Secret Cards. In the second round, you add 2 and so on. In a 4-player game, this means that in the second round, you will have 6 Secret Cards: 4 player Secret Cards + 2 Fake Cards added at random from the draw pile.
  2. The target reveals all their Clue Cards by turning them face up.
  3. The seeker guesses: Pay close attention to the Clue Cards revealed, as well as the Proof Number chosen by the target. Considering this information, the seeker takes the Secret Cards in their hand and tries to find the target's Secret Card. The chosen card is then given to the target face up.
  4. The target announces whether the proposed card is their Secret Card or not.

Now there are two possibilities for the seeker:

  1. It's correct: Bravo! The Secret Card and the revealed Clue Cards are returned to the box. If there are still Secret Cards to be guessed, hand the deck to the target.
  2. It's wrong: Ouch! Too bad! You lose a Life Token.
    • If that wasn't your last Life Token, take the Secret Card revealed by mistake, return it to the deck and give the deck to the target. The target reveals their Secret Card. Return that Secret Card as well as the target's Clue Cards to the box.
    • If it was your last Life Token, you've lost the game! But don't be discouraged—you'll do better next time!

Next, Please!

The target now becomes the seeker for the next turn and the player with the highest remaining Proof Number becomes the new target.

Example: Max has just revealed his Clue Cards. He is the new seeker and Anna, with the next highest Proof Number (9) is the new target. She now reveals her two Clue Cards.

New Round

Have you guessed all the Secret Cards? Then a new round begins:

  1. The Image Cards you used in this round are returned to the box.
  2. Return all Proof Numbers and place them in a line below the Board.
  3. Move the Duck one space forward and get a Bonus (see Bonus below).
  4. Then repeat the phases A, B, C.

Bonus

At the end of each round, you will receive the bonus shown on the field of the previous round. There are two different types:

  • Quack Card: The Seeker may discard a Quack card to ask the target for a sound clue. The target, revealing their clue cards, may only make a sound or noise related to their secret card—no words, no miming! The Quack cards you used are returned to the box. Quack cards earned are added to those received at the start and can be spent at any time by any seeker.
  • Heart: You receive an additional Life Token. Take a new one from the supply and place it on an empty space on the board.

End of the Game

Have you lost your last Life Token or finished the last round? The game ends immediately. Check your result based on the symbol where your duck is standing:

  • No medal: There's still potential. You'll do better next time!
  • Bronze medal: The first step towards glory and honor! Try again and improve.
  • Silver medal: Doing great! Are you going for gold next time?
  • Gold medal: Congratulations! You're the best! You've earned a place in the Team Quack Hall of Fame. The trophy is yours!