50 Cards (5 Sets With Cats: - 8, - 5, 3, 5, 8, 11, 15, Rabbit: 0, Dogs: Large, Small)
50 Cards (5 Sets With Cats: - 8, - 5, 3, 5, 8, 11, 15, Rabbit: 0, Dogs: Large, Small)
With their mice, the players attempt to grab the famous cat in the sack. In the sack, there
are both good and bad cats. Each player can also put a dog or rabbit into the sack instead
of a cat, allowing players to bluff one another. At game end, all positive cats and mice count
plus points, but negative cats count minus points.
• 50 cards (5 sets with cats: -8, -5, 3, 5, 8, 11, 15, rabbit: 0, dogs: large, small)
• 1 start player marker • 76 »mice« money (68 x black worth 1, 8 x green worth 5)
Example: the first player passes, takes his bid back and the 2 mice that are on the first
mouse card in the row.
Each time a player passes, the players turn over next card of the row, so that the players
have more Information to help them decide whether they want to buy what is in the sack
or not.
When all the cards are turned over, there is now just one player who has not passed.
He pays his bid to the bank and he gets contents of the sack: all cards (with positive
and negative values) and puts them face down in his play area. The player places his won
cards separately from those in his hand. He also takes the start player marker.
If there was exactly one dog (large or small) among the face up cards in
the row, he will scare one cat away, before the sack will be taken. If the
large dog is in the row, the cat with the highest positive value and this dog are
returned to the box. If the small dog is in the row, the cat with the highest
negative value and this dog are returned to the box.
Note: with more than one dog in the row, the dogs rush about without effect on the
cats and are returned to the box. This also occurs if small and large dogs are together
in the row.
Finally, the mouse cards are filled again with the appropriate number mice and the second
round is begun with the selection of cards and the auction, according to the rules above.
All further rounds run the same way.
Special Cases
• If at the beginning of the auction all players but the last pass, turn over the last
card (with 3 players, the two last cards), so that the last player can see the entire row
and buy the cats for 1 mouse, if he chooses.
• If the last player also passes, remove all cards from the row and begin a new round
with the same start player, but no mice on the cards.
• If a large dog chases a cat from the row and there are no positive cats in the row, he
chases the lowest-valued negative cat from the row. If a small dog chases a cat from
the row and there are no negative cats in the row, he chases the lowest-valued positive
cat from the row.
• Players may make change with their mice money with the bank at any time.
• If, at the end of a round, there is not enough money in the bank to distribute money
on all the mouse cards, no mice are placed on the cards at all. In this round, only the
player winning the auction gets something: the cats on the row. All player who pass,
A tactical note
If a player passes as the last player, he receives 6 mice. This can often be worthwhile as it
allows a player to have cash he may want for a later auction. Additionally, these 6 mice are
also 6 points. If a player spends all his money on an auction, he will have to pass immedia-
tely on the next and will receive only 2 mice when he does. Thus, this is likely not a good
idea. If all players (except one) bid high amounts, that player could win without ever win-
ning an auction.