instructions and rules
There are many different ways to play common critters©.
Before you get started, here is a breakdown of the critter card layout.
card categories
The 48 critter cards are divided into four categories of 12 cards each based on color:
card breakdown
face side
Each critter card has two distinct sides: a profile side and a face side.
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The profile side includes the game logo and version, and a profile image (outline or silhouette) of this particular critter.
The face side is divided into several areas based on the background color of the card and includes a variety of critter information.
profile side
Below you will find the instructions and rules for many different common critter games. ​
game variations
critter challenge
number of players: 2-4 (2-6 with Expansion Pack)
recommended ages: All Ages
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object
The object of critter challenge is to collect more card points than your opponent(s) by selecting and playing critter cards with either a higher commonality or size value, OR a beneficial counteractive special ability like capture or block. Knowledge of the critter cards is a big advantage! The player with the most card points at the end of the last round of the game is the winner.
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setup
Separate the critter cards by color and shuffle them into four stacks or decks, each of the same color. Place the four decks in a circle at the center of the playing area with the profile side up:
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sequence of play
The game consists of a series of rounds in which every player will select and play a single critter card.
2-players = 24 rounds
3 players = 18 rounds
4 players = 12 rounds
6 players = 8 rounds
Choose who will be the first starting player (youngest, loudest, or lives farthest from the shore, etc.).
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step one
The starting player is the first active player of the round and selects the top card from any of the critter card decks. BEFORE flipping or looking at the card, the active player chooses commonality or size, announcing their decision to the other players.
step two
The active player then flips the active card over to the face side and places the card in front of them with the chosen commonality or size edge of the card facing forward for other players to see.
step three
The player to the left of the active player is the (next) challenge player and selects the top card from any of the (remaining) decks, flips the card over, and places it in front of them with the special ability facing forward. This is now the challenge card.
step four
Before comparing commonality or size, the special ability color of the challenge card is checked for a possible color match with the active card.
notice!!!
The special ability of the active card is ALWAYS ignored.
step five: special ability color matches
A. trapped by - The active player takes the challenge card and places it in their critter corral FACE DOWN. (Each player places cards they have won next to them on the table in a small space. Just for kicks, let's call that space their critter corral!) The active player & card remain the active player & card.
B. capture - The challenge player takes the active card and places it into their critter corral FACE DOWN. The challenge player & card become the new active player & card, and play resumes at step 3.
C. block - The challenge player takes their challenge card and places it into their critter corral FACE DOWN. The active player & card remains the active player & card, the next player to the left is now the challenge player, and play resumes at step 3.
step five: special ability color does not match
If the special ability colors do not match, turn the challenge card
so that the corresponding commonality or size edge is facing forward
and compare the values.
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A. If the value of the challenge card is higher than the active card, the challenge player takes the active card and places it in their critter corral FACE DOWN. The challenge player & card becomes the new active player & card and chooses commonality or size. Play resumes at step 3.
B. If the value is lower than the active card, the active player takes the challenge card and places it in their critter corral FACE DOWN. The active player/card remains the active player/card (commonality or size does not change) and play resumes at step 3.
C. If the values are the same, place the active card underneath the challenge card. The challenge player/card becomes the new active player/card and chooses commonality or size. Any cards underneath the active card are taken with the active card. Play resumes at step 3.
step six
The round has concluded once every player has selected and played a single critter card. The player to the left of the previous starting player becomes the new starting player, and play resumes at step one until all of the critter cards have been selected and played.
determining the winner
When all the cards have been selected and played the game ends. Without looking at the face side of the cards in their critter corral, the player with the least number of cards (ties are won by the player who went last) chooses commonality or size. Each player then adds and totals the chosen commonality or size values for all of their cards.
The player with the most points is the winner.
name-that-critter
number of players: 2-4
recommended ages: All ages
Object: The object of name-that-critter is to correctly identify the names of more critters based on the profile image on the card, than your opponents.
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setup
Separate the critter cards by color and shuffle them into four stacks or decks, each of the same color. Place the four decks in a circle at the center of the playing area with the profile side up. Choose a starting player and, before the game begins, choose commonality or size (used to determine the winner in the event of a tie).
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sequence of play
step one
The starting player selects a single card from any deck (without looking or revealing the card), places it in front of them face down, and guesses the name of the animal.
The player then looks at the card (without revealing the card to other players).
step two: correct!
The player places the card in their critter corral, and plays again (at step one).
step two: incorrect!
The player passes the card face down to the next player (to the left). This player guesses the name of the critter, and play resumes at the start of step two. If no player correctly identifies the critter, that card is placed into a discard pile, and all players bow their heads in shame. Play then resumes to the left of the player that drew the unidentified critter at step one.
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determining the winner
Once all cards have been selected and herded into critter corrals, players count the number of cards in their corrals. The player with the most cards wins the game. In the event of a tie, the players who tied total the commonality or size values of their cards, and the player with the most points is the winner.
critter memory game
Can your child point and grab? Then your child is ready for the best memory game on the island! Or wherever.
number of players: 2-6
recommended ages: 6 months to 6 years
Object: The object of critter memory game is to collect more sets of matching cards than your opponent(s).
Setup: Place all cards face down in random order in a playing area or table where all players can reach all of them.
The cards do not need to be sorted by color.
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Sequence of Play: The starting player selects a card and flips it over. The starting player then flips over a sond card.
A. If the cards' chosen Size or Visibility matches, the player
places both cards in their critter corral, and they play again.
B. If the cards do not match, flip the cards back to face down, and play resumes with the player to left.
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Once all cards have been selected and successfully herded into critter corrals, the players the number of cards in their corrals. They player with the most cards wins the game.
four critter draw
Number of Players: 2-4
Age: Minimum 21 years (18 in Oklahoma)
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Coming Soon!
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