Single



Gamewright Rat-A-Tat-Cat Multi-colored 5 34


B00000GBQJ



Children's card game that helps develop timing and basic mathematical concepts
타이밍과 기본적인 수학적 개념을 개발하는 데 도움이되는 어린이 카드 게임



Teaches strategy, memory building, and addition
교육 전략, 메모리 구축 및 추가



Oppenheim Toy Portfolio Platinum Best Toy Award; Mensa 1996 Best New Mind Game Award
오펜하임 장난감 포트폴리오 플래티넘 최우수 장난감 상; 멘사 1996 최우수 뉴 마인드 게임 상



Includes 54 rat, cat, and power cards
54개의 래트, 캣, 파워 카드 포함



For 2 to 6 players
2~6명의 선수에게



Style:Single

Product Description

It's never too early to develop a good poker face. With Rat-a-Tat Cat, a poker face is just one of the skills players need to perfect. As in poker, luck, skill, strategy, and intuition each play a part. Players are dealt four cards, which are kept face- down, except for a quick peek at two of them. Each player in turn pulls a card from the draw pile to replace one of the four. Memory is important, as the object is to end with the lowest score, and players must keep track of the values on their four cards. "Peek," "Swap," and "Draw Two" Power cards turn up occasionally, allowing players to maneuver and strategize further. Delightfully witty pictures of cats (the good guys--low points) and rats (bad guys--high points) illustrate each of the 54 cards. Young card sharks will develop a sense of timing and greater ease with numbers, and can begin to grasp the concept of probability. Winner of Oppenheim Toy Portfolio Platinum Best Toy Award and the 1996 Mensa Best New Mind Game. For 2 to 6 players. --Emilie Coulter

Amazon.com

It's never too early to develop a good poker face. With Rat-a-Tat Cat, a poker face is just one of the skills players need to perfect. As in poker, luck, skill, strategy, and intuition each play a part. Players are dealt four cards, which are kept face- down, except for a quick peek at two of them. Each player in turn pulls a card from the draw pile to replace one of the four. Memory is important, as the object is to end with the lowest score, and players must keep track of the values on their four cards. "Peek," "Swap," and "Draw Two" Power cards turn up occasionally, allowing players to maneuver and strategize further. Delightfully witty pictures of cats (the good guys--low points) and rats (bad guys--high points) illustrate each of the 54 cards. Young card sharks will develop a sense of timing and greater ease with numbers, and can begin to grasp the concept of probability. Winner of Oppenheim Toy Portfolio Platinum Best Toy Award and the 1996 Mensa Best New Mind Game. For 2 to 6 players. --Emilie Coulter

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