Cockroach Poker

Cockroach Poker

2-6 players ~25 min

In the box

  • 64 cards across 8 critter types

Objective

Dodge collecting cards and lose if you hold four of one critter or run out of hand cards.

Game end

The game stops as soon as a player shows four of one critter. It also stops when a player with no cards must offer one, and that player loses.

What playing this feels like

Speed, attention and memory: None / Low / Medium / High. Timer is separate: none / optional / core. Bluffing: None / Optional / Conditional / Core. Breaks: Good / Medium / Poor.

Rules load
Low
Social pressure
High
Talking
Medium
Speed pressure
None
Timer
None
Direct conflict
High
Bluffing / deception
Core
Information load
Medium · Claims + visible sets + who has seen card
Memory load
Medium
Attention pressure
Medium
Noise potential
Low–Medium
Break flexibility
Poor

Setup

  1. Shuffle. Shuffle the 64 cards showing 8 critter types. A full hidden deck sits ready for dealing.
  2. Deal. Deal the whole deck out face down to all players. Each player holds a hidden hand of critters.

Walkthrough: first round

Worked opening: Anna slides a face-down card to Ben and says Cockroach. Ben peeks, sees a Rat, and passes it to Carla saying Rat. Carla accepts and calls False. The card is a Rat, so Carla takes it face up.

  1. Offer. On your turn, slide one card from your hand face-down to another player and declare a critter, truthfully or not. The receiver holds an unrevealed card with a claim attached.
  2. Decide. The receiver accepts the claim, or peeks and passes it on. Accepted cards face judgment and passed cards move to a new receiver.
  3. Reveal. When a receiver accepts instead of passing, flip the card and compare it with the claim. A correct call gives the card to the passer face-up; a wrong call gives it to the receiver.
  4. Pass. The player who takes the card places it face-up in front of them and starts the next offer with a new card. Each taken card is one step closer to losing, and play continues.

Rules

  1. Offer. On your turn, slide one hand card face down to any other player and declare a critter, true or false. The receiver holds a claimed but unseen card.
  2. Peek. The receiver may judge blind or peek in secret before deciding. The card is flipped over, or it moves to a player who has not seen it.
  3. Judge. A receiver who accepts calls True or False and flips the card. A right call gives the card to the passer, and a wrong call gives it to the receiver.
  4. Limit. Never pass a card to a player who already saw it. A player who saw the card is skipped, and the last passer takes the True-or-False call.
  5. Lose. Lose as soon as you hold four of one critter face up. Also lose when you must offer a card with an empty hand.

Examples

Card & term reference

Cockroach, Bat, Fly, Toad, Rat, Scorpion, Spider, Stink bug
The 8 critter types. Eight copies of each in the 64-card deck.

Common mistakes

Rules summary based on Schmidt Spiele.

Keep learning

Play it at game night

Bring this guide with you. We will teach the rest at the table.