
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
1
Setup
- 1Shuffle. Shuffle the 64 cards showing 8 critter types. A full hidden deck sits ready for dealing.
- 2Deal. Deal the whole deck out face down to all players. Each player holds a hidden hand of critters.
2
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.
- 1Offer. 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.
- 2Decide. The receiver accepts the claim, or peeks and passes it on. Accepted cards face judgment and passed cards move to a new receiver.
- 3Reveal. 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.
- 4Pass. 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.
3
Rules
- 1Offer. 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.
- 2Peek. 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.
- 3Judge. 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.
- 4Limit. 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.
- 5Lose. 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
- Bluff caught: Anna offers a card to Ben saying Scorpion, but Ben calls False and the card is a Spider, so Anna takes it face up.
- Losing fourth: Dan already shows three Bats; he wrongly accepts a Bat claim, lays the fourth Bat face up, and loses the game.
4
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
- Never pass a card to a player who already saw it in the chain.
- The passer sits out the reveal, and only the last passer takes the True-or-False call.
- An empty hand loses as soon as you must offer, so track your count.
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.