How to play Froop!
Shuffle the deck. Deal each player 7 cards, place the next card in the
deck face-up in the middle of the table to start the Froop, and set the
rest of the cards aside, face-down, to form the draw pile. The dealer
always goes first.
On your turn, play one card from your hand onto the Froop. The Froop is
the collection of cards that have been played onto the table. The card you
play must overlap at least two symbols on the Froop, and the symbols on
your card must match up exactly with the symbols they cover. You can
rotate the card you play 180°, but you can not play cards sideways (in
Fig. 1, cards can be played in the green outlines, but not the red ones).
As the Froop grows, the number of places cards can be played increases
(see Fig. 2). If you are unable to play a card onto the Froop, you must
draw a card, and your turn ends. If the card you play matches 3 or 4
symbols on the Froop (see Fig. 3), you may immediately play another card
(but you don.t have to), and if that matches 3 or 4 symbols on the Froop
you may play another card and so on. After your turn, the next player
takes his/her turn, and so on around the table. The first player to run
out of cards wins.
- Cutthroat: When you match 3 symbols, you may either play
another card or give one of your cards to another player. When you match 4
symbols, you may either play another card or make every other player draw
- Speed: Begin counting down from 20 as soon as you finish your
turn. If the next player hasn't played a card by the time you reach zero,
(s)he must end his/her turn, draw a card, and begin the countdown from 20
for the next player.
- Strategic: Every player keeps his/her hand face-up on the table
in front of him/her for the entire game.
- Panic: [NEW!] This variant plays
like Cutthroat, but in real-time! All players play simultaneously, as
fast as they can. When you match 3 symbols, call out "Three!" and the name
of a player, and give that player a card from your hand. When you match 4
symbols, call out "Four!", and make every other player draw a card. (This
variant is based on an idea by Tom Jolly).
- Marathon: [NEW!] This variant can be
combined with any of the others. When you runs out of cards, you score a
point. Everyone then draws back up to seven cards, and begins play again,
continuing to use the Froop from the previous game. When the deck runs
out, the player with the most points wins.
©2003 Savant Garde Entertainment