Patty and Cathy Duke, the cute look-alike cousins like to do things together. In this game, the players have fun matching cards of Patty and Cathy doing the same things.
As players move around the path on the board, they try to stop on certain squares so that they can pick a green card showing Patty or Cathy doing the same thing as a red Cathy or Patty card in their own hand. When a player has "matched" a green card from the board with a red card from his hand, both cards are discarded and out of the game. They first player to discard all of his cards is the winner.
TO SET UP THE GAME
- Shuffle (mix up) the GREEN cards. Place three (3), FACE DOWN, in each large "Picture" area on the board. The "Picture" areas are the large purple and blue spaces showing various "Teen Age" activities. Before starting, there should be 3 GREEN cards, FACE DOWN, in each of the 8 "Picture" areas on the board.
- Shuffle (mix up) the RED cards and deal 4 to each player in the game. The rest of the RED cards are placed face down in the center of the board so that players may draw from this pile during the game. Players may look at their own cards.
- Each player takes one plastic playing piece and places it in the "START" square.
- Throw the die (1 dice), the highest throw has first turn. The other players take turns, clockwise, from the first player.
THE OBJECT OF THE GAME is to try to find GREEN cards of the same number and picture to match the RED cards in a player's hand.
TO PLAY THE GAME
MOVING AROUND THE BOARD
- Each player, in his turn, throws the die and moves his playing piece that number of squares.
- Players must ALWAYS move in a CLOCKWISE direction as shown by the arrows on the playing board. They cannot move backwards. Players keep moving around the path during a game. There are two "short-cut" paths in the center of the board which a player may take as long as he moves according to the DIRECTION of the ARROWS.
- Any number of players can stop on the same square.
- On the path, there are 8 special RED squares with points going into their own "Picture" area containing GREEN cards. If a player's piece STOPS on one of these squares, he is allowed to choose any one GREEN card in that "Picture" area to see if it MATCHES with a RED card in his own hand. (See rules for Matching Cards)
If a player STOPS on a square with printed instructions on it, he MUST do what it says.
If the square says:
- (a) "GO TO ANY OTHER SPACE" -- The player is allowed to go IMMEDIATELY to any space he chooses.
- (b) "TAKE CARD FROM OTHER PLAYER" -- The player MUST take one card from ANY OTHER PLAYER he chooses. He draws one card from an opponent's hand without looking at it.
- (c) "TAKE A CARD FROM PILE" -- The player must take the top card from the unused pile of RED cards and add it to the cards in his hand. If there are no cards left in the pile, he does not get a card.
All during the game, players keep moving around the colored path, trying to stop on one of the special RED squares so as to be allowed to pick GREEN cards from the "Picture" areas.
The RED and GREEN cards MATCH when BOTH HAVE THE SAME NUMBER. You will find that one will be a "Cathy" and the matching card will be a "Patty" and the pictures will be the same. For example, the Number 12 GREEN "Patty" card matches up with the Number 12 RED "Cathy" card and both cards show a picture of "skating." If you had a Number 12 "Cathy" card in your hand, you would try to locate the Number 12 "Patty" GREEN card on the board. Remember you CANNOT match a "Patty" with a "Patty" or a "Cathy" with a "Cathy" of the same number.
Whenever a player has stopped on a special RED square (as in Rule 4 above) he is allowed to pick a green card from that "picture" area to try "MATCHING."
The player must always go according to the following important rules:
FIRST The player must call out loud whether he is trying to pick a "Cathy" or a "Patty" card. This is done BEFORE he selects the card.
SECOND He picks the card and looks at it.
If it is NOT the same kind of card (Cathy or Patty) he called out, he must show the WHOLE card to all players and put it back on the board, face down. This is so even if that card would match a card in his hand.
- For example: A player called out, "I Pick a Cathy card." Then he picked a GREEN card which turned out to be a "Patty" card. He shows the card to all and puts it back on the board.
- If the card picked IS the kind (Cathy or Patty) he called out, he may now see if it matches any card in his hand. He doesn't have to show the other players what number or picture is on the card, but, if they want proof that he picked the right card, he can cover up part of the card and show the lettering for "Patty" or "Cathy" to the opponents. If the GREEN card matches a RED card in his hand, the player DISCARDS BOTH CARDS. If the cards do NOT MATCH he puts it back on the board in the same place it came from, face down.
- The GREEN "WILD" cards are special. If a player called out the right kind of GREEN card ("Patty" or Cathy") and it turned out to be a "WILD" card, he can match this card with ANY NUMBER card in his hand, "Patty" or "Cathy." You do NOT have to match it with a RED "Wild" card. There are two Green "WILD" cards in the game. Remember, if a player called "Cathy" and the card picked was "Patty," even if it was Wild, he must show it to all players and return it to the board (as in Rule 1 above).
- The RED "WILD" cards are special. These cards may be DISCARDED at any time WITHOUT MATCHING A GREEN CARD. Usually the player holding a RED WILD card will want to save it for the end when all other cards in his hand have been matched.
- If a player has made a match, he has another turn immediately. He must throw the dice and move as players cannot stay on the same space and continue to choose GREEN cards from the same "Picture" area.
THE WINNER is the first player who has discarded all of his RED cards.
MILTON BRADLEY COMPANY
©1964 by Milton Bradley Co. under Berne & Universal Copyright Conventions