How to play Matchimals
Matchimals takes about two minutes to learn. It's a turn-based puzzle card game for 1–4 players inspired by Busy Bee, a card game from 1959 — think dominoes meets Qwirkle, with a zoo.
The goal
Score more points than everyone else by making animal matches. The game ends when the deck runs out of cards.
Setup
- Choose how many players (1–4) and pick an animal avatar for each.
- Every card shows four animals — one on each edge (top, right, bottom, left).
- The first card is placed in the middle of the table for you.
On your turn
- Take the top card of the deck — everyone plays from the same deck.
- Place it in any open space that touches at least one card already on the table.
- Here's the one big rule: every edge that touches a neighboring card must show the same animal on both cards. If a placement would create even one mismatched edge, it's not allowed.
- If the card can't legally go anywhere, you pass and the next player draws.
Scoring
Every matched edge scores that animal's point value. Place a card that matches two, three, or even four neighbors at once and you score every one of those matches — that's how the big plays happen.
| Animal | Points | Animal | Points |
|---|---|---|---|
|
|
10 |
|
4 |
|
|
10 |
|
4 |
|
|
9 |
|
4 |
|
|
8 |
|
4 |
|
|
8 |
|
3 |
|
|
7 |
|
3 |
|
|
7 |
|
3 |
|
|
7 |
|
3 |
|
|
7 |
|
2 |
|
|
7 |
|
2 |
|
|
7 |
|
2 |
|
|
6 |
|
2 |
|
|
5 |
|
2 |
|
|
4 |
|
1 |
Game modes
- Easy mode — “Always a match to make.” The deck always offers a playable card. Great for younger kids: no frustrating turns, just matching.
- Classic — “Match if you can, pass if not.” The original rules: if your card doesn't fit anywhere, you pass. More suspense, more strategy.
Winning
When the last card is placed, the highest score wins. Confetti included.
Strategy tips
- Hunt for corners. A card that fits into a nook touching two or more cards scores every matched edge — a double cat match is 20 points in one move.
- Know your values. Cats and dogs are worth 10, but they're not more common. A guaranteed 7-point zebra match beats chasing a cat that may never fit.
- Think one card ahead. The next card in the deck is everyone's — where you place yours changes what spaces are open for the player after you.
- Watch the board's edges. The board is bounded — placing a card near a wall closes spaces faster, forcing passes in Classic mode.
Easiest way to learn? Just play a round: