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

  1. Take the top card of the deck — everyone plays from the same deck.
  2. Place it in any open space that touches at least one card already on the table.
  3. 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.
  4. 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
Cat 10 Cow 4
Dog 10 Frog 4
Fox 9 Mouse 4
Koala 8 Pig 4
Lion 8 Boar 3
Bear 7 Hamster 3
Gorilla 7 Hedgehog 3
Monkey 7 Penguin 3
Panda 7 Bunny 2
Wolf 7 Butterfly 2
Zebra 7 Chick 2
Tiger 6 Giraffe 2
Turtle 5 Owl 2
Chicken 4 Bat 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:

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