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Rat-A-Tat-Cat
Rat-A-Tat-CatBrand: Gamewright
Department: Games

List Price: $9.99
Buy From Amazon.com New: $7.62
as of 5/24/2012 06:37 CDT details
You Save: $2.37 (24%)

Seller: chuckntamie

Genre: Educational
Autographed: No
Memorabilia: No
Age: 6 - 99 years
Shipping Weight (lbs): 0.4
Dimensions (in): 5.8 x 4.8 x 1.5

MPN: RTC
Model: 204
UPC: 759751002046
EAN: 0759751002046
ASIN: B00000GBQJ

Release Date: June 12, 2006
Availability: Usually ships in 1-2 business days

Features:
   Children's card game that helps develop timing and basic mathematical concepts
   Teaches strategy, memory building, and addition
   Oppenheim Toy Portfolio Platinum Best Toy Award; Mensa 1996 Best New Mind Game Award
   Includes 54 rat, cat, and power cards
   For 2 to 6 players

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Editorial Reviews:

Product Description
A game of suspense, strategy, and anticipation. Get rid of the high cards (rats) and go for the low cards (cats). Sneak a peek, draw two, or swap cards for an added twist. Low score wins the game. (A poker face helps!) As children play Rat-a-tat Cat, they develop a sense of timing and an understanding of basic, but essential, mathematical concepts. They learn ways to remember their cards and strategies to figure out what cards other players might have. They also begin to develop an intuitive sense of probability. Rat-a-tat Cat requires skill, strategy, and awareness, challenging both young children and adults. enhances the following skills: * Math * Memory * 2 to 6 players * Playing time: about 20 minutes

It's never too early to develop a good poker face. With Rat-a-Tat Cat, a poker face is just one of the skills players need to perfect. As in poker, luck, skill, strategy, and intuition each play a part. Players are dealt four cards, which are kept face- down, except for a quick peek at two of them. Each player in turn pulls a card from the draw pile to replace one of the four. Memory is important, as the object is to end with the lowest score, and players must keep track of the values on their four cards. "Peek," "Swap," and "Draw Two" Power cards turn up occasionally, allowing players to maneuver and strategize further. Delightfully witty pictures of cats (the good guys--low points) and rats (bad guys--high points) illustrate each of the 54 cards. Young card sharks will develop a sense of timing and greater ease with numbers, and can begin to grasp the concept of probability. Winner of Oppenheim Toy Portfolio Platinum Best Toy Award and the 1996 Mensa Best New Mind Game. For 2 to 6 players. --Emilie Coulter

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