Trick-taking games are a dime a dozen. The basic premise is always the same: Bid how many tricks you will take, lead card, trump suit, highest point value or trump wins the trick. Repeat. To try to differentiate themselves from each other, different games add a little something extra. Wizard has additional cards with different trump/not trump abilities. Skull King adds a layer of rock-paper-scissors to the top cards. In Spades, you want to avoid taking any tricks – unless you want to take them all. Cat in the Box (Designed by Muneyuki Yokouchi and Published by Bezier Games) trumps them all by taking something you take for granted in a card game and asking, “What if there were no suits?”
Then it has the nerve to add another puzzle on top of it.
Clever stuff.
Here Kitty! Kitty! Kitty!
Cat in the Box is a trick-taking game based on the infamous Schrodinger’s Cat mind-f*&$ of a thought experiment. It’s a way for the paradox of quantum mechanics to be explained. To the chagrin of feline lovers everywhere, Schrodinger put a theoretical cat in a box, along with a vial of poison that may or may not break open due to a subatomic event that may or may not occur.
A person would not know if the not-real cat is alive or dead until they open the box. They would consider the cat alive and dead simultaneously, and its actual status is only known once the box is opened, aka “observed.”
In Cat in the Box, players have the same problem.
Not with made-up kitties in made-up boxes. None of the cards have suits, colors in this case, on them. (Double shout-out to the cleverness that cats are colorblind). As the players, in turn order, lay down a card, the exact suit is unknown for the card until it is declared or “observed” by all the players.
To keep track of the cards as the experiment plays out, players employ a central board. When a player observes a card, they cover the declared suit with a cute acrylic token. Once someone has declared a Blue 5, no one else can ever claim Blue 5 for the rest of the round.
The kicker is that while four suits are being “observed,” there are 5 of each number in the deck. This imbalance provides both a problem and a strategy. Simultaneously. At the same time. Like quantum Schrodinger’s Cat. Which is the theme.
I told you Cat in the Box is clever.
A Cat In The Hand…
A couple of things happen when you pick up your hand of 10. The first thing you do is panic, as you notice that all of the cards are black while the suits are yellow, green, blue, and red. You wind up muttering, “What the heck am I supposed to do with this?”
The second thing you do is discard one of the cards.
These two are not unrelated.
At this point, I wish to bring something up. In terms of being “observed,” one could make the argument that the very act of the player picking up the cards is observing them. Thus their colors are already “known.” Even though the game has not been played yet, by looking at the cards, a player starts to formulate a plan. The player is already starting to solidify the card states for the round about to be played.
In board game speak, you can attempt to map a plan out, just in a different way. In a typical trick-taking game, players value high cards and trump cards, and everything else is filler. With Cat in the Box, while high cards are still valuable, you are now actively looking for groups. Having three or four of the same number gives you a wealth of information.
Deductive reasoning comes into play here.
With five of each card possible, if you have two or more cards in your hand, you can safely discard one of them, knowing that there are only three more out in other people’s hands. After throwing out your repeat, that’s only four left in the game. That number is now “safe.” Even if your plans go wrong, at least you have an out.
And having outs is very important for your bid.
…Is Worth Two in the Bid
While there is the typical bidding mechanism in Cat in the Box, it by no means work in the usual fashion. Of course not!
First, you can only bid an amount out of a predetermined three. You can never bid zero. And in a three-person game, you can never bid two. This difficulty certainly comes into play if you bid one, as you have to strategize when you take a trick and then quickly relinquish control on the next turn.
Second, there are no negative points if you bid over or under your final tally. At the end of the round, players earn a point per trick captured, no matter the beginning bid. This might seem like a sigh of relief, but to win, you must keep an eye on the second game I alluded to previously.
It’s a Two-fer
When laying down your cute little acrylic tokens, you aren’t just marking the cards you have played. If the number of tricks taken is EXACTLY what you bid, you get a bonus. That bonus is the number of your tokens in your largest grouping on the player board.
So, where you place your tokens now becomes paramount. And you are in effect, playing two games simultaneously. One is the regular trick-taking game, ensuring you hit your bid and your opponents miss theirs. The other is area control, ensuring that your opponents don’t place too many tokens next to each other.
You find yourself bouncing back and forth between the two, making decisions on the fly, pondering about two states simultaneously, desperately trying to keep your focus on one or the other.
So why can’t you play with reckless abandon? Why can’t you try to capture as many tricks as possible? What’s preventing you from observing that you have no more blues and placing tokens to block your opponents?
What on earth is stopping you from doing whatever you want to do?
Hickory Dickery Dox
While there are no negative points from incorrectly bidding, there still are negative points. With the difficulty of trying to get your tricks and dodging cards already claimed, it is highly likely that soon, someone will not be able to play a card in their hand because all appropriate spots have been taken.
This is called a paradox.
The player declares that they can’t and shows their remaining cards. Play immediately stops and no one collects that trick. The player who caused the paradox, no matter what their bid was, loses points equal to the number of tricks they’ve taken up to that point. And they can’t collect the bonus points.
This clash of conditions creates a glorious tension throughout the round because of multiple worries. Simultaneously. Again.
Did you miss the bid and now need to switch to collecting as many tricks as possible?
Are there enough 2 spaces?
Can you connect more tokens?
Will that put you in danger of a paradox?
So many questions. And you won’t know the answer until you have observed all the cards.
You don’t know until you know.
Trick or Treat
There are a couple of caveats for Cat in the Box, of course. Most of them are trivial. To make sure the math works out correctly, different player counts require different set-ups and cards used. Praise Bezier Games for including a quick set-up chart on the back of the instructions so you’re not digging through the pages.
I do like that the number of players determines the number of rounds. Dealer is a powerful position. You can control at least two, if not more, of the first tricks played. Everyone gets one shot at the dealer position, balancing that control.
Speaking of player count, it is possible to play a 2-player variant of the game. But it’s very different from regular gameplay. With the way the number of cards vs. the number of board spaces works out, it is now elementary to avoid a paradox.
What is usually a tense game full of “will I or won’t I” now because a head-to-head strategy game. It works, but it’s a different feel and doesn’t have the full circle of choices that comes with the 3, 4, or 5-player count.
With that being said, Cat in the Box is an incredible achievement. There is so much depth here. And like Schrödinger’s thought experiment, you think you have it down, and then in a blink of an eye, you don’t. When you feel you have a strategy, you observe a new possibility and hope to play again. On the off chance that your little experiment just might work.
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