Setup

Rulebook Example Image

Place 1 random card of each color in a 2x2 square on the table. This is the start of the (shared) Map.

Create a deck from all remaining cards.

Objective

The game ends when a player is out of cards. The number of music notes left in your hand represent your negative points.

It’s recommended to play a few games in a row, keeping track of score. The player with the best score at the end ( = least negative score) wins!

Gameplay

From start player, take clockwise turns until done.

On your turn, add 1 hand card to the Map.

By doing so, you’ll have created one or more “Pairs”: your new card and the older ones of the same color (in the same row). All pairs created count.

Each Pair has two important properties.

Example of valid card placement and the pair you create from it.

Now everyone may give you hand cards that match these criteria:

Take all cards received into your hand. If you end your turn without any cards, the game ends (and you win). Have fun!

Example of penalty cards others may throw at you for making a certain pair.

Upgrades

Played the base game a few times and ready for more? Try these expansions and variants.

Variant: Safesong

This expansion defines a third property that your Pairs have.

Distance: how many other cards are in-between the two cards on the map.

First, change these existing rules.

The following rules are required now.

The following rules are optional.

Example of the Distance property and the new rules it allows.

Variant: Wildcard

You might’ve noticed that the Purple color is a bit special. (It has fewer cards / numbers.)

If you play this Variant, the Purple color becomes a wildcard! It is any color you want.

In practice, this means the following.

Variant: Cooperative

This Variant allows you to play the game cooperatively. (Everyone wins/loses together.)

What changes?

Example of how to setup and play the cooperative variant (with slight modifications to base game).

Expansion: Talkytoot

Rulebook Example Image

This expansion adds extra material: cards that also contain special actions.

Such actions can trigger …

They usually allow you to do something you really want to do but can’t following the regular rules. Less likely, they are penalties or restrictions to obey.

It’s recommended to include just some of them—perhaps the one you like the most!—as all of them at the same time is very overwhelming.

There are two cards that mention Distance. Only include those if playing with the “Safesong” variant (see above).