Quick answer
To win at Catchables 4-Pack, you need to successfully catch the squishy kitty after completing the stunt shown on your card. The player with the most catches after all cards are used wins.
Why the stunts matter more than the throw
Catchables isn't about who throws the farthest. The real challenge is the stunt you must perform before catching the kitty. Each card lists a silly or difficult action (like tapping your leg or standing on one foot) that you must complete while the Catchable is in the air. If you fumble the stunt, you likely miss the catch.
Trade-off: speed vs. accuracy
Some players rush through the stunt to get the catch, but that often leads to dropping the kitty. Others take too long and the kitty falls. The winning approach is to find a rhythm: perform the stunt smoothly and keep your eyes on the Catchable at all times.
How to play Catchables 4-Pack in 4 steps
- Set up the playing area: Find a clear indoor or outdoor space with at least 6 feet of open room. Each player takes one Catchable and an equal number of stunt cards. Shuffle the cards and place them face down in a pile. Make sure there are no breakable objects nearby—players will be focused on the catch, not the surroundings.
- Draw a card and read the stunt: The first player draws the top card from their pile and reads the stunt aloud. The stunt must be performed while the Catchable is in the air. Common stunts include tapping your leg, spinning around, or standing on one foot. Don't skip reading the stunt carefully—misunderstanding it can cost you the catch.
- Throw the Catchable and perform the stunt: Toss the squishy kitty straight up into the air. While it's airborne, complete the stunt exactly as described. Keep your eyes on the Catchable the entire time. A common mistake is looking away during the stunt. Practice a few dry throws without a card to get the feel.
- Catch the Catchable and score: After finishing the stunt, catch the kitty with one or both hands. If you catch it successfully, you keep the card as a point. If you drop it, the card is discarded. Play passes to the next player. The game ends when all cards are used; the player with the most cards wins. If you drop the Catchable, you don't get a second chance—accuracy on the first try is key.
Product facts
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Catchables 4-Pack: Each Catchable is an adorably offbeat squishy kitty paired with cards that make you do stunts before catching it. The squishy design makes it easy to grip, but the stunts add a layer of difficulty that separates casual play from competitive catching.
Catchables 4-Pack



