The card stacking game of strategy and skill
Build high but watch you don't klatta!
Build high but watch you don't klatta!
64 cards, some numerical, some wildcards. 14 dealt to each player and numerical cards then stacked. Declare yourself safe if your stack hasn't Klattered and then move onto the wildcards.
Play 3 rounds and the highest scorer wins!

Everybody is dealt 14 cards from the deck face down.
The remaining cards go in the middle.
Each player takes a base card (The double thickness ones) and uses it to stack the cards. There are cards worth one point, two points, three points and wildcards.
The aim is to bank the greatest number of points over three rounds.
You do not use your wildcards to stack with. Those are used when each person’s stack is safe or Klattered (Fallen over)!
You can stack as high or low as you want using the number cards face down. You do so by slotting a corner of a card into the slot in the card below. You can’t lay cards on one another.
If you’re stacking fully or partly falls then all those cards and the card in hand are lost and returned to the pile without scoring. You can have a rule where you can use one hand or two to stack but agree first.
When the stacking part of the round is done and you have all declared your stacks safe (or they klattered!) you then come to the wildcard part of the round.
The last person to have won a round gets the place-coin. That person can use a swat a stack before any other wildcards are played. If that person hasn’t got one or doesn’t want to play it (you don’t have to say if you do or don’t have one) the rest of the players get to play theirs in a clockwise order.
(Do not move a swatted stack as the person may have a save a stack card.)
Now in the same order from the coin clockwise you can play any single remaining wildcards you like. Only one per round per player.
Once this is done you can count-up the scores and repeat for rounds 2 and 3. Move the place-coin clockwise after each round.
At the end of round three, any cards not used in a stack either numbered or wildcard will count as -1 point.










Overview / Elevator Pitch
Stack cards with a 1-3 point value with corners in slots over 3 rounds and use wildcards to help you or hinder your opposition.
Target Audience
This is a casual/family game to appeal to the same people as uno.
Core Gameplay Summary
The idea is to build vertically using CR80 cards and slots. Choose the points on your cards carefully and use strategy. Once you have stacked your cards and hopefully not clattered them use ‘swat a stack’ or another wildcard to get ahead or even the score
Key Selling Points
Components
4 x Base Cards (These are 2 x CR80 glued together. To start stacking on)
26 x 1 point cards (Double sided and slotted punched CR80 Cards)
15 x 2 point cards (Double sided and slotted punched CR80 Cards)
10 x 3 point cards (Double sided and slotted punched CR80 Cards)
2 x ‘Swat a stack’ wildcards (Double sided and slotted punched CR80 Cards)
2 x ‘Swap a stack’ wildcards (Double sided and slotted punched CR80 Cards)
2 x ‘Save a stack’ wildcards (Double sided and slotted punched CR80 Cards)
2 x ‘Double a stack’ wildcards (Double sided and slotted punched CR80 Cards)
1 x instructions pamphlet
1 x containing box
1 x turn coin
List all components clearly (cards, boards, dice, tokens, miniatures, etc.).
Specifications
Theme & Visual Identity
This is a fun, competitive game that has a bright and fun visual identity. It isn’t set in any ‘universe’ but can be branded for any IP.
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