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KaTO Game Banner Photo with Playing Cards and KaTO Logo

KaTO Game Rules

KaTO is a simple yet strategic card game where quick decisions and smart plays lead to victory. Easy to learn and endlessly replayable, it is the perfect game for any group.

1. Goal of the Game

The aim of KaTO is to be the first player to empty your hand. Players may score points based on the cards left in their opponents’ hands.

2. Components

A KaTO deck contains numbered cards in several colours, action cards with special effects, and a declaration rule that requires saying “KaTO” when you have only one card left.

3. Setup

Have a pen and paper ready to keep track of points and special rules. Shuffle the cards and deal 7 cards to each player. Place the remaining cards face down as the draw pile, and flip the top card to place it next to the draw pile as a discard pile. Decide together who will start: the youngest, the oldest, or the person with the fewest knives in their pocket. It's up to you!

4. Taking Turns

During your turn, you play a card that matches the colour or value of the top card of the discard pile. You may also play a special action card or draw a card if you are unable or unwilling to play anything at that moment.

5. Action Cards

The action cards in this game are: skip turn, change direction of play, change colour, draw two cards or draw four cards and change colour. The actions must be carried out immediately, unless other rules have been agreed in advance.

Skip

When the pass card is played (indicated by the cross), the next player may not play a card. This card can only be played on another card of the same colour or on a pass card (even if it is a different colour). If this card is played at the start of the game, the player to the left of the dealer must be skipped and may not discard a card.

Reverse

This card reverses the direction of play. If you were playing clockwise before, you are now playing counter-clockwise. The card may only be played on a card of the same colour or on another card to change the direction of play. If this card is drawn at the start of the game, the dealer begins and the game then continues counter-clockwise to the right.

Draw Two

When this card is played, the next player must draw two cards and may not discard any cards. The +2 may only be played on a card of the same colour or on another +2 card. The card also has an effect if it is played as the first card at the start.

Colour Shift

When you play this card, you may decide which colour will be played next. You may also simply choose the same colour that is already on the pile. You can even play this card if you could have played another card instead. Is this card drawn at the start of the game? Then it is not you, but the next player who chooses which colour is played.

Wild Draw Four (plus colour shift)

Whoever plays this card immediately chooses the colour that will be used for the rest of the game. In addition, the next player must draw four cards and is not allowed to play a card for the time being. You may play this card on any card, regardless of colour or number. You can also use this card to play on a +2 or other +4 card and stack the effect.

Sounds like the ultimate card in the game? That's right! But beware: you can only play it if you don't have the colour of the top card in the discard pile. Of course, you can also bluff and play it even if you do have a matching colour card. The player who has to draw four cards can then challenge you if they think you are bluffing. If you show your cards, the following happens:

  • You really don't have a card in the right colour: the challenger has to draw six cards instead of four.
  • You do have a matching card: you have to draw four cards yourself, the challenger doesn't have to draw anything.

6. Calling KaTO

When you have exactly one card left, say “KaTO” before the next player starts their turn. Forgetting this may result in a two-card penalty - if noticed in time.

7. Winning a Round

A round ends when a player has no cards left. Opponents count the values of their remaining cards, and the winner receives these points.

8. Winning the Game

Players may agree on a target score or number of rounds before starting. The first player to reach that target becomes the winner.

9. Optional House Rules

Players may add variations such as stacking draw cards, playing multiple identical numbers at once, or starting with fewer cards.

KaTO Card Game, the Traffic Cone card, on a dark green background

Traffic Cone Wild Card

The Traffic Cone Wild Card can have different values, depending on what House Rules you agree on. Either it's a Reverse card, allowing you to reverse back an action card, or the direction of play. Or if you're feeling savage, you could use it as a Draw +10 card. Whatever floats your cone.

KaTO Frequently asked questions