Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Easier to teach
High replayability
Highly interactive
Scales well
Light strategy
More strategic control
How it plays
How does it play?
Shed almost every card, exploit a different supernatural artifact each round, and stop at the perfect hand before the last card disappears.
Core mechanisms
Key systems that shape the decisions players make.
Hand Management
Time and sequence a limited hand of cards to preserve future options.
Variable Player Powers
Each player has different abilities, restrictions, or strategic advantages.
Trick-taking
Play one card each and award the trick according to suit and rank rules.
Ladder Climbing
Play increasingly strong combinations until opponents cannot or choose not to respond.
Read the full game description
Seers Catalog is an almost-shedding card game of calculated restraint. Players lead increasingly strong melds and try to empty most of their hands, but scoring rewards a very particular finish: cards are normally worth negative points, while a hand of five or fewer turns its lowest-valued card into a positive prize. The catch is that a player in the bonus zone can no longer pass voluntarily. That creates a sharp push and pull between discarding efficiently and preserving a high card that may become valuable if the round ends at the right moment. Artifact cards give every seer an asymmetric power and change the tactical vocabulary from round to round, enabling retrieval, resets, wild cards, penalties, and unusual melds. The result is approachable ladder climbing with a lively arc: early turns build tempo, the middle game reveals each player's intentions, and the final few plays become a tense contest over who can stop with exactly enough left.