allboardgames.com
Catchup box art
2010 Ranked #7,100

Catchup

An abstract stone-placement game in which players build the largest connected group by the time the board fills. Falling behind grants extra placements, so timing a lead matters as much as expanding it.

Abstract Abstract Strategy Print & Play Area Majority / Influence Hexagon Grid

Players

2

Play time

Not listed

Age

10+

Complexity

2.1/5

Rating

7.63

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.8/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

Catchup is a simple abstract game with a devilish dynamic. The goal is to have the largest group of stones on the board when the board is full of stones, but as you get closer to winning, your opponent gets more powerful.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Catchup is a simple abstract game with a devilish dynamic. The goal is to have the largest group of stones on the board when the board is full of stones, but as you get closer to winning, your opponent gets more powerful. Whereas most stone-placement games are about position, Catchup is about timing, position, and the interplay between them. Definitions: 1. Group – a set of connected, like-colored stones on the board. A single stone is also considered a group. 2. Score - your score is the number of stones contained in your largest group. At the beginning of the game, both players' scores are set to 1 Rules: 1. One player owns the white stones and the other owns the black. White begins by placing 1 stone on any empty space. 2. From then on, starting with black, players take turns. On your turn, you may place 1 or 2 stones, or up to 3 if your opponent's score increased on their last turn and is, at the beginning of your turn, greater than or equal to your score. 3. After taking your turn, if your score has changed, move your pawn to the corresponding spot on the scoring track. 4. The game ends when the board is full. The player with the largest group wins. If the players’ largest groups are the same size, compare their second-largest groups, and so on, until you come to a pair which aren’t the same size. Whoever owns the larger of the two wins.

Browse all classifications

Shopping

Where to buy

No verified retailer offers are available yet. The references below may still help you continue your search.

Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
No editions imported yet.

Player resources

Rulebooks, player aids, FAQs, and solo resources.

No files imported yet.

Game and edition data

All specifications (5)

Play and group

Players
2
Best with
2
Play time
13 min
Age
10+
Complexity
2.1/5
Credits and catalog connections

Credits

Designers

1
Nick Bentley

Publishers

1
(Web published)

Linked items

No published linked games yet.