Tear-off pad
Printable rules
The whole game on one sheet. Print this page or save it as a PDF — it drops the colour, the nav and the footer, and keeps the rules.
The game
60 square cards, dealt as two 30-card decks in different colours. Four quadrants to a card, one donut in each. Build regions of one flavour, seal them off, deliver them for points. Highest total wins.
A turn
- Deal. Everyone takes a 30-card deck in their own colour and draws a tray of 4. Turn one card face up between you to start the counter.
- Play one card. On your turn, place a single card from your tray flat against what is already down — edge to edge, no gaps, no overlaps, no corner-only contact.
- Choose a rotation. A card can go down any of four ways round, and the four are rarely equivalent. Touching donuts have to agree: one pair anywhere on the card in One Good Match, and in Perfect Match every donut you place must agree with one of the donuts it touches.
- Seal a box to deliver it. A box is a run of one flavour joined edge to edge, and it scores a point a donut. The moment no empty space touches it, it seals and delivers — and any box holding a Cinnamon Roll scores double. A run under 3 donuts is not a box and scores nothing.
- Or box it early. Instead of playing a card you may deliver one open run you already hold half of, at whatever size it is now. Wait and it grows and pays more; wait too long and somebody takes it.
- Draw, and play to the Final Lap. Draw back up to a full tray. When the first draw pile empties, everyone else gets one more turn. Open boxes score in full to whoever holds the most donuts in them, and the highest total wins.
Placement
- Cards touch edge to edge. No gaps, no overlaps, no corner-only contact.
- One Good Match — at least one edge must match
- Perfect Match — every donut must match one it touches
- Squared Away — every card lines up square with its neighbours
- Splitzkies — cards can hang half off; boxes need 3+ quadrants
- A card may be placed in any of four rotations. Choose before you commit.
- Tray size is 4. Draw back to 4 at the end of your turn.
The five donuts
- Chocolate Cruller (C)
- Strawberry Sprinkles (S)
- Donut Holes (H)
- Blueberry Glaze (B)
- Cinnamon Roll (R) — wild for placement, then locks permanently to whichever donut it lands beside. Any box containing one scores double.
Delivery and scoring
- A box is a run of one flavour joined edge to edge across any number of cards.
- The moment no empty space touches it, the box seals: it delivers and scores at once.
- Delivered boxes freeze. They cannot be grown or matched against again.
- A box scores a point a donut. A run under 3 donuts is not a box and scores nothing.
- Box it. Instead of playing a card, deliver one open run you already hold half of. It scores at the size it is now — which is the bet: every turn you wait it can grow, and every turn you wait somebody can take it.
| Donuts | Tier | |
|---|---|---|
| 1–2 | Nibble | no score |
| 3–5 | Half-Dozen | 3–5 pts |
| 6–9 | Full Box | 6–9 pts |
| 10–15 | Baker's Dozen | 10–15 pts |
| 16+ | Catering Order | 16+ pts |
Variants
- One Good Match — one touching pair must agree. The classic.
- Perfect Match — every donut you place must agree with one of the donuts it touches. A donut meeting two neighbours owes agreement to either, not both.
- Splitzkies — cards need not align; one may sit a quadrant offset. Plays over either matching rule.
- Coffee’s For Closers — whoever seals a box scores it, whoever built it.
Edge cases
- Stuck. If nothing in your tray can be legally placed, swap a card: it goes to the bottom of your pile and you draw again.
- The Final Lap. When the first draw pile empties, everyone else takes one more turn.
- Open boxes at the end score in full, to whoever holds the most donuts in them.
- Ties go to whoever delivered the most boxes.