About this product
Outsmart the werewolves by trimming your hand down to the perfect few cards.
A curated Afrishon World pick for clever card play, tense end-round decisions and family strategy nights.
A strategic card game where 2–5 players try to shed almost all their cards while using artifacts and timing to score.
Product Description
Seers Catalog is a clever almost-shedding card game where every round feels like a risky shopping list for werewolf survival. Players use suited cards, wild cards and artifact abilities to play tricks, manage their hand and avoid being stuck with too many cards.
The twist is simple but sharp: if you end a round with 5 or fewer cards, your lowest card can score positive points. But once you are down to 5 or fewer cards, you cannot voluntarily pass if you can legally play. Hold on too long, and your big plan may turn into a big pile of negative points.
Why you’ll love it
- Fresh “almost-shedding” gameplay — you are not always trying to empty your hand completely.
- Tense end-round choices — keeping a high card can pay off, but only if you survive the timing.
- Artifact powers add variety — each round gives players different tools to manage their cards.
- Great for card game fans — familiar trick-style play with a clever scoring twist.
- Quick to bring to the table — card-driven, compact and easy to reset between rounds.
- Werewolf-themed humour — a quirky catalog of strange items for surviving monster trouble.
Quick Details
- Game type: Strategy card game
- Players: 2–5
- Playing Time: 30–45 Min
- Recommended age: 8+
- Main mechanisms: Hand management, trick-taking style play, ladder climbing, shedding, asymmetric artifact powers
- Rounds: 4 rounds
- Designer: Taylor Reiner
- Publisher: Bézier Games
- Theme: Seers, werewolves, strange catalog items, monster survival
- Skill level: Easy to Medium
- Best for: Card game fans, strategy families, teens and adults, players who enjoy clever timing
Good to Know
- This is a standalone card game. No base game is required.
- The game is played over 4 rounds.
- Players play melds such as singles, matching sets or suited runs.
- When one player runs out of cards, the round ends immediately.
- Cards left in hand usually score negative points.
- If you have 5 or fewer cards, your lowest-value card can score positive points instead.
- Once you are down to 5 or fewer cards, you cannot voluntarily pass if you have a legal play.
Care & Maintenance
Keep cards and bonus tokens stored neatly in the box after play.
Avoid spills and bending the cards, especially because the game depends on clear card values and suits.