Last Updated on June 5, 2026 by The Official Game Rules Team

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How to Play Cats vs Cucumbers
Introduction
Cats vs Cucumbers is a lighthearted push-your-luck dice game where adorable cats compete to earn points while avoiding their greatest enemy: cucumbers. Throughout the game, players roll dice to collect cats, treats, toys, and other rewards that help them score points. However, rolling too many cucumbers causes a bust, ending your turn and bringing the group closer to the end of the game.
The challenge comes from deciding whether to keep rolling for bigger rewards or stop before the cucumbers overwhelm you. Smart risk-taking, careful timing, and a little luck will help you move your cats into higher-scoring boxes and claim victory.
Game Components
The game includes:
- 5 Numbered Boxes (1–5)
- Cat Tokens
- Cucumber Tokens
- Treat Tokens
- Toy Tokens
- 9-Lives Cards
- 6 Dice (White and Blue)
Each component serves a unique purpose, helping players earn points or survive the dangers of rolling too many cucumbers.
Objective
The goal of Cats vs Cucumbers is to score the most points before the group’s ninth bust occurs.
You earn points by:
- Placing cats into scoring boxes
- Collecting treats
- Gaining toy rewards
- Saving cucumber tokens
When the final 9-Lives card is flipped, the game enters its final round. After everyone has taken an equal number of turns, the player with the highest score wins.
Setup
Place the five numbered boxes in numerical order in the center of the table. These boxes represent scoring zones where players will place their cat tokens throughout the game.
Each player chooses a color and takes all three matching cat tokens.
Create separate supply piles for:
- Cucumber tokens
- Treat tokens
- Toy tokens
Shuffle the Toy tokens and place them face down.
Arrange the 9-Lives cards nearby where all players can easily see them. These cards track how many total busts have occurred during the game.
Choose a starting player and give them the Cat Tree marker.
You’re now ready to play.

How a Turn Works
On your turn, you may roll the dice up to three times.
The goal is to create matching combinations that earn rewards.
Step 1: Roll All Six Dice
Roll all six dice.
After each roll, you may choose which dice to keep and which dice to reroll.
However, there is one important rule:
Any cucumber you roll must be kept.
Unlike other symbols, cucumbers cannot be rerolled once they appear.
Step 2: Decide What to Keep
After seeing your results, decide which symbols are helping you build a valuable combination.
You may set aside any dice you want to keep.
The remaining dice can be rerolled.
Example
Your first roll shows:
- 2 Cats
- 1 Cucumber
- 1 Treat
- 1 Swipe
- 1 Toy
Because cucumbers must be kept, the cucumber remains locked in.
You decide to keep the two cats as well, hoping to roll more cats later.
Step 3: Watch Out for Cucumbers
Cucumbers are dangerous.
The moment you have three or more cucumbers, you immediately bust.
A bust ends your turn unless you have a cucumber token available from an earlier turn.
Step 4: Claim Rewards
If you finish rolling without busting and have at least three matching symbols, you earn the corresponding reward.
Three matching symbols earn one reward.
Additional matching symbols earn extra rewards.
| Matching Symbols | Rewards Earned |
|---|---|
| 3 of a kind | 1 reward |
| 4 of a kind | 2 rewards |
| 5 of a kind | 3 rewards |
| 6 of a kind | 4 rewards |
The larger your set, the greater your reward.
Dice Symbols Explained
Cats
Cats are your primary way of earning points.
Normally, black and white cat symbols are counted together.
Three matching cat symbols allow you to:
- Place a cat into Box 1, or
- Move one of your existing cats up one box
You must choose one option.
Example
If you roll four cat symbols, you gain two cat rewards.
You could:
- Place a cat into Box 2
- Move one cat forward two boxes
- Move two separate cats forward one box each
Advancing cats into higher-numbered boxes is one of the best ways to increase your score.
Cucumbers
Cucumbers are both a curse and a blessing.
Whenever you roll a cucumber:
- It must stay in your dice pool.
- It increases your chance of busting.
If you reach three cucumbers, your turn immediately ends.
When you bust:
- Flip over one 9-Lives card.
- Gain one cucumber token.
Although busting feels bad, cucumber tokens can become valuable later.
At the end of the game, each cucumber token is worth 1 point.

Swipes
Swipes allow you to interfere with your opponents.
When you earn a Swipe reward:
- Move one opponent’s cat down one box, or
- Remove a cat from Box 1 entirely
Example
If an opponent has a cat in Box 4, you could move it back to Box 3.
These attacks can dramatically change the standings near the end of the game.
Treats
Treats provide straightforward victory points.
When earned, take the indicated number of treat tokens.
At the end of the game:
- 1 Treat = 1 point
- 2 Treats = 3 points
- 3 Treats = 5 points
Collecting treats consistently can often be just as valuable as moving cats.
Toys
Toy rewards provide special powers and bonus effects.
When you earn a toy:
- Draw one random face-down Toy token.
- Read it secretly.
- Use it immediately or save it for later if allowed.
Since toys vary, they add surprise and strategic opportunities throughout the game.
Busting and Cucumber Tokens
Busting is a major part of Cats vs Cucumbers.
Whenever three cucumbers appear among your kept dice, you bust.
Normally:
- Your turn ends immediately.
- You flip a 9-Lives card.
- You gain one cucumber token.
However, cucumber tokens can save you.
Using a Cucumber Token
If you bust and already have a cucumber token from a previous round, you may spend it.
Doing so allows you to:
- Ignore the bust
- Continue your turn
- Receive up to three fresh rolls
When you use a cucumber token:
- No 9-Lives card is flipped.
- You may reroll any dice from the busted attempt.
- You can still bust again.
Important
You cannot use a cucumber token on the same turn you earned it.
You must save it for a future turn.
Rare Dice Combinations
Some combinations are far more powerful than ordinary matches.
The Purr-fect
This occurs when all six dice show different symbols.
You may build toward this combination over multiple rolls.
Reward
When you achieve a Purr-fect:
- Choose any visible dice reward
- Gain one cucumber token
- Immediately take another full turn
Example
Suppose your final dice show:
- White Cat
- Black Cat
- Cucumber
- Treat
- Swipe
- Toy
Because all six symbols are unique, you’ve achieved a Purr-fect.
Meow-za!
A Meow-za occurs when you roll three different matching pairs.
Example
- 2 Toys
- 2 Black Cats
- 2 Treats
This creates three separate pairs.
Reward
Choose one of the three available reward types represented by the pairs.
You also gain an immediate extra turn.
Unlike regular cat combinations, cat pairs must match color exactly to count toward a Meow-za.
The 9-Lives Cards
The 9-Lives cards act as the game’s timer.
Every time a player busts without spending a cucumber token:
- Flip one 9-Lives card.
- Leave it visible.
- Continue playing.
As more cards flip, the game gets closer to ending.

Triggering the End Game
The ninth flipped 9-Lives card triggers the end of the game.
Once this happens:
- Finish the current round.
- Ensure every player has taken the same number of turns.
Then proceed to final scoring.
Scoring
After the final round, add up points from all sources.
Cats in Boxes
Score points based on the boxes containing your cat tokens.
Higher-numbered boxes are worth more points.
Treat Tokens
Treats score:
- 1 Treat = 1 point
- 2 Treats = 3 points
- 3 Treats = 5 points
Toy Tokens
Score any points listed on your toys.
Cucumber Tokens
Each cucumber token is worth:
- 1 point
The player with the highest total score wins.
Strategy Tips
Don’t Chase Every Roll
Many players lose turns because they become greedy.
If you’ve already secured a valuable reward, stopping early is often smarter than risking another cucumber.
Move Cats Up Quickly
Cats in higher-numbered boxes are usually worth significantly more points than cats sitting in Box 1.
Focus on upgrading existing cats whenever possible.
Save Cucumber Tokens
Spending cucumber tokens too early can be costly.
Keeping one available for a critical late-game turn often provides more value.
Use Swipes at the Right Time
A well-timed Swipe can remove several points from a leading opponent.
Save these attacks for players who are ahead.
Balance Cats and Treats
Players often focus entirely on cats.
Treats provide reliable points and can quietly become a major source of scoring.
Frequently Asked Questions
No. Every cucumber rolled must remain in your dice pool for the rest of the turn.
Yes. For normal cat rewards, all cat symbols count together. The exception is the Meow-za combination, where matching pairs must be the same color.
Your turn ends immediately. Flip a 9-Lives card and gain a cucumber token unless you spend a previously earned cucumber token to continue.
No. Newly earned cucumber tokens cannot be used during the same turn.
The final round is triggered. Once all players have taken an equal number of turns, scoring begins.
Yes. Every cucumber token you still possess at the end of the game is worth 1 point.
The game is designed for 2-6 players.
Conclusion
Cats vs Cucumbers combines luck, risk management, and just enough player interaction to keep every turn exciting. Deciding whether to push for one more roll or play it safe creates constant tension, while special rewards, toy powers, and swipe attacks ensure that no lead is ever completely secure. If you enjoy push-your-luck games with simple rules and plenty of laughs, Cats vs Cucumbers is a great choice for families and casual game nights.
If you’re looking for a similar game to explore next, consider Zombie Dice, another popular push-your-luck game!







