❅ ❅ ❅
The Cards Wild — Cover Card

The Cards Wild

A Frontier Hunting Card Game

Five trophies. One wilderness. Only the savviest hunter prevails.

❅ ❅ ❅
Begin the Hunt ↓

The Cards

Every card drawn from the Colorado high country, rendered in the tradition of frontier engravings.

The Trophies

Hunt all five species in order — from the humble Grouse to the mighty Bear. Each must reach its bag limit before you advance.

Grouse
Rabbit
Deer
Elk
Bear

Grouse • Rabbit • Deer • Elk • Bear

Trouble

The wilderness fights back. These red-bordered hazards halt a rival’s hunt until overcome.

Nightfall
Bad Weather
I'm Lost
Out of Bullets
Lose License

Nightfall • Bad Weather • I’m Lost • Out of Bullets • Lose License

Good Fortune

Green-bordered cards of providence. Overcome Trouble, load your rifle, and keep the hunt alive.

Daylight
Good Weather
Compass
Small Bullets
Big Bullets
License

Daylight • Good Weather • Compass • Small Bullets • Big Bullets • License

Safe

Blue-bordered wards of protection. Play them to block Trouble — or shout “Giddyup!” to turn a rival’s Trouble right back on them.

Shelter
Ammo Pack
Guide

Shelter • Ammo Pack • Guide

The Wild

The Mountain Lion prowls. Play it to steal any animal card from a rival’s hunt.

Wild — Mountain Lion

Mountain Lion

Instructions

The Hunt Awaits — Learn the ways of the frontier.

Object of the Game

Be the first hunter to collect all five animal trophies in order — from Grouse to Bear. Each species has a bag limit that must be filled before you advance to the next. The hunt unfolds season by season; every time the draw pile runs out and is reshuffled, a new season begins. Play continues until a hunter completes all five trophies or the table agrees on a stalemate.

2 – 4 Players • Ages 8+

About the Cards

Animal Cards — The Trophies

Five species, hunted in order from lowest to highest. Small Game requires Small Bullets; Big Game requires Big Bullets (or Ammo Pack for either).

#SpeciesCategoryBag Limit
1GrouseSmall Game4
2RabbitSmall Game3
3DeerBig Game2
4ElkBig Game1
5BearBig Game1

Trouble Cards (Red Border)

Play these against another hunter to halt their progress. Only one Trouble card may affect a hunt at a time. The targeted hunter must overcome the Trouble with the matching Good Fortune or Safe card before continuing.

TroubleEffectGood Fortune RemedySafe Card
NightfallNo hunting until daybreakDaylight
Bad WeatherStorm shuts down the huntGood WeatherShelter
I’m LostOff the trailCompassGuide
Out of BulletsReload before huntingSmall or Big BulletsAmmo Pack
Lose LicenseGame warden troubleLicenseGuide

Good Fortune Cards (Green Border)

These cards overcome Trouble and provide the essentials for the hunt. Daylight, License, and the correct Bullets must all be face-up in your hunt area before you can take any animal card.

  • Daylight — Overcomes Nightfall. Required to begin the hunt.
  • License — Overcomes Lose License. Required to begin the hunt.
  • Small Bullets — Overcomes Out of Bullets. Required to take Grouse or Rabbit.
  • Big Bullets — Overcomes Out of Bullets. Required to take Deer, Elk, or Bear.
  • Good Weather — Overcomes Bad Weather.
  • Compass — Overcomes I’m Lost.

Safe Cards (Blue Border)

Safe cards protect against specific Trouble. They may be played proactively (before Trouble arrives) or reactively. If a Safe card is already face-up and the matching Trouble is played against you, the Trouble has no effect. If the matching Safe card is still in your hand when Trouble is played, you may immediately call “Giddyup!” and play the Safe card. The Trouble card is then turned back on the player who played it. If that player already has an unresolved Trouble card, the reflected Trouble card is placed on the discard pile instead.

  • Shelter — Protects against Bad Weather.
  • Ammo Pack — Protects against Out of Bullets. Also allows hunting both Small and Big Game.
  • Guide — Protects against I’m Lost and Lose License.

The Wild Card (Gold Border)

The Mountain Lion. Play this card to steal any single animal card from another hunter’s trophy collection, or take the top card from the discard pile if it is an animal. After use, the Wild card is returned to the discard pile. The Wild card may never be drawn from the face-up discard pile, but it is reshuffled into the draw pile at the start of each new season like any other card.

Help Cards (Reference Only)

The Help cards are not used during play. Remove them from the deck before dealing. Players may keep a Help card nearby for quick reference.

Game Play — The Hunt!

Setup

  1. Remove all Help cards from the deck and choose a dealer.
  2. Adjust the deck for your player count (see table below). For 4 players, use the full deck. For 2 or 3 players, remove the listed cards and set them aside. All Trouble, Safe, and Wild cards always remain in play.
  3. Shuffle the remaining cards thoroughly.
  4. Deal six cards face-down, one at a time, starting with the player to the dealer’s left.
  5. Place the remaining cards face-down in the center as the draw pile.
  6. Turn the top card of the draw pile face-up beside it to start the discard pile.

Deck Scaling by Player Count

For fewer than 4 players, remove the following cards before dealing:

Card3 Players
Remove
2 Players
Remove
Grouse510
Rabbit48
Deer36
Elk24
Bear24
Daylight24
License24
Small Bullets24
Big Bullets24
Compass12
Good Weather12
Total removed2652
Deck size8862

Tip: The 2-player removal is exactly double the 3-player removal for every card type.

On Your Turn

  1. Draw one card from either the draw pile or the top of the discard pile. (Exception: the Wild card may never be drawn from the face-up discard pile.)
  2. Play one card face-up into your hunt area, or play a Trouble card against another hunter.
  3. If you cannot or choose not to play, you must discard one card face-up to the discard pile.

Hunting Rules

  • Before taking any animal card, you must have Daylight, License, and the correct Bullets face-up in your hunt area with no unresolved Trouble.
  • Small Bullets are required for Grouse and Rabbit. Big Bullets are required for Deer, Elk, and Bear. Ammo Pack works for either.
  • Trophies must be collected in order: Grouse → Rabbit → Deer → Elk → Bear. Fill each species’ bag limit before advancing.
  • Only one Trouble card may affect a hunter at a time.
  • Play passes to the left after each turn.

Seasons

When the draw pile is exhausted, shuffle the entire discard pile (including the Wild card) and place it face-down to form a new draw pile. A new hunting season has begun. The game continues across as many seasons as needed.

Victory

The first hunter to complete the bag limit for all five species — Grouse through Bear — wins the game! If play becomes hopelessly locked, the table may agree to call a stalemate.

Quick Reference

Setup & Gameplay reference card Trouble & Remedies reference card Species Order reference card

Order Your Deck

Handcrafted with Colorado high-altitude love.

Temporarily Sold Out

Due to popular demand, we’ve sold through our current supply and are awaiting our next shipment from the printer. Sign up below and we’ll notify you the moment new decks are ready to ship.

Single Deck
$25

One complete deck

  • All animal, trouble, fortune, safe & wild cards
  • 3 reference help cards
  • Instructions card with QR code
Sold Out
Gift Set
$30

One deck in a premium gift box

  • Frontier-style rigid gift box
  • Complete deck with all cards
  • Perfect for birthdays & holidays
Sold Out
Party Pack
$85
$21.25 each — Save 15%

Four complete decks

  • Great for game nights & family reunions
  • Best per-deck value
Sold Out

Get Notified When We’re Back in Stock

Leave your name and email and we’ll send you a heads-up as soon as the next shipment arrives.

We’ll only use your email to notify you about availability. No spam, ever.

Free shipping within the United States. All orders ship from Colorado.

About

A family tradition, nearly two decades in the making.

The Cards Wild was born around a kitchen table in the mountains of Colorado, where the Wolcott family spent years refining a simple idea: a card game that captures the spirit of the frontier hunt.

Inspired by the strategy of classic card games and the rugged beauty of the Rocky Mountain wilderness, each card is an original engraving in the tradition of 1900s frontier art — from the patience of tracking Grouse through the aspens to the thrill of encountering a Bear in the high country.

What started as a family pastime in 2007 has grown into a labor of love spanning nearly twenty years of play-testing, refining, and perfecting. Every rule has been shaped by countless rounds at kitchen tables, around campfires, and in mountain cabins.

Brought to you with Colorado high-altitude love from the Wolcott family.

Jasper, Colorado — where The Cards Wild was born

Jasper, Colorado — est. population: a few good souls and plenty of elk.