Object of the Game
Score the most points by matching your Find Me tiles to the most Keep Me cards.
Shuffle the 60 Keep Me cards and deal 9 face up to form a 3 x 3 grid in the middle of the play area. Stack the remaining cards face down within reach of play.
Shuffle the 40 Find Me tiles and deal them face down and evenly between all the players. For 2 players deal 20 to each player; for 3 players deal 13 per player; for 4 players, deal 10. Place any remaining tiles out of play.
The last person to have seen a hot air balloon starts the game and play continues to the left.
On your turn, select one of your face up Find Me tiles that matches an object on one or more of the face up Keep Me cards in the center.
Announce the object of your choosing and then collect all the cards containing the matching object from the center grid. Stack your collected cards in a face down pile next to you. End your turn by replenishing your hand with the top
Find Me tile from your stack. Also replace any captured Keep Me cards from the reserve stack in the central playing area. Play then proceeds to the left.
Seymour Goes Wild
Keep Me cards that feature Seymour have special value as they are worth double * the points at the end of the game. When' possible, try to collect Keep Me cards that feature him!
Remember, you may only choose one of your face up Find Me tiles to match with any number of Keep Me cards from the center.
You must take a match if you can make one. Otherwise, pass your turn.
End of the Game
The game ends when no more Keep Me cards can be captured from the middle.
Scoring is determined by counting captured Keep Me cards: 2 points for Seymour Keep Me cards and 1 point for all other Keep Me cards.
The player with the most points wins. In case of a tie, the player with the most Seymour cards wins.