โŸณ

How to Play Scout Who

A Doctor Who twist on the card game Scout by Dr. Reiner Knizia

๐ŸŒŒThe Story

The Time Lords have scrambled the Doctor's memory. Incarnations of the Doctor have been scattered through time โ€” you must rally them in formation to confront the threats facing the universe.

Play as 2โ€“5 companions, each holding a hand of Doctor cards. Assemble the strongest squad to confront your opponents, or negotiate with them to absorb their cards into your own ranks.

๐ŸŽดThe Cards

There are 45 cards in the deck. Every card shows two Doctors โ€” one at the top, one at the bottom (upside-down). The deck contains every possible pair of Doctors from I through X.

The top Doctor is the card's active value.

The bottom Doctor (rotated) is the hidden value.

You may never reorder your hand. Cards stay in exactly the order you received them โ€” only inserting Negotiated cards lets you change positions.

๐Ÿš€Setup

Depending on player count, some cards are removed and each player receives:

  • 2 players: 11 cards each (9/10 card removed; same 44-card pool used across both rounds)
  • 3 players: 12 cards each (all cards showing a 10 removed)
  • 4 players: 11 cards each (9/10 card removed)
  • 5 players: 9 cards each (all 45 used)

Before the round begins, you may flip your entire hand as many times as you like โ€” rotating it 180ยฐ so the bottom Doctors become the top. You cannot flip individual cards, only the whole hand. Once you click Ready, flipping is locked for the round.

Once everyone clicks Ready, play begins with the starting companion and proceeds clockwise.

โšกYour Turn

On your turn take exactly one action:

โš”๏ธ

Confront

Play one or more consecutive cards from your hand as a new formation โ€” either a Set (all same Doctor) or a Run (consecutive Doctors in hand order, e.g. III IV V). It must beat the current formation, or play freely if the table is empty. Beaten cards go to your captured pile.

๐Ÿค

Negotiate

Take one card from either endof the current formation and insert it anywhere in your hand. The formation's owner earns a Jelly Baby ๐Ÿฌ.

๐Ÿ”ง

Negotiate & Confront once per round ยท not in 2-player

Spend your Sonic Screwdriver chip to do both in one turn: take a card from the formation (its owner earns a ๐Ÿฌ), then immediately play a new formation that beats what remains.

๐Ÿ†Beating a Formation

Strength is checked in this order โ€” first rule that applies decides:

1stNumber of cardsMore cards wins
2ndType (same count)Set beats Run
3rdTop value (same count & type)Higher Doctor wins

๐ŸEnding the Round

A round ends immediately when either condition is met:

  • i. A player empties their hand after a Confront.
  • ii. After a Confront, all other players could not (or chose not to) Confront and only Negotiated โ€” signalling no one can beat it.

๐ŸฌScoring & Winning

At the end of each round every player calculates their score:

Score = Captured cards + Jelly Babies held โˆ’ Cards left in hand

Scores can be negative. Cumulative scores are tracked across all rounds. The game lasts as many rounds as there are players (2 players โ†’ 2 rounds, 5 players โ†’ 5 rounds).

After all rounds, the companion with the highest cumulative score wins.

๐Ÿ‘ฅ2-Player Rules

The 2-player game uses a different chip structure and turn flow:

  • No Sonic Screwdriver โ€” Negotiate & Confront is not available.
  • Jelly Babies as spending chips: Each player starts each round with 3 Jelly Babies ๐Ÿฌ. These are spent to Negotiate โ€” they are not earned from opponents.
  • Turn continues until Confront: After Negotiating you keep your turn โ€” you may Negotiate again or Confront. Your turn only ends when you Confront.
  • Round ends when a player empties their hand, or when the active player has no Jelly Babies left and cannot beat the current formation.

Scoring is the same formula โ€” Jelly Babies remaining (unspent) count toward your score.

๐Ÿ’กCompanion Tips

  • You cannot reorder your hand โ€” plan formations around the order you received cards in.
  • Flipping your whole hand before the round can reveal powerful formations hidden on the other side.
  • Captured cards are worth points โ€” aggressively beating formations is often better than hoarding a large hand.
  • Negotiate & Confront is the most powerful action: absorb a useful card and put out a strong formation in one move.
  • When the table is clear, you can start any formation โ€” great for offloading cards that don't fit a run.
  • In 2-player, spend Jelly Babies sparingly โ€” unspent ones add to your score at round end.