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Coyote (Large Edition)

  • Coyote (Large Edition)

The 3-second version

  • Perform and recite a growing sequence of actions and words each turn
  • Sabotage cards let you insert tricky actions to trip up opponents
  • Fast rounds where mistakes eliminate you instantly
  • Relies on quick recall, not strategy
  • Elimination means sitting out until next round
  • Gets loud and physical fast

Why it's on GiftsFeed

A sequence game where one slip ends your turn and chaos is the point

Most party card games ask you to read, judge, or bluff. This one asks you to perform a sequence, out loud, while everyone watches. The pressure isn't social or creative—it's pure working memory colliding with motor control. You know what you're supposed to do, but your mouth says the wrong word or your hand does the wrong gesture, and you're out.

The sabotage layer keeps it from becoming rote. Just when someone's got the rhythm, you drop a card that rhymes with another or demands an odd movement, and the whole chain wobbles. It's the right balance for people who find trivia games tedious but don't want the weight of a strategy title.

Good gift when

  • Groups who want quick rounds and instant laughs
  • People who enjoy memory challenges disguised as chaos
  • Families looking for a game everyone grasps immediately
  • Anyone who prefers active participation over waiting for turns

Skip it if If you want strategy over reflex, or prefer games where careful planning beats quick thinking, this won't scratch that itch. It's memory and coordination under time pressure, not tactics.

Specs

Box Dimensions
6.38 × 4.21 × 1.54 inches
Edition
Large
Players
3+
Game Type
Sequence memory with elimination
Publisher
Exploding Kittens

If you're giving it

  • No sizing to guess
  • Arrives ready to give

Compact box ready to wrap, and the premise is clear from the first round.

The details

Cards form a growing line. On your turn, you perform the action and say the word on each card in sequence from the start. A new card gets added at the end, the chain gets longer, and the next player has more to remember. Insert sabotage cards that force awkward actions or tongue-twisting phrases, and the first mistake knocks you out. Last person who can still execute the sequence wins.

Every round builds a different pattern. One game might stack simple nouns and gestures; another becomes a minefield of similar-sounding words or overlapping movements. The sabotage cards—called coyote cards—let you target whoever looks too comfortable, so confidence rarely lasts. Rounds move fast, eliminations happen suddenly, and someone who stumbled early can win the next game two minutes later.

The large edition holds enough cards for longer chains and more players. Box dimensions are roughly 6.4 by 4.2 by 1.5 inches, compact enough to toss in a bag. Rules take under a minute to explain, and the first round teaches itself. No trivia, no reading paragraphs of flavor text, no setup beyond shuffling. You're testing working memory and coordination under pressure, which makes it harder than it sounds and funnier than it should be.

Works for groups that want something quicker than a board game but more interactive than a deck of trivia cards. Three players is enough; more players mean more chances to watch someone else mess up spectacularly. Rounds end fast enough that losing doesn't sting, and winning feels like you barely held it together. The kind of game where everyone's laughing before anyone's eliminated.

Add cards, speak words, follow actions—until someone forgets the chain

$14.99at explodingkittens.com

Ships and sold by Exploding Kittens. About this merchant

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Questions

How long does a typical round take?
Most rounds finish in two to five minutes. Chains grow until someone slips, then you shuffle and start a new game. An entire session with multiple rounds fits easily in twenty or thirty minutes.
Can younger kids play this?
If they can follow a sequence of three or four items and don't mind being eliminated, they can join. The game doesn't gate on reading skill, but it does demand short-term memory and coordination that vary widely by age.
What makes the large edition different?
More cards mean longer possible chains and support for bigger groups. The core mechanics stay the same; you just get more content to shuffle through before patterns repeat.
Do you need a big table or open space?
A coffee table or countertop works fine. You need room to lay out a line of cards and space for players to perform actions without elbowing each other, but it's not a floor game.
Is there a way to play cooperatively?
The rules center on elimination and a last-player-standing winner. You could house-rule a team version, but out of the box it's competitive.

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