
Cats That Hate Cucumbers - Vegetable Nightmare
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You thought you had the upper hand. Then someone plays a Cucumber and the entire rule is overturned. Laughter and curses, guaranteed.
This is a mini-expansion: it requires a copy of Cats That Hate Cucumbers (base game) to be played. It is not a complete game on its own.
What it's about
Six cards that turn every hand into a minefield
In Cats That Hate Cucumbers: Vegetable Nightmare, just six cards multiply the chaos. The new Cucumber cards blend into the base deck and change the rules just when you thought you had figured out how to win the trick.
Negative scores that turn positive. Multiplied results. Trick-taking rules reversed mid-hand. Vegetable Nightmare transforms the already unpredictable base game into a sequence of plot twists where no one is safe until the last card.
Integration is immediate: read the rule card, shuffle the six cards into the deck, and you're ready. No new phases, no rules to memorize — just more variety for your evenings with Cats That Hate Cucumbers.
Six cards don't seem like much. Then one of them flips the hand you were winning, and you understand why it's called Nightmare.
The secret of Vegetable Nightmare in one line
The beauty is that the game remains as quick and light as before — it just becomes meaner.
From the gaming experience
Cats That Hate Cucumbers: Vegetable Nightmare
What it adds
Three ways Cucumber cards change the game
Scores flipped
The new cards turn negative scores into positive ones. What penalized you suddenly makes you win.
Multiplied results
Some effects multiply the hand's results. The risk increases, and with it, the tension around the table.
Trick-taking rules reversed
A Cucumber card can reverse the trick-taking rule at the least opportune moment. No plan is ever safe.
Lightning-fast integration
Shuffle them into the base deck and you're ready. No additional phases, no heavy rules to memorize.
Just six cards are enough to give your favorite game an extra gear of madness. The next cats vs. cucumbers night will be even more unpredictable.
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Game components2 types · 7 total cards
A game in five moments
What happens at the table
Not the rules. The experience.
Cucumber cards enter the deck
Before dealing, shuffle the six new cards. Everyone knows they're in there somewhere. No one knows when they'll pop out. The game starts as usual — but with an added uneasiness.
The first green surprise
Mid-hand, someone plays a Cucumber card. The trick-taking rule you were following no longer applies. Those who thought they were winning now risk collecting the very cucumbers they wanted to avoid.
Negative becomes positive
A card flips the scores. That disastrous hand you were experiencing suddenly turns into your best turn. At the table, someone cheers, someone else curses the pickles.
The multiplier effect
The card that multiplies results arrives. Now each trick is worth double and everyone quickly calculates who risks accumulating the biggest mountain of cucumbers of the evening.
Count who has the fewest cucumbers
The rounds end. The winner isn't the one who took the most, but the one who managed to dodge the cucumbers. And as the scores are tallied, everyone is still laughing about that sudden turn of events in the previous round.
How it integrates
Four steps to add chaos
No new game phase. Start with the basic rules and add the cards. Ready in less than five minutes.
The only non-game card explains what the six Cucumber cards do. It takes two minutes to understand it clearly.
The six cards simply join the Cats Hate Cucumbers deck. No selection, no special setup.
The basic rules apply: tricks are played, the second card sets the hand's rule. Everything unchanged — until a Cucumber appears.
When a Cucumber card comes into play, its effect flips scores, multiplies, or reverses the rule. Adapt on the fly.
Why add it
Six good reasons for Vegetable Nightmare
Flip-flopping effects
Negative scores turn positive. The hand you were losing can become your winning move in the span of one card.
Multiplied results
Some cards double the stakes. Tricks weigh more and the tension around the table becomes palpable.
Reversed trick-taking rules
A Cucumber card can reverse the rule at the most inopportune moment. No plan holds up until the end.
Zero added weight
More variety without complicating anything. Games remain quick, immediate, and accessible as in the base game.
Increased replayability
Six new effects mixed into the deck make every game different. The base game gets an extra gear.
Perfect for any table
For 3 to 6 players, it's explained in an instant. Ideal for party nights where laughing and reacting quickly count.
How to win
The objective doesn't change: dodge the cucumbers
Even with the expansion, the winner isn't the one who takes the most — it's the one who avoids accumulating cucumbers on the cards won. But now there are many more ways to end up with them.
Victory
- Finish the rounds with the fewest cucumbers on the won cards
- Use the Cucumber cards at the right moment to reverse others' tricks
- Use multipliers to your advantage instead of being subjected to them
Green disaster
- You accumulate cucumbers because a card reversed the rule at the wrong time
- A multiplier effect doubles your worst hand
- You thought you were winning the trick — and you end up buried in vegetables
Six cards, infinite laughs. Vegetable Nightmare is the simplest way to bring new life to your Cats Hate Cucumbers evenings.
Frequently asked questions
FAQ about Vegetable Nightmare
Can I play Vegetable Nightmare alone, without the base game?
No. Vegetable Nightmare is a mini-expansion: it only contains 6 Cucumber cards and one rule card. A copy of Cats Hate Cucumbers is mandatory to play. It is not a complete game on its own.
Are six cards really worth it?
If you already love the base game, yes. Six cards are enough to multiply the twists and turns: flipped scores, multiplied results, and reversed trick-taking rules significantly change the dynamics. It's an affordable addition that brings new variety without making the game heavy. If you don't own the base game yet, start with that one.
How difficult is it to integrate?
Very little. You read the rule card, shuffle the six cards into the base deck, and play. It doesn't add phases or heavy rules: games remain quick and immediate as before.
What exactly do the Cucumber cards do?
They introduce effects that modify the course of the hand: they can transform negative scores into positive ones, multiply results, or reverse the current trick-taking rule. They are designed to generate unpredictable plot twists.
How many players is it suitable for?
It follows the base game: 3 to 6 players. As with the original game, the more players at the table, the more chaotic and fun the game becomes.
Is it in Italian?
Yes, the edition is in Italian, published by dV Giochi like the base game. Cards and rules are entirely in Italian.
Cats Hate Cucumbers: Vegetable Nightmare is a mini-expansion in Italian for the trick-taking card game Cats Hate Cucumbers, published by dV Giochi for 3-6 players (ages 8+, duration 15-30 min). It contains 6 Cucumber cards and 1 rule card that introduce new mechanics: inverted scores, multiplied results, and reversed trick-taking rules. It requires the base game to be played. Easy to integrate, it increases variety and replayability while keeping games quick, comical, and accessible. Cats Hate Cucumbers: Vegetable Nightmare is available on FroGames.it.

Cats That Hate Cucumbers - Vegetable Nightmare
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