Classic Card Dice Games (Spread)
Classic Card Dice Games (Spread)
Classic Card Dice Games (Spread)
www.a4play.com
Card Games
INTRODUCTION the book that do not require lengthy rule
learning or extended play sessions. This allows
you to incorporate them into your adventure,
F
or over 500 years, card and dice making each session unique. The variety of
games have remained one of the games ensures that you can choose the right
most popular forms of entertain- one and use a different game each time.
ment for people of all ages.
The Book is an illustrated guide to traditional In some situations, you can simply play one of
card and dice games. Inspired by historical the games from the book with your friends.
gambling and based on card games popular in The book won’t take up much space if you’re
different countries and eras, it has been struc- traveling, and all you need are cards or dice.
tured into a book to enhance your gaming ex-
perience in 5E, RPGs, TTRPG games. These To enhance your immersion, we’ve added
games can be incorporated into your adven- large and colorful illustrations throughout the
tures, offering a variety for your campaigns. book. With this guide, you’ll be able to bring
a new level of excitement and funny moments
to your role-playing adventures.
Each entry about game includes: game name,
brief description, number of dice or cards,
game setup, gameplay, tables if applicable, Another important point is that we have
end of game, notes, and an illustrated example added our own 40 dice games to the book,
playthrough. In the book, we used a design which you can use in your own creative works
style familiar to 5E players, organizing each or as inspiration to create your own unique
game for better and quicker understanding of games.
4 5
S
ixty-One is a strategic card Gameplay The cards have the following
Point Values:
game for 2 to 12 players using
a 36-card deck, where players • The first player places any card from
aim to manage their hand to their hand on the table and then draws a Cards Points
card from the deck to ensure they always
avoid pushing the cumulative have 3 cards in hand.
Ace 1
total above 61 points. Jack 2
• The next player, moving clockwise, Queen 3
places any card on top of the previous
one, announces the new total points (the King 4
Deck and Players
The game is played with a deck of 36 cards
sum of their card’s points and the points 6 6
and is suitable for 2 to 12 players. already on the table), and draws a card 7 7
from the deck.
8 8
• This process continues with each player 9 0
taking their turn in a clockwise direction.
Start of the Game 10 -10 (minus 10)
The dealer is determined by drawing lots,
and in subsequent rounds, the loser Strategy
becomes the new dealer. Each player is End of the Game
dealt 3 cards. The player to the left of the At the beginning of the game “Sixty-One,” it The game ends when a player places a card
dealer goes first. is advisable to get rid of high cards (6, 7, 8) that brings the total points to 61 or more;
while trying to save lower-valued cards. To- that player loses. If the deck runs out of
ward the end of the game, aim to bring the to- cards, the pile of played cards is shuffled
tal points to 59 or 60, making it more chal- and used as the new deck.
lenging for your opponents to play.
6 7
T
he game is a card-matching
Gameplay cards:
challenge where players dis- Honor the King
• Players take turns drawing one card from Pardon,
card pairs, trying to avoid their right neighbor and discarding pairs. Slap the table when an Ace is played
being the last one holding Shout “Bonjour, madame!” for the Queen
the Queen of Spades, re- • The goal is to discard all possible pairs, Monsieur!
ferred to as “The Witch.” avoiding holding onto “The Witch”, the
Shout “Pardon, monsieur!” for the Jack
Queen of Spades.
T
he game is a lively card game • If a player makes a mistake, they must
Deck and Players where players perform spe- take all the face-up cards on the table.
The game is played with a deck of 32 cards
cific actions for certain
End of the Game cards, aiming to be the first • The winner is the first player to get rid of
for two to six players, and 52 cards for more all their cards.
than six players. Suitable for two to an The game ends when all pairs are to discard all their cards.
unlimited number of players. discarded. The player left with the Queen of
Spades and any other queen loses the
game.
Deck and Players End of the Game
The game can be played with any deck of The game continues until one player has
Start of the Game cards. Suitable for any number of players. discarded all their cards.
The dealer distributes all the cards in a
Notes
clockwise direction. Each player, starting
from the left neighbor of the dealer, The Witch, cannot be dis-
discards pairs of cards (two jacks, two carded at any point and re- Start of the Game Notes
nines, two aces, etc.) after drawing one mains in play until the end.
card from their right neighbor. The Queen The game aims to avoid be- The cards are distributed evenly among the
players. On their turn, the player draws one To make the game more fun and interesting,
of Spades, referred to as “The Witch,” ing the last player holding card from their deck and places it face-up. players can agree on additional actions for
cannot be discarded and constantly “The Witch.”
changes its holder.t other cards. For example, croaking for sixes,
oinking for sevens, etc.
8 9
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ich Man is a Japanese card Gameplay End of the Game Notes
game where players aim to
be the first to discard all • For example, if a player has three “fours,” • Typically, players do not rush to discard The ranking of cards is quite unusual: the
the next player must cover these cards high-ranking cards early in the game, sav- lowest is the “three,” followed by cards in as-
their cards, with the unique with cards of higher rank. ing them for later, as everyone initially cending order up to the “ten,” “jack,”
rule that the lowest-ranking aims to get rid of low-ranking cards. “queen,” “king,” “ace,” “two,” and the high-
player must give their highest card to the • If there are multiple cards, as in this case, Therefore, higher-ranking cards become est, “joker”.
highest-ranking player at the start of the player must cover them with the same necessary towards the end of the game.
each new game. number of cards of the same rank. The ranking of cards:
• The game continues until the second-to-
last player finishes. Joker
• In our example, this would be three cards
Deck and Players of rank “five” or higher. Players who can- Two
not cover these cards must pass their • The unluckiest player, who is left with Ace
The card game can accommodate up to 15
players or more, but the most interesting turn. cards, is called the “Poor Man.” The re-
gameplay occurs with 6-10 players. The maining cards are added back to the deck, King
game uses a deck of 52 cards. • The suit of the cards does not matter. and a new game begins. Queen
When no one can cover the played cards, Jack
those cards are discarded. • Before the start of the new game, the
“Poor Man” must give their highest-rank- Ten
Start of the Game • The player whose cards could not be cov- ing card to the “Rich Man,” the player Nine
ered then plays their lowest card. who finished first in the previous game.
The entire deck is dealt to the players. The Eight
order of play is determined by drawing lots. In return, the “Rich Man” gives their
The first player starts with the lowest card • If a player covers the cards, their turn lowest-ranking card to the “Poor Man.” Seven
they have. If they have two or more cards of continues as before. The game proceeds Six
the same rank, they can play them all. in a circle. The winner is the first player • The “Rich Man” starts the new game.
to discard all their cards. The game continues with the same rules. Five
Four
Three
10 11
I
n the game, players wager on the Gameplay • After each win, the dealer must thor-
dealer’s ability to accurately pre- oughly shuffle the cards and allow the
dict the rank of each card drawn player to their right to cut the deck.
• The players place any bet within a pre-
from the deck; the dealer wins all agreed limit. For example, each player’s
bets for correct guesses and pays bet in a given round may not exceed 5 sil-
out for incorrect ones. ver pieces. End of the Game
The game continues until players decide to
• The dealer begins the game by revealing stop. The role of the dealer rotates as
Deck and Players 14 cards from the top of the deck, one by players take turns based on the outcomes
one, slowly. As each card is revealed, the of the rounds.
The game is played with a deck of 52 cards dealer calls out a rank in order, starting
plus 2 jokers, and the number of players is with the joker, followed by ace, king,
unlimited. queen, and so on down to two.
Notes
• If the dealer correctly calls the rank of any
Start of the Game card, they win all the bets. For example, if • Joker is an old gambling club game that
the dealer calls “Queen” and the revealed moved underground after gambling
The first dealer is the player who draws the card is indeed a queen, the dealer wins. houses were banned in the 20th century.
highest card, and play proceeds clockwise.
The dealer shuffles the cards, then • If the dealer correctly calls the first card as
announces to the players: “Place your • The game is simple and based on luck if
bets.” “Joker,” they win double bets from all played honestly without cheating.
players and continue as the dealer.
12 13
T
he game involves players Strategy cannot play a needed card says: “Pass.”
taking turns to match cards The turn automatically passes to the next
by suit or rank, drawing Strategies may involve holding onto certain player.
cards to prevent other players from playing
from the deck if needed, their high cards.
with the objective of being
the first to get rid of all their cards and End of the Game
shout “Boom!” Gameplay The player who runs out of cards first wins.
In this case, they must shout: “Boom!”
• Players look at their cards, and the player
Deck and Players to the left of the dealer starts the round
The game is played with two or more by placing one of their cards face up on
players. A standard deck of cards is used, the table.
with the Ace being the highest card.
• The next player (clockwise) must place a
card of the same suit (e.g., hearts to
hearts) or the same rank (number or face
Start of the Game card) as the previous card.
Players draw cards; the player with the
highest card deals the cards clockwise, one • If a player does not have such a card, they
at a time, giving seven cards to each player. draw cards from the deck until they draw
The remaining cards are placed face down a suitable card.
in the center of the table.
• After everyone has taken their turn in the
first round, the player who played the
highest card starts the next round. If
there are multiple high cards of the same
rank, the player who played it first starts.
14 15
A
Gameplay The ranking of cards:
luck, often played at home for amount from the pot.
Ace
fun with stakes. • Any player may shuffle, with the dealer • If the bettor does not have a card that King
shuffling last. beats the card shown, they show their en- Queen
tire hand, and the bet amount is added to
• The player to the dealer’s right cuts the the pot. Jack
cards.
Ten
Deck and Players • The next player in turn places a bet, and
• The dealer gives five cards, one at a time, the procedure repeats until all players, in- Nine
The game uses a standard 52-card deck and face down, to each player in turn, begin-
can be played by 2, 3, 4, or 5+ players. cluding the dealer, have bet. Eight
ning with the player on the left. (Some
deal only four cards if there are more Seven
• If the pot is empty, each player puts in
than eight players.) one coin to restore it. Six
Start of the Game Five
Coins are distributed to the players, and • Players look at their cards. The player on
each player places one coin in the center of the dealer’s left may bet any number of Four
the table to form a pot. Any player deals the coins up to the number in the pot or for- End of the Game Three
cards one at a time, face up, to the players feit one coin to the pot. When every player has had a chance to bet,
in turn; the player with the highest card Two
the turn to deal passes to the player on the
deals first. • No bet may exceed the number of coins dealer’s left. The goal is to be the player
already in the pot. with the most coins at the end of the game.
16 17
I
Gameplay The ranking of cards: Eight
n the game, two players each flip
the top card of their stack, with • If the flipped cards are of equal rank, a
Ace Seven
the higher card winning both, “War” occurs. King Six
and in the event of a tie, addi- Queen Five
tional cards are played until one • During a “War,” each player places one Jack Four
player wins all the cards or the most card face-down on top of their flipped
cards within a set time. card and then another card face-up. The Ten Three
player with the higher face-up card wins Nine Two
all six cards. If these new face-up cards are
Deck and Players also of equal rank, the “War” continues, Round 1 Round 2
with the process repeating until one
The game is played by two players using a player wins all the cards.
deck of 32 cards.
Player 1
End of the Game
Start of the Game
The game is won by the player who collects
Each player has a stack of 16 face-down all the cards or the player who has the
cards in front of them. Players most cards after a predetermined time.
simultaneously flip over the top card of
their stack. The player with the higher card
(regardless of suit) takes both face-up
cards and places them at the bottom of Notes
Player 2
Winner
their stack.
The game can extend for varying lengths of
time, depending on the rules set by the play-
ers.
18 19
A
area.
jective is to win the most bets. flip, players can bet on the exact card or- person to say “dead bet” receives those
der of the last three cards by placing chips chips.
• Players place bets on one of the cards in
the tableau based on which card they
think will flip.
Winner
Loser
The game ends when the deck is down to • Players can bet on the losing card by plac-
its last three cards and all final bets are
resolved. ing a penny on top of their chips.
I
n the game, players aim to be the
Gameplay
first to play all their cards in four
• After the dealer distributes all the cards
horizontal rows by suit, starting to the players (one card at a time), the
with the nine of clubs, while player with the nine of clubs starts.
strategically blocking others
from doing the same. • The next player can place either an eight
or a ten of the same suit, continuing the
horizontal row in either direction.
Deck and Players
The game is played by 3 to 6 players using
• Additionally, a player can place any nine.
a deck of 36 cards. Turns are taken in order, and only one
card is played per turn. If a player does
not have a playable card, they skip their
turn.
Start of the Game
The objective is to be the first to play all End of the Game
your cards while preventing others from
doing the same. The cards are laid out in The game ends when one player
four horizontal rows by suit. successfully plays all their cards.
Strategy
• Strategic play involves placing cards to
block opponents while creating opportu-
nities to play your own cards.
22 23
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trick-taking card game value if it’s not the original suit. The ranking of cards:
where the goal is to win the Ace
sixth and final trick. • The player with the highest card of the
original suit wins the trick. Ten
Nine
• The winner of the trick leads any card
from their hand to begin the next trick. Eight
Seven
Deck and Players • Players must follow suit if possible; oth- Six
The game is played with a modified deck, erwise, they may play any card.
removing kings, queens, jacks, the 2s of all Five
suits, and the ace of spades. It is suitable • Play continues until six tricks have been Four
for 2 or more players. played. Three
T
he objective is to collect as Gameplay End of the Game
many sets of four cards
(each set consisting of four • The game starts with the player sitting to
The game ends when all sets of four cards
have been collected. The player with the
cards of the same rank, e.g., the left of the dealer. most sets of four cards wins the game.
four queens, four tens, etc.)
as possible. • The starting player asks any other player
for a specific card, for example, “Eight of
clubs!” Notes
Deck and Players
• If the requested card is held by the player • There are eight possible sets of four cards
The game requires 3 to 5 players and a 32- in a deck of 32 cards.
card deck. asked, they must hand it over, and the re-
questing player continues their turn until
they make an incorrect request. • The second variation of the game in-
cludes rotating the dealer after each
• If the requested card is not held by the round.
Start of the Game player asked, the turn passes to the player
The dealer shuffles the cards and deals who was asked.
them to the players (if there is an odd
number of participants, one player will have • A player can only request a card if they al-
one more card).
ready have at least one card of the same
rank in their hand.
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ed or Black is a simple bet- cards are of the same color, double the ingo is a card-matching ond deck one at a time and announces its
ting card game where players bet is paid or collected. game where players aim to rank and suit (e.g., “queen of hearts”).
Players who have the called card turn it
predict the color majority of be the first to turn all their face down.
a five-card hand. cards face down based on
End of the Game the caller’s announcements.
The round ends once all players have End of the Game
placed their bets and the dealer has dealt
and resolved each hand. The game Deck and Players The first player to turn all their cards face
Deck and Players continues with new rounds as players down wins.
The game is played with a standard 52-card desire. The game is played with 2 standard 52-card
deck and can accommodate 2 or more decks and can accommodate 2 or more
players. players.
Notes
Notes
• The role of the “Caller” can rotate each
Start of the Game • The simplicity of the game makes it fast- Start of the Game round to allow different players to par-
Each player, starting from the dealer’s left, paced and easy to play, appealing to a From the first deck, deal five cards to each ticipate in the calling process.
places a bet up to the limit and names wide range of players.
either “red” or “black.” player, face up. Designate one player as the
“Caller,” who will call out the card values
from the second deck.
Gameplay
• The dealer deals five cards face up to the
player. If three or more cards match the
named color, the dealer pays the bet.
G
reen Meadow is a fun and matching suit is found. They then discard
simple card game for 2 to 5 • Players take turns drawing one card at a
time from the table and place it on the both the drawn card and a card from
players, where the goal is previously revealed card. their hand (any card).
to be the first to discard all
your cards by matching • If the suit of the drawn card matches the
suits with a 32-card deck suit of the revealed card, the player can End of the Game
stop drawing. The first player to get rid of all their cards
wins. The game continues until one player
Deck and Players • If the suit does not match, the player con- remains with cards in their hand, who is
The game involves 2 to 5 players using a
tinues to draw cards until a matching suit considered the loser.
deck of 32 cards, ranging from Aces to is found.
Seven.
• Once a matching suit card is drawn, the Notes
player places it on the revealed card and
then places one of their own cards on
Start of the Game top, indicating a new (or the same) suit. • The goal is to be the first to discard all
your cards.
The dealer shuffles the deck and deals all
the cards face down on the table. The last • A pile of discarded cards begins to form
card is dealt face-up. as the game progresses. • Strategic discarding and matching suits
are key to winning.
• If a player draws a card that immediately
matches the suit of the revealed card, they
must draw another card and place it on
top of the previous card.
T
he card game involves play- End of the Game
ers using two decks to col- • Cards are dealt face down. The number
lect all cards by shouting of cards each player receives may be un- The game ends when one player collects all
even. Players do not look at their cards, the cards.
out the animal names of op-
ponents whose cards match stacking them in a pile.
their own.
• The player to the left of the dealer reveals
their top card, starting their pile of face-
up cards. Each player follows in turn.
Deck and Players
The game requires two or more players,
with more players making it more fun and
lively. Two decks of cards are used. Gameplay
• If a player notices that another player’s
Start of the Game card matches the rank of their own top
face-up card, they must shout the “ani-
• Each player chooses the longest and hard- mal” name of that player three times.
est-to-pronounce name of an animal.
• The first player to shout correctly wins
• These names are written on small pieces the matched player’s face-up cards and
of paper, which are then mixed in a box. places them at the bottom of their own
face-down pile of cards.
• Each player draws a piece of paper with
the name of the animal that will represent • If a player incorrectly calls out a name,
them for the entire game. they must give their face-up cards to the
player whose name they incorrectly
• All players memorize the “names” of called.
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reen Meadow Heads - Up • The first player takes one of their face- • The objective is to be the first to discard
is a card game where two down cards, reveals it, and if the suit all your cards. The gameplay involves
players compete to be the matches the suit of the card on the table, matching suits and strategically managing
first to get rid of all their they place their card on top. Then, they your pile of cards to achieve this goal.
take another face-down card and place it
cards. on top, indicating the new suit.
34 35
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lay or Pay is a simple and en- Gameplay • The losers pay the winner one chip for
gaging card game for three or each card remaining in their hands.
more players, where the ob- • The player to the left of the dealer makes
jective is to win chips by get- the first move by placing one card face up
ting rid of all your cards on the table. End of the Game
through forming sequences. The overall game winner is the player with
• The next player, sitting to the left, checks the most chips after the agreed number of
if they can play a card of the same suit to rounds have been played.
Deck and Players form a sequence: Ace, 2, 3, 4, 5, 6, 7, 8, 9,
10, Jack, Queen, King.
A game for three or more players that
introduces the concepts of “rank layout” Notes
and “sequence.” A standard deck of 52 • If a player plays a King, the sequence
cards is used. “wraps around the corner” and continues
with the Ace of the same suit. • In each round, players aim to win chips
by getting rid of their cards.
• If the player has the next card in the
Start of the Game sequence, they place it on the table next
to the last card. If they do not have such a
Each deal corresponds to one round of the card, the player must pay one chip by The Cards are in Sequence
game. Players must agree on the number of
rounds to be played. One player deals the placing it in the center of the table.
entire deck face down clockwise. The
number of cards in each player’s hand may • The player who completes a sequence of
be uneven. Each player starts the game with a suit with their move can start a new
20 chips. sequence with any card in their hand.
36 37
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hicken is a card game where Gameplay y Ship Sails is a fun Gameplay
the objective is to be the first and dynamic card
to get rid of all your cards. • On their turn, each player must first
game where players • Players sort their cards by suit and decide
draw the top card from the deck and then aim to collect seven which suit they will collect, though they
place one of their cards on top of the pre- cards of the same can change their target suit during the
viously revealed card. The suit of the card suit. game.
must be different from that of the last re-
Deck and Players vealed card. • Each player selects an unwanted card,
Deck and Players places it face down on the table, and
The game is played with a 36-card deck and passes it to the player on their right, while
involves three to four players. • If a player cannot make a move (has no The game is played with a standard deck of
suitable cards), they take all the revealed also receiving a card from the player on
cards by four to seven players, with Ace their left.
cards but may discard any sets of four being the highest card.
(e.g., four Queens, four Tens).
Start of the Game • This exchange continues until a player
The dealer deals five cards to each player. • Players may sometimes intentionally take has seven cards of the same suit in hand.
One card is turned face up and placed next the revealed cards for strategic reasons. Start of the Game
to the deck. The player to the left of the
dealer goes first. The dealer is the player who draws the
• If the deck runs out before any player has highest card. Each player is dealt seven End of the Game
discarded all their cards, the revealed cards face down, dealt clockwise. The The first player to collect seven cards of the
cards are turned over to form a new deck. remaining cards are set aside and not used same suit shouts, “My ship sails,” and wins
Notes in the game. the game.
N
ewmarket is a luck-based their hand, each player places one match- quired color, the next player to the left the controlling player, effectively making
card game for three to stick in the middle (the ante) and one on plays their lowest card of that color. it an extension of that player’s hand. The
eight players, where play- one of the four horses. dummy hand is used to maintain the
flow and balance of the game, especially
ers aim to win chips by in scenarios where an even number of
being the first to play all End of the Game hands is required or when simulating ad-
their cards. Gameplay ditional players.
The first player to play all their cards wins
the money in the ante, and the round ends
• Players pick up their cards and sort them immediately. Any unclaimed money on the
by suit and in ascending order. horses stays for the next round. The dealer
Deck and Players The ranking of cards:
role rotates clockwise, and the cards are
Newmarket is played with a standard deck • The player with the dummy hand can de- reshuffled and re-dealt for the next round. Ace
of cards plus four extra cards (Jack, Queen, cide to keep their own hand or switch it
King, and Ace of different suits) as horses. King
with the dummy hand, discarding their
Suitable for 3-5 players, though it can be Queen
played with 2 or 6. original hand. If they keep their hand, the
next player to the left can pay to take the Notes Jack
dummy hand, and so on.
Ten
• When a player is able to put down a card
Start of the Game • The player with the 2 of Clubs lays it that matches one of the horses, they claim Nine
down and announces “Two of Clubs.” all the money on that horse. Eight
• Shuffle all the cards and then deal one The player with the next card in sequence
(3 of Clubs) then plays it, and this con- Seven
more hand than the number of players— • In card games, a “dummy hand” refers to
this extra hand is the dummy hand. tinues until a card is missing. a set of cards that are not actively con- Six
trolled by a player but are part of the Five
• The dummy hand is dealt to the player to • When a card is missing, the active player game. This hand is usually visible to all
switches to their lowest card of the oppo- players and may be managed by another Four
the left of the dealer, giving them two
hands to manage. site color. Play continues in this new suit player, typically the one opposite the Three
until another gap occurs, at which point dummy in games like “Bridge.” In such
the process repeats. contexts, the dummy hand’s cards are Two
• Each player starts with a stash of coins,
chips, or matchsticks. Before looking at • If an active player has no cards of the re- played according to decisions made by
40 41
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onkey is a card game where Gameplay exeso is a memory card game Gameplay
players aim to collect four of where players aim to collect
a kind and avoid being the • Players exchange cards with the player to as many pairs of the same • On their turn, each player flips over any
last to notice when another their left, one card at a time. color (black or red) as possi- two cards.
player completes their set. ble.
• The objective is to collect a set of four • If the two cards form a pair (same color
cards of the same rank. and rank), the player takes them and flips
Deck and Players over two new cards.
Deck and Players
• The first player to collect a set of four
The game can be played by any number of cards quietly shows a thumbs-up. Other The game is played with a deck of 54 cards • If the cards do not form a pair, they are
players using a standard deck, selecting players must notice and also show a and can involve two or more players.
turned face down again, and the next
sets of four cards based on the number of thumbs-up. player takes their turn.
players.
• The last player to notice and show a • Players earn points for each pair they col-
thumbs-up is the “donkey.” Start of the Game lect. The point values are: Ace - 1 point,
Start of the Game The dealer lays out all the cards face down King - 4 points, Queen - 3 points, Jack - 2
From the deck, select sets of four cards in a rectangle. The player to the left of the points, and other cards according to their
equal to the number of players. For End of the Game
dealer goes first. face value (Ten - 10 points, Nine - 9
example, if there are five players, choose points, etc.).
four Aces, four Kings, four Queens, four The game continues until one player is
Jacks, and four Tens. The dealer shuffles the identified as the “Donkey.”
selected cards and deals them evenly to all Notes
players. End of the Game
Notes The objective is to collect as many pairs as The game ends when all pairs have been
possible by remembering the positions of the collected. The player with the most points
cards wins.
• The objective is to be the first to get rid of
all your cards. Strategic play includes
managing your hand and sometimes tak-
ing revealed cards deliberately.
42 43
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eow-Meow is a card Gameplay (usually 100 points). The player with the Cards Points
game where players fewest points at this stage wins. Ace 11
aim to get rid of all • Players take turns playing one card at a Jack 2
their cards while ac- time. Each subsequent card in the pile Queen 3
cumulating the must match the previous one either by Notes
fewest penalty points. suit or by rank: hearts on hearts, aces on King 4
aces, etc. • The objective is to get rid of all your cards 6 6
while keeping penalty points to a mini- 7 7
• Jacks are special: a Jack can be played at mum. Strategy involves careful play of
Deck and Players any time with the player announcing the 8 8
Jacks and managing the suits to control
The game is played with a 32-card deck and new suit (even if it doesn’t match the cur- the flow of the game. 9 9
can accommodate any number of players. rent one). The next player must then play
a card of the announced suit. 10 10
44 45
A
Gameplay them on the table face up in front of ev-
luck, playable by two or more
players using a standard deck eryone, and plays again.
• Players sort their cards into groups of the
of cards. same rank without showing them to oth- • If a player does not have the requested
ers. The player to the dealer’s left may ask cards, they say, “Go fish.” The asking
any player for cards of the same rank as player draws a card from the pond. If the
one they hold. player goes ‘fishing’ and does not receive
Deck and Players the card they asked for (making no
• This means that the player who is "fish- catch), the turn passes to the left.
The game is designed for two or more ing" must have at least one card of the
players. The standard 52-card pack is used. rank they asked for in their hand.
Some cards will be dealt and the rest will
form the stock pile. End of the Game
• For example, if a player has the six of
hearts, they might say, “Give me your The game ends when all thirteen sets of
sixes.” If the approached player has sixes, four have been won. The winner is the
Start of the Game they must hand them over. player with the most books. During the
game, if a player is left without cards, they
If there are two or three players, each may (when it's their turn to play), draw
receives seven cards, one at a time, face • The asking player can continue to re- from the stock and then ask for cards of
down; if there are four or five players, each quest cards of the same rank from others that rank. If there are no cards left in the
gets five cards. The remaining cards form a or may ask for a different rank if they stock, they are out of the game.
face-down pile known as the “pond”. possess at least one card of that rank.
A A
Gameplay
pete to win all the cards. unexpected twists, designed
• Each player places one card from the top for four, five, or six players. • The set of played cards, called a trick, is
of their deck. The player with the highest then turned face down and set aside.
card (regardless of suit) takes all the cards
and places them under their deck. • The player who placed the highest card
starts the next round.
• If two or more players place cards of Deck and Players
Deck and Players equal rank, these players must place an- • If a player cannot follow suit, they must
One standard deck is used, modified pick up the cards played in that round
If there are many players, use a full deck of other card each, and the highest-ranking according to the number of players: remove
52 cards. For two players, a 36-card deck is card among these decides the winner. twos for six players; twos, threes, and fours and add them to their hand.
sufficient. for five; and twos, threes, fours, fives, and
sixes for four players. The highest card is • The next move is made by this player, but
the ace. they cannot use the newly acquired cards
immediately.
Start of the Game
The cards are dealt equally to all
participants. The player to the dealer’s left Start of the Game
starts the game. End of the Game
Players draw cards to determine the dealer,
who is the one with the highest card. The The game ends when a player successfully
dealer then distributes the deck clockwise, discards all of their cards and is declared
giving each player eight cards. the winner.
End of the Game
The game ends when one or two players
(depending on the rules) have collected the Gameplay Notes
entire deck. The player(s) without cards
lose.
• Players sort their cards by suit. The player Rolling Stone is celebrated for its strategic
to the dealer’s left begins by placing one depth and the skill required to navigate its
of their cards face up in the center of the shifting dynamics effectively.
48 49
A
memory game where players • If the two cards form a pair, the player lead card if they can.
aim to collect pairs of cards takes them and places them face down in
a pile, then turns up two more cards.
A
of the same rank. card game where the • If a player doesn’t have any cards of the
objective is to be the first current rank being played, they pass their
• If the two cards do not form a pair, the turn.
player waits at least five seconds before player to get rid of all your
turning both cards face down again, leav- cards. • When playing, the player must say
ing them in the same position. “Snip” for the second card, “Snap” for
Deck and Players the third, and “Snorem” for the fourth.
The game uses a standard 52-card deck and • The turn then passes to the next player
can be played by 2, 3, 4, or 5+ players. on the left. Deck and Players • The player who plays the fourth card dis-
The game uses a standard 52-card deck and cards the center four cards from the table
• Play continues in this manner until all is played by 3 or more players. and leads with any new card.
cards have been matched.
Start of the Game
Any player shuffles the pack and spreads all
the cards out, face down, on the table so Start of the Game End of the Game
End of the Game
that no two cards touch or overlap at the Pick a dealer who shuffles the deck and The game ends when the first player plays
corners. The game ends when all pairs of cards have deals out all the cards to the players one at all the cards in their hand, thus winning the
been collected. The player with the greatest a time. Players look at their cards but keep game.
number of pairs wins. them hidden from their opponents.
Gameplay
• The first player is chosen by any agreed Notes Gameplay Objective
method.
• Players need to remember the positions • The player to the left of the dealer goes • Be the first to get rid of all your cards.
• The first player turns up any two cards, of previously revealed cards to succeed in first, then play proceeds clockwise.
leaving the first card face up until the sec- forming pairs.
ond card is turned. • The first player may lead with any card
50 51
L
game of luck and strategy, ittle Chests is a strategic
A
Gameplay Gameplay
where the objective is to avoid game where players must
being the last player holding • Players sort their cards without showing carefully choose their ques- • Players take turns asking each other for
the unpaired card "Old them to others. Pairs of cards of the same tions and remember which specific cards and quantities. For exam-
Maid." rank are set aside face up. cards have been asked for ple:
to efficiently collect their chests.
• If a player has three cards of the same ◦ “Do you have any kings?”
rank, they discard two and keep one. If ◦ “Yes.”
Deck and Players they have four, they discard both pairs. ◦ “How many?”
Deck and Players ◦ “Two.”
A simple game for three or more players.
Uses a standard 52-card deck minus one • The player to the dealer’s left offers their A card game for 2 players where the goal is
queen. cards, face down, to the neighbor on to collect sets of four cards of the same • The asking player then guesses the suit. If
rank. Can be played with either a 36-card or they guess correctly, the other player
their left, who draws one card. 52-card deck. hands over the card, and the asking player
• If this card makes a pair with one in their continues their turn.
Start of the Game hand, they discard the pair. If not, they
ll cards are dealt face down. Players may keep the card and offer their own cards to Start of the Game • If the guess is incorrect or the other
have an unequal number of cards. the next player on the left. player does not have the requested cards,
Each player is dealt 4 cards. The dealer, the asking player draws a card from the
determined by a draw, takes the first turn. deck and the turn passes to the other
player.
End of the Game
The game continues until all pairs are • If the asking player guesses one card cor-
discarded, leaving one “Old Maid” card End of the Game rectly out of two, they take the correct
without a pair. The player left holding this The game continues until all sets of four card and draw one card from the deck.
card is called the “Old Maid” and is cards (little chests) are collected. A chest
considered the loser. consists of four cards of the same rank but
different suits (e.g., four aces, four tens,
etc.).
52 53
R
ummy is a card game where Gameplay The ranking of cards: turn to end the game.
players form matched sets to King • Stock Depletion: If the stock is exhausted
win. • Object of the Game: Form matched sets and no player has gone out, the discard
Queen
(groups of 3 or 4 of a kind, or sequences pile is turned over to form a new stock,
of 3+ cards of the same suit). Jack and play continues.
Ten
• Player Turns:
Nine
Deck and Players How to Keep Score
◦ Draw the top card from the Eight
Uses a standard deck of 52 cards; 2-6 stock or discard pile.
players can participate. Seven • Each player pays the winner the pip value
◦ Optionally lay down any melds
(matched sets). Six of their remaining cards.
◦ Discard one card to the discard Five
pile. If drawn from the discard ◦ Face cards count 10 each.
Start of the Game pile, the same card cannot be Four ◦ Aces count 1 each.
discarded. Three ◦ Other cards count their pip
• The dealer gives cards one at a time face value.
down, starting with the player on the left. • Laying Off: Add cards from your hand to Two
any existing matched sets on the table. Ace • A player goes “rummy” by getting rid of
For 2 players: 10 cards each
all cards at once without previously
For 3-4 players: 7 cards each laying down any cards. In this case, all
For 5-6 players: 6 cards each End of the Game other players pay double.
Notes
• Remaining cards form the stock pile,
with the top card turned up to start the Fish is a strategic game where players must re- • Going Out:
discard pile. member who has what cards and make timely
requests to win. ◦ Win by getting rid of all cards.
• Dealer Rotation: With 2 players, the win- ◦ If all remaining cards are
ner deals the next hand. With more than matched, lay them down
2, the deal passes to the left. without discarding on the last
54 55
C
razy Eights is a card game Gameplay End of the Game
where players aim to be the
first to discard all their cards • Starting to the dealer’s left, each player • The first player to have no cards left wins
places one card face up on the starter pile. the game.
• The card played must match the starter • The winning player collects points from
card in suit or rank (except for eights). each other player based on the remaining
Deck and Players cards in their hands:
• If unable to play, draw cards from the
Uses a standard deck of 52 cards; typically Each eight = 50 points
played with 2 or more players. stock until a playable card is drawn or the
stock is exhausted. If unable to play when Each K, Q, J, or 10 = 10 points
the stock is exhausted, the player must Each Ace = 1 point
pass. Drawing from the stock is optional
Start of the Game even if there is a playable card in hand. Each other card = its pip value
• Each player is dealt 5 cards, one at a time, • All eights are wild and can be played at
face down. any time. Notes
• The remaining cards form the stock pile, • When an eight is played, the player speci- • Object of the Game: Be the first player to
placed face down in the center. fies a suit. The next player must play ei- get rid of all the cards in your hand.
ther a card of the specified suit or another
• The top card of the stock is turned up to eight.
• Crazy Eights can be played with more
start the discard pile (the “starter”). If an than two players, making it a versatile and
eight is turned, it is placed back in the engaging game for groups.
middle of the pack and the next card is
turned.
56 57
H
earts is a trick-taking game must be a multiple of 26. • The winner of each trick collects the strategic depth, making it one of the
where players aim to avoid cards and places them face down. greatest card games for four players, each
certain cards to keep their • If a player takes all 13 hearts and the playing individually.
score low. queen of spades in one hand (“shooting
the moon”), that player scores 0 and all End of the Game
other players score an additional 26
points. • The game is played to an agreed-upon
score (commonly 100 points). When a
Deck and Players player reaches this score, the game ends,
Uses a standard 52-card deck; typically Gameplay and the player with the lowest score wins.
played with 4 players, but can
accommodate 3 or 5 players with • The player with the 2 of clubs leads the • Players count the hearts and the queen of
adjustments. spades they have taken at the end of each
first trick. In a 3-player game, the 3 of
The Deal: clubs leads if the 2 is removed. hand.
• For 4 players: Each is dealt 13 cards.
• For 3 players: Remove the 2 of • Players must follow suit if possible. If a • Hearts are worth 1 point each, and the
diamonds, and each player gets 17 queen of spades is worth 13 points.
cards. player cannot follow suit, they may dis-
• For 5 players: Remove the 2 of clubs, card any card except hearts or the queen
and each player gets 10 cards. of spades on the first trick.
Notes
• The highest card of the suit led wins the
trick, and the winner leads the next trick. • Object of the Game: To have the lowest
Card Values/Scoring There is no trump suit. score at the end of the game. The game
ends when a player reaches the agreed-
• Each heart = 1 point. • Hearts cannot be led until a heart or the upon score (commonly 100 points), and
queen of spades has been discarded. the player with the lowest score wins.
• Queen of spades = 13 points.
• The queen of spades can be led at any • The game is easy to learn and offers
• The total score of all players in each hand time.
58 59
P G
residents is a social card game card beats a single card. A set of cards can uts is a high-stakes card with the player to the dealer’s left and
where players compete to get only be beaten by a higher set containing game where players decide continuing clockwise around the table,
the same number of cards. each player in turn declares “in” or “out.”
rid of all their cards to attain to stay “in” or go “out” to
the highest social rank. win the pot with the best • Players who say “out” cannot win the pot
• For example if the previous player played hand.
two sixes you can beat this with two but do not lose any extra money. If more
kings, or two sevens, but not with a single than one player says “in,” those players
king, and not with three sevens (though reveal their cards, and the player with the
Deck and Players you could play two of them and hang Deck and Players best hand wins the pot.
The game is played with a standard deck of onto the third). The game is played with a standard 52-card
52 cards and can accommodate 4 to 8 deck and accommodates 2 to 5 or more
players. • Passing is always allowed and does not players. End of the Game
prevent playing in subsequent turns. Play
continues until a play is made that every- The round ends when the winning hand is
determined and the pot is awarded. The
one else passes on, and the last player to game continues with new rounds as players
Start of the Game play starts the next round. Start of the Game
desire.
Starting to the dealer’s left, deal one card at Each player is dealt 2 cards face down,
a time until all cards have been dealt. starting with the player to the left of the
dealer.
End of the Game Notes
The first player to get rid of all their cards is Scoring:
Gameplay awarded the title of President. The last For example, with 5 players and an ante of 1 silver
player with remaining cards is known as the Aces are high coin, the pot starts at 5 coins. If three players stay
in, one player will win the 5-coin pot while the
• The player to the dealer’s left begins by Scum. Any pair of equal cards beats any two
other two players must each add 2 coins (double
playing any single card or set of cards of unequal cards
ante) to the next pot, making it 7 coins
equal rank. A higher pair beats a lower pair (2+2+1+1+1). The hand is then re-dealt, and all
Between two non-pair hands, the hand with players, including those who were out in the last
• Each player in turn must then either pass the highest card wins round, can participate again. The round ends when
or play a higher card or set of cards that If two hands have equal high cards, the hand only one player stays in, winning the pot without it
beats the previous play. Any higher single whose other card is higher wins being replenished.
60 61
S
ix Card Golf is a card game face up. End of the Game Notes
where players aim to have the
fewest points after 9 rounds. • Play continues until one player has all six • Players must replace a card from their
Gameplay of their cards face up. grid if they choose to take a card from the
discard pile.
• The player to the left of the dealer goes • Points are then scored.
first, with play proceeding clockwise.
If two cards in the same column form a pair,
Deck and Players
• On your turn, draw the top card from the point total for that column is 0
Uses a standard deck of 52 cards; for 2-4 the stock or discard pile. Aces are worth 1 point each
players
Twos are worth minus 2 points each
• Use the drawn card to replace any one of
the six cards in your grid. If replacing a Cards 3-10 are worth their face value
face-down card, do not look at it before Queens and Jacks are worth 10 points each
Start of the Game replacing it. The replaced card is dis-
Kings are worth 0 points
carded face-up.
• Pick a dealer who shuffles the deck and
deals 6 cards to each player. • Collect all cards, rotate the role of dealer
• If you draw a card from the stock and do clockwise, and start a new round.
not want to replace any card in your grid,
• Place the remaining cards face down in you may discard the drawn card to the
the center to form the stock. • The game is played for a total of 9
discard pile and end your turn. rounds.
• Turn the top card of the stock face up to • If you draw a card from the discard pile,
start the discard pile. • Winning: The player with the lowest
you must use it to replace one of the score at the end of 9 rounds wins.
cards in your grid and cannot discard it
• Players arrange their 6 cards face down in immediately.
a 3 by 2 grid without looking at them.
A
rummy card game where • After drawing, players can form and
players can steal cards from place melds on the table. A set (three or End of the Game
their opponents’ melds. four cards of the same rank) or a run The round ends when a player melds all
(three or more sequential cards in the their cards or discards their last card.
same suit) are valid melds. Aces are high, Players tally scores based on remaining
making the run Ace-2-3 illegal. cards (Deadwood): cards 2-10 are worth
their face value, face cards are worth 10
points each, and aces are worth 11 points.
• Once a player has placed their first meld, Continue playing rounds until a player
Deck and Players they can add cards to their existing melds reaches 200 points.
The game is played with a single deck (no on future turns.
Jokers) for 2-3 players; add a second deck
for 4-6 players. • Players can steal cards from opponents’
melds if the meld remains legal (at least Notes
three cards) after the steal. The stolen
Start of the Game card must be used immediately to form a • Unique Feature: The ability to steal cards
new meld. from opponents’ melds influences the
Determine a dealer who shuffles and deals
11 cards to each player. The remaining cards timing and strategy of meld drops
form the stock, with the top card turned • End your turn by discarding a card from
over to begin the discard pile. The non- your hand.
dealer begins the round, or in games with
more than two players, the player to the left
of the dealer starts.
Gameplay
• Begin your turn by drawing a card from
the stock or the discard pile.
64 65
A
trick-taking card game Gameplay End of the Game Notes
where the objective is to be
the last player with cards re-
• Players take turns playing a card to form • The game ends when only one player re- • Gameplay continues in a series of tricks
maining. a trick in the middle. mains with cards. until players run out of cards.
• The last player with cards is the winner.
• The highest card in the trump suit wins • Players are eliminated when they can no
the trick; if no trump is played, the high- longer play cards.
Deck and Players est card of the led suit wins.
Played with a standard 52-card deck,
suitable for 4 to 6 players, each dealt a • Players must follow the suit led if possi-
number of cards equal to the player count. ble; if not, they can play any card, includ-
ing a trump.
Start of the Game • The player who wins the trick draws a
card from the deck and leads the next
trick.
• Each player is dealt cards equal to the
number of players.
66 67
A
trick-taking card game Gameplay End of the Game Notes
where players aim to score
points by winning tricks • The game ends after a set number of
• Tricks: Players take turns playing a card • Players compete both to fulfill their bid
with high-value cards. into the middle to form a trick, trying to rounds or time, with scores calculated by collecting sufficient card points and to
play the highest-ranking card or trump. each round. prevent others from scoring.
• Trump Suit: Varies each round, set dur- • Successful bidders score the difference • Strategic play involves not only winning
Deck and Players ing bidding, with trump cards outrank- between their card points and 60, multi- tricks but also managing one’s hand in re-
Played with a 36-card deck, consisting of ing other suits. plied by a factor based on their bid type. sponse to the unfolding bids and tricks.
Aces down to sixes in each suit, for three
players. • Bidding Results: Depending on the bid, • Unsuccessful bids result in the bidder
the middle cards can be taken for scoring compensating opponents.
or exchanged.
Start of the Game • Following Suit: Players must follow the The cards have the following
suit led if possible; if unable, they can Point Values:
• 11 cards are dealt to each player in stages: play a trump or any other card.
first three cards to each, then three cards Cards Points
placed face down in the middle, followed Ace 11
by two more sets of four cards to each 10 10
player.
King 4
• Bidding starts with the player left of the Queen 3
dealer; options include “Frog,” “Chico,”
or “Grand,” affecting the trump suit and Jack 2
the handling of middle cards.
68 69
Dice Games
• The game is played over nine rounds.
S
traight Golf is a dice game
where players aim to achieve • On their turn, a player rolls all six dice.
the lowest score by rolling
straights over nine rounds. • The player sets aside any dice that con-
tribute to building a straight (e.g., 1, 2, 3,
4, 5, 6).
70 71
M
idnight is a dice game dice. dice.
where players aim to
• Players get up to six chances to roll the • Players get up to three rolls per turn to
S
be the first to score dice during their turn. hip, Captain, and Crew is a achieve the required combination.
200 points by rolling dice game where players aim to
specific combina- • After each roll, a player must keep at least roll specific combinations to • To score, a player must roll a 6 (the ship),
tions of dice. one die for the roll to count. achieve the highest score and a 5 (the captain), and a 4 (the crew) in
reach 50 points first. that order.
• The player must roll a 1 and a 4 to score
Dice and Players points. • Once a player has rolled the ship, captain,
The game requires 6d6 for each player and Dice and Players and crew, the remaining two dice count
can be played by multiple players. • If a player does not roll both a 1 and a 4 as points towards their total score.
by the end of their turn, they score 0 The game requires 5d6 and can be played
points for that turn. by multiple players, with a way to keep • If a player does not roll a ship, captain,
score being necessary.
and crew within three rolls, they score 0
Start of the Game • Once a player rolls a 1 and a 4, they keep points for that round.
them aside and continue rolling the re-
Each player gets 6d6. A way to keep a score maining dice to maximize their score. • The player’s score for the round is the
is necessary. Start of the Game sum of the two remaining dice after
• The score for each turn is the sum of the Each player gets five six-sided dice. Ensure rolling the ship, captain, and crew.
dice kept, excluding the 1 and 4. you have a way to keep score for all players.
• Play passes to the next player, and the
End of the Game process repeats.
The game continues until a player scores at Notes
least 200 points. The first player to reach or
End of the Game
exceed 200 points wins the game. Players must keep at least one die after each The game continues until one player Notes
roll. Rolling a 1 and a 4 is essential to score reaches 50 or more points.
points. A turn ends when the player has rolled This game involves both luck and strategy,
six times or chooses to stop rolling. making each turn exciting and unpredictable.
72 73
B A
eetle is a dice game where dice game where players aim one die.
players roll to draw and • To start, a player must roll a 1 to draw the to achieve the lowest score
beetle’s body. by keeping dice rolls, with • If a three is rolled, it must be kept since it
complete a beetle by rolling is worth zero points.
specific numbers corre- • Once the body is drawn, players can add
threes counting as zero.
sponding to its body parts. other parts according to their rolls: • Players can choose to keep any or all of
the remaining dice from each roll.
Dice The beetle’s body
Dice and Players One body (must be Dice and Players • The player tallies their score after they de-
1 cide to keep their dice.
rolled first) To play this game, you need 5d6 and a way
The game requires a 6d6, paper, and a to keep score; two or more players can play
writing implement for each player, and it 2 Two wings
can be played by multiple players. 3 Six legs
it. • The dice are then passed to the next
player, and the process repeats.
4 One head
5 Two antennae Notes
Start of the Game
Start of the Game 6 Two eyes
Each player begins by rolling all five dice.
Each player gets a piece of paper and a In a variation called “Three’s Away High,”
writing implement. Players must roll a 1 to • Players continue rolling and drawing un- the rules are the same except that players aim
start drawing the body of the beetle. til one player completes their beetle. for the highest score possible.
End of the Game
Notes The game continues until all the rounds are
End of the Game completed. The player with the lowest
Players can choose to modify the rules for ad- score at the end of the game wins.
The game ends when a player successfully
draws one body, six legs, two wings, one ditional fun, such as allowing continuous
head, two eyes, and two antennae. rolling until a needed part is rolled or having a
beetle judging contest at the end.
74 75
A
Gameplay Notes End of the Game
to score exactly 15 points to
drop out, with the last re- • The first player rolls all three dice. There • Players continue to roll again on their Players must score exactly 15 points to drop
maining player who has not are five possible outcomes: turn as long as they continue to score. out of the game. If a roll puts a player over
15 points, they score nothing for that roll
reached 15 points losing the but may roll again. The last player left who
game. • None of the dice show the Buck Num- Example: With a Buck Number of 3: has not reached 15 points loses the game.
ber: score nothing, pass the dice to the
next player. • Player Q rolls 3-4-5, scores 1 point, rolls
Dice and Players again, rolls 1-2-4, no score, turn over.
• All three dice show the Buck Number
To play this game, you need 3d6 and a way (“Big Buck”): score 15 points, drop out • Player Z rolls 3-3-6, scores 2 points, rolls
to keep score; two or more players can play of the game, and pass the dice to the next again, rolls 2-2-2, scores 5 points (total 7), rolls
it. player. again, rolls 2-4-1, no score, turn over.
• One die shows the Buck Number: score 1 • Player Q rolls 3-5-6, scores 1 point, rolls
point, roll all three dice again. again, rolls 3-3-5, scores 2 (total 3), rolls again,
Start of the Game rolls 5-5-5, scores 5 (total 8), rolls again, rolls
Each player rolls one die to determine the
• Two dice show the Buck Number: score 6-4-2, no score, turn over.
order of play; the player with the highest 2 points, roll all three dice again.
roll goes first, and the player with the • Player Z rolls 3-3-3, scores 15 points,
lowest roll sets the “Buck Number” (point • Three of a kind that are not the Buck and drops out of the game. In a two-person
number). Number (“Little Buck”): score 5 points, game, the game is over. In a three or more per-
roll all three dice again. son game, play continues until all but one
player has 15 points.
• Players continue to roll as long as they
score points. A non-scoring roll ends
their turn, and the dice are passed to the
next player.
76 77
A
dice game where players aim dice game where players aim the numbers to get their total.
A
to avoid being the last to place • Any ones rolled are placed in the center to score points by rolling the
of the table. • The player decides whether to roll again
a one in the center of the ta- highest total without ex-
or stay with their current total.
ble. • Any twos rolled are passed to the player ceeding 21.
on the left. • If they roll again, they roll both dice and
add the new total to their previous total.
• Any fives rolled are passed to the player
Dice and Players on the right. Dice and Players • Once a player’s total reaches 17 or more,
To play this game, each player needs their To play this game, you need 2d6 and a way they can only roll one die at a time.
own set of 5d6; three or more players can • Players continue to roll their remaining to keep score; two or more players can play
play it. dice as long as they roll a one, two, or five. it. • If a player exceeds 21 (busts), their turn
ends, and they score no points for that
• If no ones, twos, or fives are rolled, the round.
player keeps the remaining dice and their
Start of the Game turn ends. Start of the Game • The next player must beat the first
Each player begins by rolling all five dice.
Each player rolls one die to determine who player’s total without exceeding 21 to
• Play passes to the next player, who starts goes first; the highest roll goes first. win the round.
their turn with any dice passed to them.
• A point is earned by the player with the
Notes highest total without exceeding 21.
End of the Game Notes
Players continue rolling as long as they roll • Rolling exactly 21 earns two points.
ones, twos, or fives. The game continues until all dice have been Players can decide to stay at any total to avoid
The game can be played with more than three placed in the center. The last player to place
a one in the center of the table loses the busting.
players by ensuring each has their own set of End of the Game
game. If both players tie with the same total, neither
five dice. earns a point for that round. The game continues until one player scores
10 points; the first player to reach 10 points
wins.
78 79
S P
evens is a dice game where layers aim to be the first to
players aim to score points by • If any two dice add up to seven, those reach 100 points by rolling • To continue their turn, a player must roll
two dice are removed. at least one “1”.
rolling six dice and removing dice to form the longest pos-
pairs that add up to seven. • The player can then choose to take the sible straights.
• Players set aside as many dice as possible
score from the remaining dice or re-roll to form the longest straight (e.g., 1, 2, 3,
them to try to improve the score. 4).
Dice and Players • This process can be repeated up to three Dice and Players • Each die in a straight score of 5 points.
The game is played with 6d6 and requires times, with the player having the option To play this game, you need 6d6 and a way For example, a straight of 1, 2, 3, 4 scores
two or more players. to stop after the first or second roll. to keep score, for two or more players. 20 points.
• If all dice are removed in a turn, the • The player can choose to stop and take
player scores zero points for that round. the points or press their luck by rolling
Start of the Game Start of the Game the remaining dice to extend the straight.
Each player rolls all six dice, and the player • After deciding to stop rolling, the Each player rolls one die to determine who
with the highest total starts the game. player’s turn ends, and the total of the re- goes first; the highest roll starts the game. • If a player rolls three of a kind but no
maining dice is recorded as their score for straight, they may re-roll all the dice.
that round.
• If a player fails to roll a “1” on their first
End of the Game • Play moves to the next player, who fol- Notes roll, their turn ends and they score zero
lows the same process. points. Play passes to the next player.
The game ends after an agreed-upon Players can choose to stop and take their
number of rounds, and the player with the • If a player rolls fewer times than the max- points at any time during their turn.
highest score wins.
imum allowed, subsequent players in If a player fails to extend their straight on sub-
that round are limited to the same num- sequent rolls, their turn ends with zero addi- End of the Game
ber of rolls. tional points for that turn. The game continues until one player
reaches 100 points, who then wins the
game.
80 81
P A
layers aim to be the first to dice game where players aim mulating a total with each roll.
mark off all 24 spaces on their • The player must choose one number to roll totals close to nine to
score sheet by rolling specific from the sum of the dice rolled to mark score points, without ex- • The goal each turn is to get as close to
off their score sheet. For example, if the nine as possible without going over.
numbers with three dice. dice show 2, 3, and 6, possible sums to ceeding that total.
mark off are 2, 3, 6, 5, 8, 9, or 11. • Players may roll as many times as they
wish on their turn but must stop if they
• Only one number can be chosen and exceed nine, which results in a bust for
Dice and Players marked off per turn. Dice and Players that round.
3d6 and a score sheet, for two to four Played with 1d6 and two or more players.
players. • If a player rolls and cannot mark off any • After rolling, a player can choose to stop
of the numbers on their score sheet, their (“stand”) at any total under nine.
turn ends without marking off any num-
bers.
Start of the Game Start of the Game End of the Game
Each player rolls all three dice to determine • The dice are then passed to the next The game begins with one player rolling the
the starting player; the highest total goes player. die and deciding whether to continue
Once all players have taken their turns, the
first. Play then continues clockwise around player with the total closest to nine wins the
rolling to approach a total of nine. round and scores a point. The first player to
the table.
accumulate three points wins the game. In
End of the Game the event of a tie for the closest total to
nine, the tied players have a playoff round
The game ends when a player successfully Notes where they roll again to determine the
Notes marks off all 24 spaces on their score sheet. winner of that point.
This player wins the game.
The score sheet includes various sums that The player left of the one who started the pre-
can be marked off based on the dice rolls. vious round begins the new round.
Strategy involves balancing the risk of busting
1 2 3 4 5 6 7 8 9 10 11 12 against the potential to score by reaching a to-
tal close to nine.
12 11 10 9 8 7 6 5 4 3 2 1
82 83
A A
dice game where players aim
Gameplay dice game where players roll Gameplay
to roll specific totals that to score points by multiply-
• Players take turns rolling the two dice. ing the die result by factors • Players take turns rolling the die.
correspond to the current
round to score points. • If the dice roll equals the target total for
from one to six on a score-
• After each roll, a player chooses one of
that round, the player scores points equal card. the six score boxes (not previously used)
to the target. to apply their roll.
Dice and Players • If the roll does not meet the target, no Dice and Players • The number on the die is multiplied by
Played with two dice, suitable for two or points are scored for that turn. Played with one die, suitable for two or the number associated with the chosen
more players, and requires something to more players, and requires a scorecard for score box to calculate the points for that
keep score. • Rounds proceed sequentially from the point tracking. roll.
target of two up to twelve.
• Each player has six rolls in total, one for
each box on their scorecard.
Start of the Game Variation Start of the Game
The game starts with players deciding who Players determine the order of play, and
will roll first. The target total for scoring in Player 1 Player 2
• Second Roll: Players may choose to roll each player is given a scorecard with six
the first round is two, increasing by one in one of the dice a second time after their boxes labeled from one to six. x1
each subsequent round up to twelve in the initial roll to try and hit the target.
eleventh round. x2
x3
• Three Dice: Players roll three dice and
choose two to attempt scoring the target. End of the Game x4
End of the Game The game ends once all players have filled x5
• Combination: Combines the first two all six boxes on their scorecards. Points are
The game concludes after the eleventh variations, with players rolling three dice, tallied, and the player with the highest total x6 30
round. Players tally their points, and the score wins.
player with the highest score wins. then re-rolling one die, and choosing two
for scoring.
84 85
A D
fast-paced dice game where
Gameplay rop Dead is a dice game
the goal is to be the first to where players aim to score • Dice showing a 2 or a 5 are considered
• After the initial roll, each player selects a points by rolling dice and “dead” and are set aside, and the roll is
get all ten dice to show the number they wish to collect and sets not scored.
same number. aside any dice showing that number. avoiding rolling a 2 or a 5.
• If no 2s or 5s are rolled, the sum of the
• Players continue to roll the remaining dice is scored.
dice as quickly as possible, setting aside
Dice and Players additional dice that show their chosen Dice and Players • Players continue rolling the remaining
Each player uses 10d6, and the game is number. The game is played with 5d6 and requires dice until all dice are dead.
suitable for two or more players. two or more players.
• There are no turns; players roll continu- • Points are accumulated based on the sum
ously and as fast as they can. of the dice that are not dead.
Start of the Game Start of the Game • Example: Rolling a 3 and a 1 scores 4
All players start with 10 dice each. The End of the Game To start the game, each player needs a points.
game begins with all players rolling their score sheet, and player one begins by
The first player to have all ten of their dice rolling the five dice.
dice simultaneously. showing the same number shouts “Tenzi” • Players continue to roll and score until all
and wins the game. dice have been set aside.
D
same number, scores 50 points. Four
ouble Cameroon is a dice
game where players aim to • After the second roll, players again Five
score the most points by choose which dice to keep and re-roll the • After three rolls, players must choose two Six
boxes to score on the score sheet.
rolling specific combina- remaining dice. Full House
tions and numbers with 10 • If the desired combination is not Little
dice. • After the third roll, players must score for Cameroon
two categories on the score sheet. achieved, players might need to mark an
‘X’ in a box, indicating zero points for Big
Cameroon
that combination.
Dice and Players • Players separate the 10 dice into two sets 5 of a Kind
of five dice each.
The game is played with 10d6 dice and • Play then moves to the next player. Points
requires two or more players.
• For the first six categories, players aim to
Full
roll as many of a specific number as possi- House
ble, scoring the total value of that num- Notes
Start of the Game ber. Little
• Players can stop rolling after the first or Cameroon 21
To start the game, each player needs a • Example: Rolling three sixes scores 18 second roll if they have achieved the de-
score sheet, and the objective is to score points. sired combinations.
the most points by the end of five turns. Big
Cameroon 30
• For the last four categories, players aim • Each player gets five turns, one for each
for specific combinations: of the ten categories on the score sheet. 5 of a Kind 50
End of the Game
• Full House: A pair and three of a kind,
The game ends after each player has had scores the total value of all five dice.
five turns. The player with the most points
wins the game. • Little Cameroon: Numbers 1, 2, 3, 4, and
88 89
L G
eft Center Right is a dice oing to Boston is a dice
game where players aim to ◦ 4: Pass a coin to the left. game where players aim to • The player then rolls the remaining two
be the last one holding a ◦ 5: Place a coin in the center. have the highest total dice dice and keeps the higher number of the
coin by passing coins left, ◦ 6: Pass a coin to the right.
score over multiple rounds two.
right, or to the center by rolling three dice and
based on dice rolls. ◦ 1, 2, 3: No action. keeping the highest number each time. • Finally, the player rolls the last die.
• Coins are passed based on the numbers
rolled on the dice. • The player’s score for the round is the to-
Dice and Players Dice and Players tal of the three dice kept.
• If a player rolls fewer dice, it’s because
The game is played with 3d6 and three they have fewer coins remaining. The game is played with 3d6 and requires • The score is recorded, and play moves to
coins per player, requiring three or more two or more players. the next player to the left.
players.
• After rolling and passing coins, the turn
moves to the next player to the left. • Each player rolls three times, keeping the
highest number each time, and their
Start of the Game • If a player has no coins, they remain in Start of the Game score is recorded.
the game but do not roll until they re- Each player rolls one die, and the player
Each player starts with three coins. Player
one begins the game by rolling all three ceive a coin. with the highest number rolled goes first. • After all players have taken their turn, the
dice. player with the highest score for the
• Players continue rolling dice and passing round wins that round.
coins until only one player has coins re-
maining. End of the Game Notes
End of the Game
An agreed-upon number of rounds are
The game ends when only one player has • Players without coins still stay in the played. The player who wins the most In the event of a tie for the highest score in a
coins left. This player is declared the game and can start rolling again if they re- rounds is the overall winner. round, the tying players take another turn to
winner. ceive coins. break the tie.
90 91
F
arkle is a dice game where Gameplay Score Combo
players aim to score the
most points by rolling dif- • A turn begins by rolling all six dice.
Dice Value Dice Value
ferent combinations with
six dice. • If the roll results in any points, the player 50 4 of a Kind 1000
keeps the dice worth points and can
choose to roll the remaining dice again.
100 5 of a Kind 2000
Dice and Players
• After each roll, the player decides
The game is played with 6d6 and requires whether to keep rolling the remaining 6 of a Kind 3000
two or more players. dice or end their turn and score the 3 of a Kind
points accumulated. 1-6 Straight 1500
Dice Value
• If a player rolls without scoring any
Start of the Game points (a Farkle), their turn ends, and 3 Pairs 1500
300
Each player starts by rolling all six dice, and they score no points for that round.
the player with the highest score after an 4 of a Kind + Pair 1500
agreed number of turns wins the game. • If a player uses all six dice to score points, 200
they can roll all six dice again and add to
2 Triplets 2500
their total. 300
92 93
T R
Our own Dice he aim is to form a sequence oll all 6 dice. You can re-roll
of values with the dice (e.g. any 2 dice (except one)
Games 3-4-5). Roll 5 dice. Then twice to get a higher value.
freeze at least one die after Add up the sum of the dice,
each roll. The selected dice but any ones rolled subtract
O
ur own 40 dice games can D • Symbol indicating the num- are set aside. The players may re-roll the 3 points from the total.
be used in your creative ber of dice remaining dice three times. Scoring be-
works or serve as inspira- gins after the fourth roll. For each
tion to create your own R • Symbol for the number of re- sequence of values, participants receive a
unique games. rolls.
bonus: +5 points for three consecutive
• Symbol indicating the num- dice, +10 points for four, and +15
A points for five. If you roll a '1' at any
Rules ber of attempts
time, this die is removed from the at-
• To start the game, you will need ten 6- tempt.
sided dice (10D6) and something to write
on.
Example Example
• Each game comes with its own set of in-
structions for successful completion. Re-roll Re-roll Removed Freeze Freeze Re-roll Re-roll Freeze Freeze Freeze Freeze Re-roll Re-roll Re-roll ?
• During the challenge, all frozen dice are Freeze Re-roll Freeze Freeze
94 95
R S R D
oll all 6 dice. The aim is to tart by rolling all six dice. oll all six dice and then freeze ivide the 6 dice into 2 stacks.
freeze pairs of dice with the After the first roll, you must any dice that land on 3 or 4. Then roll the dice from the
same value. Only one pair freeze at least two even-value You can re-roll the remain- first stake and freeze the
with identical values is al- dice. You can re-roll the dice ing dice again until you get a highest even values (un-
lowed; a similar pair is up to three times. If one of the 3 or 4 on all dice. When frozen dice can be re-rolled
scored without a bonus. You can re-roll dice shows a one, the attempt ends im- scoring, add up the total points of the up to 5 times). Then roll the dice from
the dice up to twice per attempt and mediately. The result is the sum of all dice and then subtract the quantity of re- the second stack and freeze the lowest
have a total of three attempts. To score, even dice; odd dice are not counted. rolls. odd values (unfrozen dice can be re-
add up the value of all the dice plus 5 rolled up to 10 times). Finally, subtract
points for each pair. the sum of the even dice from the odd
dice.
Freeze Stop Freeze Freeze Re-roll Re-roll Re-roll Re-roll Re-roll Freeze Re-roll Freeze Re-roll Freeze
Score 6+6+3+3+5+5+15(Bonus) = 43 Score 6+2+6+6 = 20 Re-roll Freeze Re-roll Re-roll Re-roll Re-roll Re-roll
Score 4+3+4+4+3+3-8(Re-rolls) = 13
Freeze Re-roll Re-roll Freeze
Score (4+4+6)-(1+1+1) = 11
96 97
T R T R
hrow all 8 dice. Set aside all oll all 6 dice. Freeze all pairs, hrow 2 dice. Freeze a die oll all 8 dice. Freeze the dice
dice that show a 5 or 6. You triples, etc. You can re-roll with the value 1 and then that show a 1 or a 5. Re-roll
can re-roll the remaining un- each unfrozen dice twice. continue rolling the second the rest once. Scoring: For
frozen dice up to 4 times. Scoring: For each die of a die until you roll a 1. You re- each die that shows a 1, you
To calculate your score, add pair you receive an ceive 50 points for a pair of receive 10 points and for
up all the 5s and 6s and then subtract the additional 5 points to your total score, 1s, from which you must deduct 2 each die that shows a 5, you receive 5
sum of all the other dice from this result. for triplets (three identical dice) - 7 points for each dice re-roll. points. You receive zero points for all
points for each die, for quadruplets 10 other values.
points for each die, for quintuplets - 15
points for each die. No points are
awarded for individual dice.
Re-roll Freeze Re-roll Re-roll Re-roll Re-roll Re-roll Re-roll Freeze Freeze Freeze Freeze Freeze
Score 50 - (2*2) = 46
Re-roll Freeze
Score 5*15 = 75 Score (1*10)+(4*5) = 30
Score 6+5+5+5+5-4-4-4 = 14
98 99
R R R R
oll all 5 dice. The goal is to oll 6 dice and divide them oll one die, followed by an- oll all 8 dice. Freeze all dice
maximize the sum of the into 3 pairs so that the sum other. The first die deter- that have formed pairs and
dice rolled. Each die that of each pair is an even value. mines the base result, the re-roll the rest. You can re-
shows a 1 doubles the sum Each pair that forms an even second multiplies it. If a pair roll the dice up to 5 times.
of this attempt. The score value earns you 10 extra is rolled, add 10 points to When scoring, multiply the
can only be doubled once. points. If a pair cannot form an even your final score. points of each pair by 3 and then add all
value, its points are deducted from the these values together. Dice that have not
total. formed any pairs are not scored.
Score (4+10)+(8+10)+(10+10) = 52
100 101
R R R C
oll six dice. You must freeze oll all 8 dice. Freeze all dice oll 8 dice. You must remove hoose a value between 3 and
two dice with a total value of that show a 2 or 6 and re-roll all dice that show a value of 5. Then roll 8 dice. You
7. The unfrozen dice can be the rest once. For scoring: less than 4. Then calculate must remove all dice whose
re-rolled up to four times. Dice with a value of 2 score the sum of the remaining value is less than your cho-
The sum of the frozen dice is 5 points, dice with a value of dice. If 5 or more dice show sen value. Calculate the sum
your result, plus 15 points for each pair 6 score 10 points. All other dice count as a value of 4 or higher, double your total of the remaining dice. For each die that
of 7s. All dice that do not form a pair are zero. score. corresponds to your value, add another
deducted from the total score. 10 points. If the value of a die differs by
1 from the value you have chosen, add 3
additional points; if the difference is 2,
add 2 points. The remaining dice do not
count towards the score.
102 103
R R R R
oll all eight dice; re-rolling is oll all 8 dice. You must oll nine dice once. Then oll five dice and add up their
not allowed. Scoring: Each freeze at least two dice (a freeze all the dice with odd values. For each die that
die that shows a 5 or 6 scores pair) that add up to 6 (e.g. 3 values. Re-roll the remaining shows a value of 5, you re-
10 points. Then add 5 and 3 or 2 and 4) and then dice again and freeze all even ceive an additional 10
points for each die that re-roll the rest. Scoring: You dice. Score: You receive 3 points.
shows a 3 or 4 and subtract 8 points for receive 15 points for each pair that adds points for each odd value after the first
each die that shows a 1 or 2. up to 6. All other dice score zero points. roll and 5 points for each even value after
the second roll. The calculation would
be, for example: (5×3) + (3×5) = 30
(after the second roll, one die was odd).
Score (5*10)+(1*5)-(2*8) = 39 Re-roll Re-roll Re-roll Re-roll Freeze Freeze Score 1+5+6+5+4+20 = 41
104 105
R R R T
oll eight dice and freeze at oll one dice after the other. oll all 6 dice. Players should he challenge aims to roll a
least three dice with even The aim is to arrange the try to get quadruples (four total value of 18. You roll 5
values. You can re-roll the dice alternately with even dice of the same value). It is dice, freezing some of the
remaining dice, but for each and odd values, starting at your discretion to freeze dice and re-rolling the oth-
re-roll you must subtract 2 with the even values. You some of the dice and re-roll ers twice. If the sum of the
points from your total score. receive 10 points for each die that you the rest up to three times. You receive 50 dice equals 18, you receive 50 points. If
arrange correctly according to this pat- points for quadruples; other dice are not your result differs from 18, you must
tern. counted. If you do not achieve a quadru- subtract 5 points from 50 for each point
ple after two attempts, skip the chal- difference. (For example, if you roll a
lenge. total of 20, you will receive 40 points).
Example
Re-roll Re-roll Freeze Re-roll Freeze Score 5+3 +2+4+3 = 17; 50-5=45
Re-roll Re-roll Re-roll Freeze
Score Failed
Score 10+10+10+10 = 40
106 107
R F R R
oll 8 dice. Remove one die or this challenge, you need oll 5 dice, whereby you may oll 5 dice. Triples (three dice
with the highest value and quadruples (four dice with re-roll one die once. Each die with the same value) score
one die with the lowest the same value). Freezing that lands on a value of 6 is 40 points, while the other
value, and then add up the and re-rolling dice is not al- an additional re-roll for any dice are deducted from your
points of the remaining dice. lowed. If you pass the chal- one die. The score is the sum score.
You have three attempts, after which lenge, you receive 50 points, from which of all dice; aim for the highest possible
you choose the best result. 3 points are deducted for each attempt. sum.
108 109
R R R C
oll 4 dice. Calculate the Roll 5 dice. For each die that oll all 5 dice. For each die hoose a value between 1 and
difference between the high- is 3 or higher, you receive 10 that lands on the value 5, 6, roll 5 dice, and then add
est and lowest dice to deter- points. you receive 20 additional up the result. Add another
mine your points. Then points. 10 points for each die that
multiply the difference by 5 shows the value you have
and the resulting value is your score. chosen.
Score 2+3+3+1+6+20 = 35
110 111
R R R R
oll all 5 dice, freeze the ones oll 5 dice. You'll receive 10 oll 5 dice. For each die with a oll all 3 dice. Score 20 points
you like and re-roll the rest. points for each die that is 3. value of 3 or higher, you re- if all values are odd; other-
Calculate the sum of the Dice with higher values are ceive 10 points. Dice with wise, add the values of the
values rolled and triple them not included in the score lower values are not taken dice together.
if all the values are different. calculation. into account when calcu-
lating points.
Score 2+4+3+5+5 = 19
112 113
D R
ivide the 6 dice into 3 pairs. Example
oll the dice one after an-
Roll the dice for each pair Freeze other. If a 6 is rolled, it does
and choose a die with the not count. Additionally, a
lowest value. Try to keep as die showing a 6 nullifies the
many dice with low values previous roll.
as possible. Add up the values of the Freeze
Value Score
0-2 4
Example
3 3
4 2
5 1
6 or > Fail
Score 3+3+1+5+2+5+4+2+1+4 = 30
114 115
116 117