Split everyone into 2 teams. Each team gets twenty or so slips of paper and needs to write down a clue for the other team to act out on slips of paper, which are then folded up and tossed into a hat for the other team. Once that’s done, the teams alternate. On one team’s turn, one person from that team draws a clue, then has a certain amount of time (a minute is usually good) to act out that clue without speaking or writing anything down. If their team guesses it right, they get a point.
In order to keep the game fair, you can add a penalty rule where if someone thinks a clue was truly impossible to execute or guess, everyone votes on it. If a majority thinks a clue was unfair, the team who wrote the clue loses a point. This keeps people from writing impossible ones.
Ages: Kids, Teens, and Adults
Why we play at home: This is another game that gets the whole family involved and keeps everyone on their toes.
Objective: Be the first player to get rid of all your cards.
- Deal 5 cards one at a time, face down, starting with the player to the dealer’s left. Place the rest of the cards face down in the center of the table, then turn the first card up and place it beside the facedown pile. If an eight is turned, it is buried in the middle of the pack and the next card is turned. The face-up cards create a “starter” pile.
- Starting to the dealer’s left, each player places one card face up on the starter pile. Each card played (other than an eight) must match the card showing at the top of the starter pile in suit or denomination. So if the king of Clubs is the starter, the card played must either be another king, or be any card from the clubs suit. If unable to play a card, the player draws cards from the top of the facedown cards until a play is possible.
- If the facedown pile runs out, the player must pass his or her turn to the next player. At that point, save the card at the top of the starter pile, then shuffle the cards underneath, turn them face down, and make them the new stock pile.
- All eights are wild. An eight may be played at any time in turn, and the player should only specify a suit for it, not a number.
- The first player without cards wins the game!
Object of the Game: To close as many boxes as you can.
Set up: Lay out a grid of dots. We suggest a grid of 4 by 4 to start. You can play with as few or as many dots as you like.
Instructions: Each player chooses a different color pencil or pen.
The first player draws a straight line between two adjacent dots. You can not draw diagonal lines.
The second player draws a line between two dots.
Play continues in this manner until eventually a player can close a box. After closing a box, player puts his initial inside to “claim” it. He then gets another turn. If he is able to close an additional box, he gets yet another turn, until he can not close any more boxes. Play then continues with the other player.
Gin Rummy is played with a 52 card deck, the wild cards (jokers) are not used. It is best to use two decks, so that while one player deals the cards, the opponent can shuffle the other deck.
RANK OF CARDS
The order of the cards, from highest to lowest, is: king (K), queen (Q), jack (J), ten, nine, eight, seven, six, five, four, three, deuce and ace.
As for the value of the cards, the figure cards are worth 10 points and the other cards are worth the value indicated by their pips.
OBJECT OF THE GAME
Each player uses their hand to form combinations of three or more cards, to get more than the 100 points required to win the game before their opponent does so when played over several hands.
The deck is spread out on the table and each player takes a card. The player who draws the highest card chooses where to sit and deals out ten cards to each player, one by one, leaving the deck with the remaining cards in the center of the table. The top card of the stock deck is placed face up next to it to start the discard pile. In the following games, the player who wins the previous game becomes the dealer.
The player who did not deal the cards starts the game, with the option to pick up the upturned card next to the stock deck, meaning that one of their cards must be discarded. If the said card is of no interest, the player passes without discarding. The opponent may, in turn, take that card and discard another, and if they are not interested, they pass without discarding. Then the first player can now take the top card off the stock deck, discarding another. The game continues, with each player in turn being able to take the top card off the stock deck or the discard pile, then discarding a card, but which may not be the same card that they just picked up from the discard pile.
The game consists of players grouping the 10 cards in their hand to make minimum combinations of three cards of the same rank or runs of the same suit. The ace can be combined with the deuce but not with the king (K). A player can fold when their hand contains only unmatched cards worth a total value of no more than 10 points, making a Knock. As soon as a player discards their last card, they show all of their cards, announcing the number of points that are left without combining. It is not compulsory to Knock, a player can prolong the game in order to improve their hand. The best hand is to make Gin, consisting of placing down the ten cards combined.
In either case, when a player folds, exposing all of their cards, the opponent does the same, having the opportunity to get rid of those cards that were left unmatched and being able to combine cards with those exposed by the player who Knocked or announced Gin. A partial game also ends when there are only two cards left in the deck, this game is declared null and the same player cards deals out a new hand.
When a player announces Gin they win the partial game, whereas if a player Knocks, either that player or the opposing player can win it. The player wins if the value of their unmatched cards is less than the value of the opponent’s unmatched cards and the opponent wins if the value of their unmatched cards is equal to or less than that of the one that Knocked.
The cards of the opponent to the one who announced Gin or Knocked are valued after having discarded the cards that they have not combined and that link with combinations of the hand laid down by the one declared Gin or Knock.
HOW TO KEEP SCORE
A game ends when sufficient partial games have been played to allow one player to get 100 or more points.
The player who makes Gin, scores 20 points plus the value of the opponent’s unmatched cards. If the player who Knocks wins the game, they score the difference in the value of their unmatched cards with those of their opponent, while if the opponent wins, they score 10 points plus the difference in the value of the unmatched cards between both players. If there is no difference, the 10 point bonus remains.
Once the game has finished, the players note down the following bonuses: 100 points for winning a game, 20 points for each partial game won and 100 points for winning all the rounds of a game without the opponent having won any.
This is a fun and educational game to play with your children.
You will need 2 or more players and a small object or prize.
Step 1: Choose a Hunter
Choose one player to be the Hunter, and have them leave the room or move away from the group.
Step 2: Hide a small object
Hide a small object or prize somewhere in the space where you are playing.
Step 3: Bring the Hunter back, and have them look for the object
Bring the Hunter back into the playing space, and have them look for the hidden object by moving around the area.
Step 4: Say “colder” when the Hunter is far from the object
Indicate to the Hunter that they are moving away from the hidden object by saying “colder.” If they keep moving in the wrong direction, words that indicate degrees of cold, such as “freezing” or “icy.”
Step 5: Say “hotter” when the Hunter is close to the object
Tell the Hunter that they are getting closer to the hidden object by saying “hotter.” As they move closer, say “burning” or “scorching.”
Step 6: End the game when the Hunter finds the object
Continue giving clues until the Hunter finds the hidden object. Keep playing the game until all of the players get a chance to hunt.
Old Maid is a constant favorite with children and lots of fun for families playing cards together. Colorful decks made especially for the game are popular, but regardless of the playing cards used, the rules are the same.
Matching, pairing, and recognizing numbers.
The standard 52-card pack is used, however, one of the four queens is removed, leaving a total of 51 cards.
Object of the Game
The goal is to form and discard pairs of cards, and not to be left with the odd card (a queen) at the end.
Any player shuffles the pack and deals them around, one at a time to each player, until all the cards have been handed out. Players do not need to have an equal number of cards.
Each player removes all pairs from his hand face down. If a player has three-of-a-kind, they remove only two of those three cards. The dealer then offers their hand, spread out face down, to the player on the left, who draws one card from it. This player discards any pair that may have been formed by the drawn card. The player then offers their own hand to the player on their left. Play proceeds in this way until all cards have been paired except one – the odd queen, which cannot be paired – and the player who has that card is the Old Maid!
If any player is found to have discarded two cards that are not a pair, (thus causing three unpaired cards instead of one to remain at the end), the player who made the mistake loses and becomes the Old Maid.
PLAY OR PAY
Ages: Kids, Teens, Adults
Why we play at home: Because this game involves some low-scale betting, it’s fun to use poker chips to play—or, if you don’t have poker chips, jelly beans or M&M’s® candies.
Objective: Complete the suits and be the first player to get rid of all your cards.
- Each player starts by putting one chip (or jelly bean) into the pot before each deal. Deal the cards one at a time clockwise, face down, beginning with the player on the left. If some players receive fewer cards than others, it is customary for each player to add one additional chip.
- Starting with the player left of the dealer, the first person lays a card. All cards played remain face up on the table, arranged in four rows of the four suits. The first player may play any card. The sequence in the suit must be built up until all thirteen cards are played, and the sequence in the suit is continuous.
- The player does not have to start with the first card in a suit (the Ace). He or she can start with any card, and then the rest of the players must add in that order to complete that suit before moving onto the next suit. For example, J, Q, K, A, 2, all the way to 10. Or, 7, 8, 9, 10, J, Q, K, A, 2 and so on all the way to 6.
- The turn to play continues clockwise. If a person is unable to play in turn, he or she puts one chip in the pot. Whoever plays the thirteenth card of a suit may choose any card from his hand to begin the next series.
- The first person to get rid of all his or her cards wins the pot.
Ages: Kids, Teens, and Adults
Why we play at home: The simple concept and race-to-slap interaction make it fun for kids and adults both, and the constant interaction means kids won’t get bored while they wait for their turn.
Objective: Collect all the cards.
- Have everyone sit in a circle around a table or on the floor. Deal clockwise until you run out of cards. Everyone holds their cards facedown without looking at them.
- Going around the circle, each player draws a card from the top of their deck (face-out, so that the player cannot see the card before it is played) and places that card in the center of the circle. Each player continues to place their cards in the center this way.
- When a Jack court card is turned face up, the goal is to be the first person to “slap” it, or cover it with your hand. If several people slap at once, the person whose hand is most in contact with the Jack adds all the cards to his or her pile.
- If a player incorrectly slaps a card, he or she must give the top card in his or her pile to the player who placed the slapped card. That player adds the extra card to the bottom of his or her deck.
- When a player runs out of cards, the player is out—unless he or she can slap a Jack laid by someone else. At that point, the previously “out” player is back in and can play with the cards collected from the pile.
- Play continues until one person wins all of the cards. For a shorter version, stop play when the first person runs out of cards. Whoever has the most cards in his or her hand is the winner.
1. Gather a deck of cards and a bunch of spoons. You’ll need one less spoon than the number of players.
2. Take a complete set (all 4) of the same rank of cards for each of the players. For example, for a family of 4 you can use all of the 2s, 3s, 4s and 5s.
3. Have all the players sit in a circle with the spoons in the middle.
4. Shuffle and deal 4 cards to each player. The players can look at their cards, but not show anyone else.
5. During the game each player passes one card to the player to their left, so cards are constantly being passed in a circle at the same time. You can only ever see 4 cards at once so you have to make sure you pass your card before picking up the next one.
6. Once you have 4 of a kind you can grab a spoon from the pile. Once one spoon is taken everyone else takes one too.
7. Whoever doesn’t get a spoon is out and the play continues with one less spoon until there is one winner.
8. The goal of the game is to collect 4 of a kind.
Disposable cups are also an essential component in beer pong, which can be played with as much booze or as little as you wish. Create a triangle with 6 half-full (of vodka, gin, wine, beer– whatever you’d like) cups at opposite ends of a table, in a 3-2-1 formation, and then split into two teams, each taking an end.
Players then take it in turns to throw a ping pong ball into one of their opponents cups – if it lands, you have to drink the contents and remove the cup from the table. If your team runs out of cups first, you’re the losers.
Cheat, also called BS, requires 3-6 players. You’ll need a deck of cards and your favorite drink.
How To Play:
- Sit in a circle and deal out the entire deck of cards evenly to each player.
- The person with the Ace of Spades starts the game by placing the card in the center.
- From there the game moves in clockwise fashion with the next person placing all their 2’s in the center even if he or she has no 2’s. Then 3’s, 4’s, and so on. Cards must be placed face down.
- Any player can call “BS” if they think the person is bluffing.
- If the player is bluffing, he or she drinks and picks up the stack of cards in the middle as their hand.
- If he or she isn’t, the accuser drinks and takes all the cards in the middle as their hand.
- First one to get rid of all their cards wins.
An oldie but a goodie, this game is a good one for a low-maintenance household, as it requires literally no equipment but your own voices. Sit everyone in a circle, and say ‘fuzzy duck’ to the person on your left.
Continue the pattern until someone chooses to say ‘does he’, to which the player on their right has to respond ‘ducky fuzz’, and then the game continues in the opposite direction with everyone saying ‘ducky fuzz’ until someone says ‘does he’ again and the direction switches and it’s back to ‘fuzzy duck’ again. Got that? Whenever someone fluffs their lines, they have to drink. It will happen surprisingly quickly.
- Deck of cards
- Lotsa Beer
- Semi large group of people (6-15)
This game is pretty simple: First discard all the cards that are 5 or lower (not including aces) Next, spread the remaining cards in the center of the group. Each player chooses a card and then does what the rules say. Replace the card to the pile when finished.
Rules for individual cards:
- 6- You drink, (pull the card=drink)
- 7- Waterfall (the person who draws the card starts drinking, then the person to his left starts drinking and so on. The second person can’t stop drinking until the first person does and so on.)
- 8- Categories. (the person who draws the card pick a category and then the next person says something in the category and so on, until someone can’t think of something. eg. category: 70’s rock bands; the who, led zepplin, etc.)
- 9- Bust a ryhme. (The person who picked the card makes up a ryhme and then the ryhme goes around the table, no repeating any word said before and it doesn’t have to make sense.)
- 10- Thumbmaster. (this person can put his/her thumb on the table at any time and the last one in the group to put their thumb on the table has to drink, switches when someone else draws a 10)
- Jack- men drink
- Queen- women drink
- King- Make a rule. (one of the best is that no one can say drink drank or drunk.)
- Ace- social (everyone drinks)
Gather at least 2 persons. However, we recommend to play Most Likely To with at least 4 people. Each turn a player asks a question, always starting with: Who is most likely to…
Now each player makes a secret decision on who is most likely to do said thing. The player who read the question now starts a 5 second countdown. At the end of the countdown, every player points to the person who they think is most likely to.
Whilst we’re on the subject of names, here’s another game to add to your repertoire, and it’s all based on your celeb knowledge, which is probably why we ACE this one every time. To start, one player says the name of someone famous, and then the following person has to say the name of someone else famous whose name starts with the first letter of the other person’s surname (okay, we’ve said the word ‘name a lot, are you still with us?)
So, if player one says Taylor Swift, you could follow up with Seth Rogen, and the next person could say Reese Witherspoon. The drinking part? If you can’t think of a name immediately, you have to drink while you’re thinking.
Never Have I Ever is a really fun way to get to know people, or to learn more about people you already know. You can play the basic version of the game, which is suitable for all ages. Or you can turn into a drinking game for a group of people above drinking age. If you do play the drinking game version, make sure you drink responsibly.Gather at least 5 players in a circle. Each player holds 10 fingers in front of them. The 1st player announces something they’ve never done and says “Never have I ever….” and then announces something outrageous they haven’t done. It’s best if the player thinks it’s likely something other people have done. For example, you can say something like “Never have I ever been to California,” “Never have I ever been arrested,” or “Never have I ever been suspended.” Anyone who has done the activity must lower a finger (and if you’re drinking, you can take a drink at this time). When a player lowers his last finger, he’s out of the game. The winner of the game is the last remaining player with a finger raised.
Quarters is a game about bouncing a coin into a glass.
To begin, clear your play area of anything that might get in the way. You don’t want anything interfering with your shots when the quarters start flying.
Have your players spread out evenly around the play area.
- Put one full cup of beer or shot of liquor at the center of the table. This is the “penalty drink”.
- Take two quarters and two goal cups, and place them in front of two players sitting opposite each other. The goal cups can be anything you have handy, but bear in mind that as the goals get smaller, the shots get harder.
- When a neutral party tells the players to start, you will begin trying to bounce quarters into your goal cups. As soon as a player lands their shot, they pass the cup clockwise to the next player in the circle.
- Coins must be bounced on their faces, not their edges, and all shots must bounce at least once in order to count.
- The goal of quarters is to avoid ever having both cups at the same time.
- The player who passes another player a second cup should stack their cup inside the other, or tap it with their own. This is called “screwing” them. If you get screwed, you must take one final attempt to land the coin inside the stacked goal cups.
- If you can’t make the shot, you must drink the contents of the penalty drink. If you do make the shot, you may pass one of the cups to anyone who doesn’t already have one in hand.
Once the penalty drink has been refilled, a new round begins.
Play carries on until players have had enough to drink, or just get tired of playing.
There is no way to “win” Quarters, so remember to have fun and always make sure there are no stray quarters in anything you drink!
You’ll need a dice and 6 different cups of differing sizes, ranging from a shot all the way up to that oversized novelty mug. Each cup corresponds with a different number on the dice – players roll the dice, and then have to drink the contents of whichever cup they’ve been assigned.
A word to the wise: be kind and put something with a mixer in the bigger glasses or you won’t last long!