Get Your Game On

July 25
Get Your
Game On
2014
Want to play a game but don’t know how? Get Your Game On can help
you find just what you need!
The Blueprint
for all Games
Badminton
Difficulty? Average
Equipment? Badminton racquets, court, and birdie.
What is it and how to play?
Badminton is a racquet sport played by either two opposing players (singles) or two opposing
pairs (doubles), who take positions on opposite halves of a rectangular court that is divided by a
net. Player score points by striking a birdie with their racquet so that is passes over the net and
lands in their opponents half of the court. Each side may only strike the birdie once before it
passes over the net. A rally ends once the birdie has hit the floor
The birdie creates a unique aerodynamic property causing it to fly differently from the balls used
in racquet sports. It also causes it to decelerate more rapidly than a ball with a greater speed.
How to serve:
1. Must stand on the right side of the court to serve.
2. Played with a forehand underarm action; stand two to three feet behind the service line.
3. Relax your body and bend your knees slightly.
4. Lead with your non-racket leg and place your racket leg behind.
5. Bring your racket to almost your shoulder level then swing it forward following the
rhythm of the stroke.
6. Hold the birdie by the feathers and let it drop slightly in front of you.
7. Hit it with the flat face of your racquet and follow through until your racquet reaches the
non-racket side of your head.
*Can also serve with the racquet close to waist line and forcing birdie up and out
following the racquet closer out in front of you.
Scoring System:
 A math consists of the best 3 games out of 21 points.
 Every time there is a serve-there is a point scored.
 The side winning a rally adds a point to its score.
 At 20, the side which gains a 2 point lead first wins the game.
 The side winning a game serves the first in the next game.
1
Baseball
Difficulty? Average
Equipment? Baseball, baseball gloves, bats, bases, gymnasium, baseball T holder.
What is it/How to play?
Baseball is a bat-and-ball sport played between two teams of nine players each. The aim is to
score by hitting a thrown ball with a bat and touching a series of four bases arranged at the
corners of a ninety foot diamond. Players on the batting team take turns hitting against the
pitcher of the fielding team, which tries to stop them from scoring runs by getting hitters out in
any several ways. A player on the batting team can stop at any of the bases and later advance via
teammates hit or other means. The teams switch between batting and fielding whenever the
fielding team records three outs/strikes. One turn at bat for each team constitutes an inning and
nine innings make up a professional game. The team with the most runs at the end of the game
wins.
*Can be adapted to a softer ball and bigger bat.
Positions
1. Defense
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There's a pitcher in the middle of the mound who initiates the action by
throwing the ball toward home plate. The catcher catches the ball if it's not hit.
The infielders are the first baseman, second baseman, shortstop (between
second and third base) and the third baseman. There are three outfielders: The
left fielder, center fielder and right fielder.
There are many ways that the team on defense can get an offensive player out.
Four common ways are:
Strikeouts (hitter misses three pitches)
Force outs (when, after the ball is hit, the defensive player with the ball
reaches a base before the runner)
Fly outs (when a player hits the ball in the air and it's caught by a defensive
player before the ball hits the ground)
Tag outs (when a runner is touched with the ball, or a glove with the ball in it)
2. Offense
 Each team has nine players in its batting order, and they must stick to that order
throughout the game (players may substitute in for other players). A play begins
with a batter waiting to hit a pitch from the pitcher. If the batter hits the ball into
the field of play, the batter runs to first base and can run to as many bases as he or
she deems fit without getting "out."
 A batter gets three strikes (a swing and a miss or a ball over the plate in what's
deemed the “strike zone” by an umpire) or he or she is out. If there are four balls
(a pitch that is not in the “strike zone”), the batter is automatically allowed to go
to first base.
2
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When a batter begins running, he or she is then referred to as a "runner". Runners
attempt to reach a base, where they are "safe" and can remain on the base until the
next hitter comes up. The defensive players attempt to prevent this by putting the
runners out using the ball; runners put out must leave the field.
A batter gets a "hit" when he or she reaches a base without getting out, or forcing
another runner to get out (and without the defense making an error). Runs are
scored when a player completes a circuit of the diamond before there are three
outs in the inning.
If a players hits the ball over the outfield fence in fair territory (between the foul
lines), it's a home run, and the batter can circle all four bases.
3
Basketball
Difficulty? Average. Need range of motion in UE.
Equipment? Basketball, Basketball Hoop. Gymnasium
What is it/How to play?
Two teams of five players try to score points by throwing or shooting a ball through the top of a
basketball hoop while following a set of rules which include:
1. The ball may be thrown in any direction with one or both hands.
2. The ball may be battled in any direction with one or both hands
3. A player cannot run with the ball. The player must throw it from the spot in which he
catches it or dribble the ball while running.
4. The ball must be held in or between the hands, the arms and body cannot be used.
5. No shouldering, holding, striking, pushing, or tripping of any sort to the opponents.
6. A foul means striking at the ball with the fist.
7. If either side makes three consecutive fouls, it shall count a goal for the opponents.
8. A goal shall be made when the ball is thrown or battled from the grounds into the basket
and stays there without falling.
9. When the ball goes out of bounds, it shall be thrown into the field of play, and played by
the first person touching it within five seconds.
10. The time shall be two fifteen minute halves, with five minute rests between.
11. The side making the most points in the time frame is the winner.
12. Disruptive physical contact is penalized and a free throw is awarded the offensive player
*Can be adapted to lower hoops, floor hoops, and hoops that stand on the ground with different
levels of height.
Positions:
1. Point Guard –is the ball handler and passer. They are often quick to hit shots on the three
point lines.
2. Shooting Guard- is the one who has good ball handling skills and the ability to drive the
ball to the net creating their own shots off the dribble. Must have good passing skills
3. Center- plays near the baseline, close to the basket. Usually the tallest player on the floor.
Skilled at gathering rebounds, contesting shots and setting screen on plays
(see picture below)
4
Bocce Ball
Difficulty? Moderate.
Equipment? 8 bocce balls (two different colors), 1 pallino used as target ball, scoreboard,
measuring tape.
What is it/How to play? Bocce is traditionally played on natural soil or asphalt but can be
played in a gymnasium. Bocce balls are usually made up of metal or various types of plastic. A
game can be conducted between two players or two teams of two, three, or four. A match is
started randomly chosen by the side given the opportunity to throw the smaller ball, the jack
(pallino) from one end of the court to to the other end. If the first team misses twice the other
team is awarded the opportunity to place the jack anywhere they choose within the prescribed
zone.
The side that threw the jack first is given the opportunity to bowl first. Once the first bowl takes
place, the other side then bowls. From them on, the side which does not have the ball closest to
the jack has a change to bowl, up until one side or the other has used all four balls. The team
with the closest ball to the jack is the only team that can score points in any frame. The scoring
team receives a point for each of their balls that is closer to the jack than the closest ball of the
other team. Average game varies by region but is typically from 7-13 points.
To throw the ball: throw the ball low in the air by using an underarm action. This is used to
knock the hack or another ball away to attain a favorable position. For residents they can roll the
ball and keep the game close in diameter.
5
Bowling
Difficulty? Easy.
Equipment? Bowling ball, pins, adapted bowling ball stand
What is it/How to play?
A game in which various players attempt to score points by rolling a bowling ball along a flat
surface into pins. This game can be played indoors or outdoors.
Scoring: The most common bowling is ten pin bowling. Ten pin bowling consists of each player
bowling a game. Each game is divided into ten frames. A frame allows a bowler two chances to
knock down ten pins. The number of pins fallen in each frame is recorded, a running total is
made as each frame progresses, and the player with the highest score in his game wins the match.
Scores can be greater than the actual number of pins fallen if strikes or spares are bowled. To roll
the ball bring preferred arm backwards with the ball and then forward releasing the ball with
some speed. Ball should not bounce.
 Strikes: scored when a player knocks down all pins on the first roll in the frame. Rather
than a score of ten for the frame, the players score will be ten plus the total of the next
two rolls in the next frame.
 Spare: scored when all pins are knocked down using both rolls in the frame. The players
score will for that frame will be ten plus the roll of the next frame.
 Double: two consecutive strikes.
 Turkey: three consecutive strikes.
 Hambone: four consecutive strikes.
 Five bagger: five consecutive strikes
 Six-pack: six consecutive strikes.
*if a strike is rolled in every frame of the game, the players score is 300 and the play has
achieved a “perfect game”
6
Boxing
Difficulty? Challenging. Need upper range of motion and trunk stability
Equipment? Boxing gloves, boxing mats, punching bag
What is it/How to play? Boxing can be a combative sport in which two people fight each other
using their fists. Boxing is always meant to be supervised by a referee over a series of between
one to three minute intervals called “rounds.” The boxers are similar in weight. Adapt the boxing
by placing each individual on one side of the bag and allow them to each have a side to punch
on. The first player to give up and stop punching is the one who loses. Players can individually
hit the bag or manikin to relieve tension.
Bags
Difficulty? Moderate. Need upper range of motion
Equipment? Boards and bean bags
What is it/How to play? This game is also called Cornhole or Corn Toss. This game can be
played as doubles or singles. In doubles play two contestants are partners against another team of
two contestants. In singles play a contestant competes against another contestant.
In doubles play, one member of each time pitches from one cornhole platform and other
members pitch from the other corhole platform. All other rules are basically the same for doubles
or singles play.
 Innings: every inning is broken down into innings of play. During each inning there is a
top and bottom round of play. The top inning is completed when both contestants
pitching from the first cornhole platform pitch all four bags.
 Value of the bag: object of the game is to get the bag into the hole or onto the board. A
bag in the hole is three points. A bag onto the board is one point.
 Cancellations: Hole-ins cancel each other. A corn bag in-the-hole of one contestant shall
cancel a corn bag in-the-hole of his competitor and those corn bags shall not score any
points. Any non-cancelled corn bag in-the-hole scores three points. Corn bags in-thecount cancel each other. A corn bag in-the-count of one contestant shall cancel a corn
bags in-the-count of the opponent and those corn bags shall not score any points. Any
non-cancelled corn bags in-the-count score one point each.
7
Checkers
Difficulty? Easy
Equipment? Checker pieces and checker board
What is it/How to play?
Checkers is played by two players.
Each player begins the game with 12 colored discs. Red and black.
The board game consists of 64 squares, alternating between 32 dark and 32 light squares. It is
positioned so that each player has a light square on the right side corner closest to him or her.
Each player places his or her pieces on the 12 dark squares closest to him or her. Black
moves first. Players than alternate moves. Moves are allowed only on the dark squares, so
pieces always move diagonally. Single pieces are always limited to forward moves (toward
the opponent). A piece making a noncapturing move may only move one square. A piece
making a jump leaps over one of the opponents pieces landing in straight diagonal line on the
other side. Only one piece may be captured in a single jump. When one piece is captured,
remove it from the board. When a piece reaches the furthest row from the player who
controls that piece, it is crowned and becomes a king. One of the pieces which had been
captured is placed on top of the king so it is twice as high as a single piece.
*kings cannot move diagonally, they can only move forward and backward.
*Player wins the game when the opponent cannot make a move or when all the pieces are
blocked.
Chess
Difficulty? Hard
Equipment? Chess pieces, chess board, and table to play on
What is it/How to play? Chess is a two player board game played on a chessboard that is
square checkered with 64 squares arranges in an eight by eight grid. Each player begins with
sixteen pieces, one king, one queen, two rocks, two knights, two bishops, and eight pawns,
each of these types of pieces moving differently. Pieces are used to attack and capture the
opponent’s pieces. The object of the game is to checkmate the opponent’s king by placing it
under threat of capture (check) which cannot be avoided. The game can be won by the
resignation of one’s opponent, which may occur when too much material is lost or checkmate
appears unavoidable. A game may result in a draw in several ways, and neither player
wins. The course of the game is divided in three phases: beginning (opening with the
development of the pieces, middle, and last (disappearance of the queens).
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Croquet
Difficulty? Easy
Equipment? Wickets, mallets, balls (2 different colors)
What is it/How to play?
 A coin toss should determine who goes first. The player to begin play places his ball
about midway between the stake and the first wicket. He hits the ball with the mallet and
attempts to pass through the wickets before him. If he passes through both wickets, he
receives two bonus strokes. *Bonus strokes typically do not accumulate. Only the last
bonus strokes earned are allowed. Bonus strokes through passing through wickets or
hitting a stake are played from where the ball lies after the point is made. When a player
hits another player’s ball, its called “roqueting”. For roqueting a player is awarded two
bonus strokes.
 If a player roquets he has four options. First he may take two bonus stokes from wherever
his ball lands. Secondly he may place his own ball a single mallet’s head length away
from the ball hit-in any direction he chooses. Then he may take his two bonus strokes.
Third, he may put his ball next to the ball hit. Then hit his own ball so that it moves both
balls in a desired direction. He then has one bonus shot remaining. Finally, he may place
his own ball side by side with the struck ball. Then placing his foot on his own ball strike
it so as to move the other ball without moving his own. He then has one stroke to execute
as he chooses.
 Each ball may be roqueted only once per turn unless the player goes through a wicket or
hits the turning stake. Even so, a player may roquet more than one ball per turn between
wickets. If a ball is struck twice in the same turn without passing through a wicket, no
penalty is awarded, no bonus is awarded.
 If another player by any legal means moves another player's ball through a wicket or
causes it to hit a stake, the wicket or stake is scored, but no bonus strokes are awarded.
 Balls sent out of bounds should be placed one mallet length (about 36 inches) from the
boundary back within the playing field at approximately the point it went out of bounds.
In tournament play, balls that fall within a mallet of the boundary at the end of a turn are
moved back from the boundary by the length of one mallet.
*Balls may be struck only with the face of the mallet. A mallet cannot strike another ball. Balls
played out of turn accrue no penalty.
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Darts
Difficulty? Easy. Need range of motion in the upper extremities.
Equipment? Darts and Dart board.
What is it/How to play?
Darts is a form of throwing game where darts are thrown at a circular target (dartboard)
fixed to a wall. Each dart board is the same numbered from 1-20 in non-sequential order
around the board. You play darts by throwing the small dart onto the different parts of the
board, counting points as you go.
 The board is split into distinct sections: each section has points associated with that
section. If a dart lands in the outer green or red sections, the thrower scores double that
sections number of points.
Example: If you land inside the double ring under 18 you would score 36 points.
 If a dart lands in the inner small green or red sections the thrower triple that sections
number of points.
Example: if you land inside the triple ring under 18, for example you would score
54 points.
 The bullseye is further split into two sections. The inner is usually red called the “double
bull” and the outer section is usually green called the “single bull.”
If a dart lands in the green part of the bullseye, the thrower scores 25 points.
If a dart lands in the red part of the bullseye the thrower scores 50 points.
 If a dart lands in a yellow or black section the thrower scores the number of points.
Example: Let’s say you land an 18 in a single point area. You would receive
exactly 18 points.
*When throwing the dart, keep the tip of the dart slightly and try to move it as straight forward
and backward as possible so it flies straight. Launch it forward and do not throw it too hard
because it does not take a great deal of force to stick.
*Each thrower throws the dart to see who goes first and the person who gets closest to the
double bull gets to throw first.
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10
Foosball
Difficulty? Moderate
Equipment? Foosball Table
What it is/how to play?
Foosball is also known as “table soccer.” It is a table with 8 rods with men figurines with a ball
and some handles. There is a goal at each end and a place to serve on each side in the middle.
Each player/team must use their handles to move their men to strike the ball into the opposing
teams goal. You always go to your right and defend at your left. The tables are built to provide
different kinds of rods with different spacing between the men. The game is fast and funny.
 The objective is to use your figures to pass and shoot the ball into your opponents goal
while blocking the ball from going into your own goal. You serve (foos), it if you pass it
and you try to score. Always shoot to the right.
 A typical game is played to 5 points. A match would normally be best 2 out of 3 games or
3 out of 5.
 Rules: They are simple but can become complicated. The simple rules would be: hit the
ball into the goal. Your goal is on the left, you try to score to the right. The advanced
rules would be no spinning, if you score the other team serves. You area allowed to block
the other teams ball just like in normal soccer.
Horseshoes
Difficulty? Easy
Equipment? Horseshoes and stakes
What it is/How to play?
Horseshoes is typically an outdoor game played between two people or two teams of people
using four horseshoes and two throwing targets or stakes set in a sandbox area. The game is
played by the players alternating turns tossing the horseshoes at stakes in the ground, which are
placed 40 feet apart but can be modified easily.
Scoring: There is two ways to score: by throwing ringers or by throwing the shoe nearest to the
stake. A ringer is a thrown a horseshoe such that the horseshoe completely encircles the stake.
The game typically goes to ten points but you have to win by a two point rule.
11
Net Ball
Difficulty? Moderate
Equipment? Hoops, and ball
What it is/How to play?
Netball is a ball sport played between two teams of seven players. Its development derived from
early versions of basketball. Games are played on a rectangular court with raised goal rings at
each end. Each team attempts to score goals by passing a ball down the court and shooting it
through its goal ring. Players are assigned specific positions, which define their roles within the
team and restrict movement to certain areas of the court. During general play a player with the
ball can hold onto it for only three seconds before shooting for a goal or passing another player.
The winning team is the one that scores the most goals. Netballs are 60 minutes long. Variations
have been developed to increase the games pace and appeal to a wider audience.
Rules: The objective of the game is to score more goals than the opposition. Goals are scored
when a team member positioned in the attacking shooting circle shoots the ball through the goal
ring. Each team is allowed 7 players to the court. Each player is assigned a specific position.
Only two positions are permitted in the attacking shooting circle and can shoot for a goal. Only
two are allowed in the defensive position to block the ball with the exception of the center who
may move anywhere except the shooting circle. Players can only hold the ball for only three
seconds at a time. If the ball is held in two hands and either dropped or a shot at a goal is missed,
the same player cannot be the first to touch it unless it first rebounds off the goal.
Racquet Ball
Difficulty? Hard
Equipment? Racquets, ball, and enclosed room.
What is it/How to play? This is a racquet sport played with a
hollow rubber ball in an indoor and outdoor court. Unlike badminton or
tennis, there is no bet to hit over; this ball is actually hit off the wall.
Rules: the play begins with a serve. The serving player must bounce the ball on the floor once and hit it
directly to the front of the wall, making the ball hit the floor beyond the short line. Otherwise the serve
becomes a fault. The ball may touch one side of the wall but not two prior to hitting the floor. The object
is to hit it in the front wall so it rebounds to the back wall without hitting the floor first.
 If the server hits the ball directly to any surface other than the front wall the server
immediately loses serve regardless of whether it was first or second serve.
 After the ball bounces behind the short line or passes the receiving line the ball is in play.
Unlike during the serve a ball in play may touch as many walls including the ceiling as
necessary so long as it reaches the front wall without striking the floor.
 Once the ball hits the floor again the opposing server serves.
12
Soccer/Kickball
Difficulty? Moderate
Equipment? Gymnasium, soccer ball (big kickball), scoreboard, two teams
What it is/How to play?
 Each game will be 7 innings or one hour in length, whichever comes first. For shortened
games due to rain or other externalities, 4 full innings constitutes an official game.
 If time permits, extra innings will be played for tied games until the tie is broken or an
hour is reached. Each team gets a chance to kick in extra innings and receives the same
number of outs.
 Each team gets to kick in each inning. Once 3 outs have been recorded against a team,
their "at kick" is over. Once both teams have kicked, the inning is over.
 .Each team's roller rolls the ball to the opposing team's kicker.
 The Roller must release the ball BEHIND the roller's mound and within two feet on
either side of the roller's mound (mirroring the two feet on each side of the home plate
strike zone). The Roller CANNOT sidearm or overhand roll the ball when delivering the
ball to the kicker.The Roller MUST roll or bounce the ball multiple times in route to
home plate. If the Roller one-hops (only one bounce) the ball across home plate or throws
the ball in the air and hits home plate without the ball bouncing or rolling that roll is
considered a ball regardless if it is less than 6 inches or not.
 Any roll which results in the ball being outside the strike zone is considered a ball. Rolls
which hit one of the strike zone cones are considered a ball.
 Each kicker is allowed 3 strikes. A kicker is called out on the FOURTH strike.
 Foul balls ARE CONSIDERED STRIKES. Any ball which is kicked and lands outside of
the foul lines is considered a foul ball.
 The kicker is awarded first base in the event of a FOURTH ball being rolled.
 Forced outs can be made by the defense if a fielder has control of the ball and touches a
base that a runner must run to (and cannot run back to the prior base since another runner
is behind them) before the runner reaches the base.
 Runners are NOT allowed to lead-off from a base or steal a base. Runners CANNOT
leave their base until the ball is kicked. If the runner leads-off or runs prior to the kick,
the runner is automatically out.
 Any runner not on a base can be hit with the kickball by a fielder. If the runner is hit
while not on a base, the runner is out unless the runner is hit in the neck or head. The
runner is not out if hit in the neck or head. Also, runners are allowed to over-run first
base, but must not show intention to round first and head to second base. If the runner
shows intention to head to second (determination is at the discretion of the referee) and is
hit by the kickball below the neck then the runner is out. No other bases can be over-run.
 Any runner not touching a base that is hit by a ball which was kicked by one of their
teammates is considered out regardless of where the ball hits them.
13
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Runs are scored when runners cross home plate. Runner must cross and touch each base
on the way to home plate. If the runner crosses home plate during the 3rd out in the field
and the 3rd out was a force out, then the run does not count.
 If a fielder impedes a runner from reaching a base (i.e. "blocking the base or baseline",
etc), the runner will be considered safe at the intended base.If a runner impedes a fielder
from fielding a ball (i.e. bumping, pushing or distracting the fielder while the fielder is in
the motion of playing a ball), the runner is out.
 When runners advance from one base to the next, they must stay in the imaginary
"baseline" which is a straight line between two bases and approximately 5 ft in width. If
the runner runs outside the baseline to elude a ball thrown at them they are out. If the
runner runs outside the baseline to elude a fielder blocking the baseline, then they are still
"live" and continue running to the next base.
 Object is to get back to home base for the team and there is one player needed at each
base.
*Residents here are assisted with pushing, kicking the ball, and getting from base to base.
14
Ping Pong
(table tennis)
Diffculty? Moderate
Equipment? Ping pong table, paddles, ball
What it is/How to play? Ping pong is also known as table tennis in which two or four players
hit a lightweight hollow ball back and forth using ping pong paddles. The game takes place on a
hard table divided by a little net. Except for the initial serve, players must allow for a ball played
toward them only one bounce on their side of the table and must return it so that it bounces on
the opposite side. Points are scored when a player fails to return the ball within the rules. The
play is fast and demands for quick reactions. A skilled player can impart several varieties of spin
to the ball altering its trajectory and limiting an opponent’s options to a great advantage.
Scoring: A Match is played best 3 out of 5 games. For each game the first player to reach 11
points wins that game, however a game must be won by a two point margin. Points are scored
after each ball is put into play. The edges of the table are part of the legal table surface, but not
the sides. You get points if the ball fails to go over the net from the opponent or when failed to
deliver the ball to the other side like hitting the floor.
*Service should start with the ball resting freely on the open palm of the servers stationary free
hand and then thrown upwards so that it rises and then is struck and projected to the other side.
15
Hockey
Difficulty? Moderate
Equipment? Hockey sticks, puck or ball, padding or equipment.
What is it/How to play? Hockey is a sport in which two teams play against each other by trying
to maneuver a ball or a puck into the opponents goal by using a hockey stick. This game is
played with four skaters and one goalie, on a rink divided into two halves by a center line, with
one net at each end of the rink. The game is played with three 15 minute periods with a variation
of the ice hockey off side rule.
Players:
 Goaltender: The goalies primary task is simple-keep the puck out of his own net.
Offensively, he might start his team with a pass but he seldom leaves the net.
 Defensemen: These players try to stop the incoming play at their own blue line. They try
to break up passes, block shots, cover opposing forwards (center and wings) and clear the
puck from in front of their own goal. Offensively, they get the puck to their forwards and
follow the play into the attacking zone, positioning themselves just inside their
opponent's blue line at the "points."
 Center: The quarterback on the ice, the center leads the attack by carrying the puck on
offense. He exchanges passes with his wings to steer the play toward the opposing goal.
On defense, he tries to disrupt a play before it gets on his team's side of the ice.
 Wings: The wings team with the center on the attack to set up shots on goal. Defensively,
they attempt to break up plays by their counterparts and upset shot attempts.
 Linesmen: Two are used. They call offside, offside pass, icing and handle all faceoffs not
occurring at center ice. They do not call penalties, but can recommend to the referee that
a penalty be called.
Air Hockey
Rules:
 Points are received when the air hockey puck enters and drops inside a players goal; the
opponent receives one point for each goal.
 The player scored upon receives possession of the air hockey puck for the next serve. A
serve may be made only after the air hockey puck has entered the players goal area.
 Air hockey players alternate table sides after each game.
 One air hockey mallet is used per player and the puck can be struck with any part of the
mallet but watch fingers and hands.
 Puck must cross the centerline within seven seconds. Either player may strike the puck in
the centerline. Players can stand anywhere on the table so long that they are on their side
of the table.
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

When a player is scored on, they have up to ten seconds to remove the air hockey puck
from the goal and begin play. In the event that the puck has scored and it is stuck in the
goal, an official time out should be called and the ten-second rule will be suspended until
the situation is resolved.
The first player to accumulate the selected point total, or who has the highest score by the
game’s end, wins.
Balloon Volleyball
Difficulty? Moderate. Need quick reaction time and UE ROM
Equipment? Balloons!!! Can get a piece of rope for a net if desired.
What it is/How to play?
Balloon volleyball follows the same rules as regular volleyball game. You can make paddles out
of paper plates and Popsicle sticks glued on the backside of it. Make the game more challenging
by insisting that the balloon be touched by a certain amount of people before it can be hit across
the net. It allows the game to become more inclusive. You can also add more balloons to make it
challenging. Also you can play so where that there are no rules just to keep the balloon in the air
and not hit the floor if you do not know the rules of volleyball because it can get kind of tricky.
Set a time limit or point limits until a team wins or time runs out. To play, separate into two
teams, one for each side of the string. Serve the ball over to the other side and then count how
many times you can hit it back and forth over the string. The only rule is that you can’t catch the
balloon and then throw it over. You have to hit, or volley, it over
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Hedbanz
Difficulty? Easy
What it is/How to play?
The game is simple, fun, and fast-paced game your entire family will love. The game can be
played with at least two to six players total. Each player then draws a card and then displays it on
their headband. Each of the players isn’t allowed to see their own card. The goal is to ask
player’s questions about your card like “Am I red?” to deduce what you are.
The Hedbanz Game comes with a stack of cards featuring animals, food, or common objects.
The cards are simple enough to allow younger players to join in on the fun. Each round only lasts
one minute. At the start of the round you have to start the sand timer. As the time ticks away the
player whose turn it is must ask yes or no questions to figure out what his card is. The card is
placed on the headband and placed on the players head. The player with the headband on has to
guess their identity by asking questions.
Bonus: You don’t actually need Hedbanz to play this game. Even though it does make it a lot
easier to play. If you want to play another version all you have to do is sit down with your
players. Each player then writes down something on a piece of paper. The paper is then handed
to the person on their right. Without looking each player must lick the paper and stick it to their
forehead.
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Scrabble
Equipment? You should have a game board, 100 letter tiles, a letter bag, and four racks.
What it is/How to play?
Place all letters in the pouch, or facedown beside the board, and mix them up. Draw for first
play. The player with the letter closest to "A" plays first. A blank tile beats any letter. Return the
letters to the pool and remix. All players draw seven new letters and place them on their racks.
The first player combines two or more of his or her letters to form a word and places it on the
board to read either across or down with one letter on the center square. Diagonal words are not
allowed. Complete your turn by counting and announcing your score for that turn. Then draw as
many new letters as you played; always keep seven letters on your rack, as long as there are
enough tiles left in the bag. Play passes to the left. The second player, and then each in turn, adds
one or more letters to those already played to form new words. All letters played on a turn must
be placed in one row across or down the board, to form at least one complete word. If, at the
same time, they touch others letters in adjacent rows, those must also form complete words,
crossword fashion, with all such letters. The player gets full credit for all words formed or
modified on his or her turn. New words may be formed by:



Adding one or more letters to a word or letters already on the board.
Placing a word at right angles to a word already on the board. The new word must use
one of the letters already on the board or must add a letter to it. (See Turns 2, 3 and 4
below.)
Placing a complete word parallel to a word already played so that adjacent letters also
form complete words. (See Turn 5 in the Scoring Examples section below. No tile may
be shifted or replaced after it has been played and scored
Blanks: The two blank tiles may be used as any letters. When playing a blank, you must state which letter
it represents. It remains that letter for the rest of the game.
You may use a turn to exchange all, some, or none of the letters. To do this, place your discarded
letters facedown. Draw the same number of letters from the pool, then mix your discarded
letter(s) into the pool. Any play may be challenged before the next player starts a turn. If the play
challenged is unacceptable, the challenged player takes back his or her tiles and loses that turn. If
the play challenged is acceptable, the challenger loses his or her next turn.. The game ends when
all letters have been drawn and one player uses his or her last letter; or when all possible plays
have been made. Use a score pad or piece of paper to keep a tally of each player's score, entering
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it after each turn. The score value of each letter is indicated by a number at the bottom of the tile.
The score value of a blank is zero.
Sorry
Difficulty? Moderate
Equipment? The game comes with a board, a deck of cards, and four sets of pawns, four of each
color.
What is it/How to play?
Choose a player to go first (high draw or youngest player will work). Play continues clockwise.
Shuffle the deck of cards and place them in the center of the play area. At the beginning of your
turn, draw a card from the draw pile. If you draw a 1 or a 2, move a pawn from the “START”
area onto the board. If you don’t draw a 1 or a 2, you cannot move a pawn onto the board. If you
already have a pawn on the board, you may move according to the number rules for that card
(see below). If you have any legal move, you must move a pawn, even if you’d prefer not to.
Discard the card next to the draw pile to create the discard pile.
Jumping/Bumping:
What would a race be without a little jumping and bumping? You may jump over a pawn (yours
or an opponents) that is in your path if you have sufficient movement points. However, two
pawns can’t occupy the same spot on the board, so if you land on a space that contains another
pawn, bump it back to it’s “START” space.
Slide Zones:
The Slide Zone looks like a thermometer with a triangle on the top. If at any time you land
exactly on the triangle of a Slide Zone that does not match your pawn’s color, slide to the end of
the Slide Zone, bumping off any tokens in your path.
Safety Zones:
Safety Zones look like Slide Zones, but they are larger. Only you may enter your Safety Zone.
All normal rules apply. Note, you can’t move backwards into your safety zone, though you can
exit a safety zone with a backwards move card. That pawn would be able to reenter the safety
zone on a subsequent turn.
Start Zone:
One a 1 or a 2, move a pawn out of the “START” circle onto the first space beneath it ( a smaller
circle at the end of a Slide Zone). Both a 1 and a 2 move the pawn onto the outer starting circle,
but a 2 card allows the player to draw a second move card. Remember, two pawns may never
occupy the same space, even the outer starting circle.
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The Cards:
1—Move a pawn onto the outer starting circle, or move a pawn one space forward.
2— Move a pawn onto the outer starting circle, or move a pawn two spaces forward. Draw
again, even if you could not move a pawn.
3—Move a pawn forward three spaces.
4—Move a pawn backward four spaces.
5—Move a pawn forward five spaces.
7—Move a pawn forward seven spaces, or split the movement between two pawns. 7′s can’t be
used to start a pawn. If a 7 is used to move on pawn home, the remainder of the movement total
must be used exactly by another pawn or it is not a legal move.
8— Move a pawn forward eight spaces.
10—Move a pawn forward 10 spaces, or move a pawn backward one space.
11—Move a pawn forward 11 spaces, or switch the position of any one of your pawns with any
one of your opponents pawns. Note, you do not have to switch positions if there is no other legal
play. This is the exception to the aforementioned rule. Also, you cannot switch with pawns in the
“START”, “HOME”, or “SAFETY ZONE” areas. Remember to slide and bump if your switch
lands you on the starting triangle of a Safety Zone.
12—Move a pawn forward 12 spaces.
Sorry!—
Take one pawn from your “START” position and move it to any legal space occupied by an
opponent (no “HOME”, “START”, or “SAFETY ZONE” spaces), and bump the opponent back
to their “START” space. If you have no pawns in the “START” space, or there are no legal
pawns to bump, end your turn.
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Trouble
Difficulty? Easy
Equipment? 1 plastic game unit with POP-O-MATIC die roller, gameboard, 16 plastic playing
pegs, 4 rubber game board feet.
What is it/How to play?
Be the first player to move all four of your colored pegs around the board and into your finish
line. During the game try to send your opponents pegs back to home.
1. On your first turn you must pop a 6 to move one of your pegs out of home and to start
playing on the track. You pop only once. If you do not pop on your first time you cannot
move any of your pegs and must wait to try again.
2. Once you pop a 6 move one of your pegs into start. Pop again and move the peg into start
on the playing track the number of spaces shown on the die.
3. Always move your pegs clockwise around the playing track.
4. Pop and move all of your pegs as above. When you pop a 6 you can move a new peg out
or one already on the track. Then pop again.
5. If your peg lands on a space that already has an opponent peg on it, the opponent peg
must return home and start over again.
6. If another persons peg is in your start space hwne you roll a 6 and want to move a peg out
of home that players peg is sent back to home and you move yours to start.
7. When a peg has moved once around the game board, it enters its matching color finish
line and a peg can not go around the board more than once.
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Uno
Difficulty? Easy. Need sequencing skills
Equipment? Uno cards. Card holder
What is it/How to play?
The game is for 2-10 players. Every player starts with seven cards and they are dealt face down.
The rest of the cards are placed in a pile face down. next to the pile space should be designated
for a discard pile. The top card should be placed in the discard pile and the game begins. The
first player views his/her card and tries to match the card in the discard pile. You have to match
either the number/type or the color, for instance if the discard pile has a red card that is an 8 you
have to place either a red or a card with an 8 on it. If the player has no matches they must draw a
card.
There are two different ways to play regarding drawing new cards. After a card is drawn the
player can discard it if it’s a match or if not, play passes on the next player. The other type is
where players continue to draw cards until they have a match even if it is ten times. The game
continues until a player has one card left. The moment a player has just one card they must yell
UNO. If caught by another player the player must draw two new cards. Once a player has no
card remaining the game is over, points are scored, and the game begins over again.
Cards:
 Reverse: if going clockwise, switch to counterclockwise or vice versa.
 Skip: when a player places his card, the net player has to skip their turn.
 Draw Two: When a person places this card, the next player will have to pick up two
cards.
 Wild: this card represents all four colors, and can be places on any card. The player has to
state what color it will represent for the next player.
 Wild Draw Four: this acts just like the wild card except that the next player also has to
draw four cards. With this card you must have no alternative cards to play.
Scoring:
 When a player no longer has any cards and the game ends, he receives points. All
opponents cards are given to the winner and points are counted. All number cards are the
same value as the number on the card (a 9 is 9 points) “Draw Two” – 20 Points
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“Reverse” – 20 Points “Skip” – 20 Points “Wild” – 50 Points “Wild Draw” – 50 Points
The first player to 500 points wins the game.
Phase 10
Difficulty? Medium
Equipment? Cards
24 x Red Cards (two of each 1 to 12)
24 x Blue Cards (two of each 1 to 12)
24 x Yellow Cards (two of each 1 to 12)
24 x Green Cards (two of each 1 to 12)
4 x Blue “Skip” cards
8 x “Wild” cards (two of each color)
108 cards total
What is it/How to play?
Phase 10 is Fundex card game designed for two to six players. Players compete to complete 10
sequential phases, with the first player completing “Phase 10″ being the winner. The card game
was also adapted into a dice game. You can read the Phase 10 Dice Game Rules at “How Do
You Play It?”
 Choose a dealer, and have them shuffle the deck. Deal 10 cards to every player, and then
place the remaining cards in the center of the table. This is the draw pile. Turn the top
card of the deck over, and place it beside the draw pile to form the discard pile.
 Play begins to the left of the dealer.
 Wild cards can be used in place of any number, or any color. You may use any number of
wild cards to complete phases, as long as you have at least one “natural” card in the
group. Wild cards cannot be replaced during your hand with the card they represent and
moved to a different card group. If a Wild card is on the top of the discard pile at the
begging of the game, it can be picked up.
 Skip cards cause another player to lose their turn (think Uno). Skip cards cannot be used
as a part of a phase, and they cannot be picked up from the discard pile. If the dealer
starts the discard pile with a Skip card, the first player is skipped. To play a Skip card,
simply discard it from your hand into the discard pile. The next player is skipped.
Otherwise play continues around the board as normal.
 Runs consist of four or more cards in numerical order. The cards do not have to be the
same colors. Wild cards can be used to complete runs.
 Sets consist of two or more cards of the same number. Sets can include numbers from
any color.
 Flushes, or “All One Color” as they are called in the official rules, are formed by having
a group of cards that are all the same color. Wild cards can be used as part of flushes.
Cards can be in numerical order, but do not have to be.
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PHASES:
Phase 1: 2 sets of 3
Phase 2: 1 set of 3 and 1 run of 4
Phase 3: 1 set of 4 and 1 run of 4
Phase 4: 1 run of 7
Phase 5: 1 run of 8
Phase 6: 1 run of 9
Phase 7: 2 sets of 4
Phase 8: 7 cards of one color (flush)
Phase 9: 1 set of 5 and 1 set of 2
Phase 10: 1 set of 5 and 1 set of 3
Game Play/Phases:
Players draw a card from either the deck or the top of the discard pile at the beginning of their
turn. At the end of their turn, they must discard a single card.
 Players must complete phases in numerical order, and only one phase may be completed
in a round. When you are able to fully meet the requirements of the phase, you may lay it
onto the board. Additionally, you may play extra cards as you play the phase if they fit
into the phase. For example, if you completed phase 1, “2 sets of 3″ you could play three
4′s and three 6′s. You could play additional fours or sixes as part of your sets, but you
could not add a different set.
 After making a phase, players may “hit” onto other phases in play. The cards you add to
the completed phases must fit into the phase, and you can only hit after your own phase is
in play.
 Players end the round by playing all of the cards from their hand. The player who goes
out first wins the hand and scores zero points. The rest of the players score points (points
are bad). Players who completed their phase move on to the next phase. Any players who
were unable to complete their phase during the round must attempt to complete it again
during the next round.
Scoring:
Players who have cards remaining in their hand when the round ends score points.
5 points per cards numbered 1-9
10 points for cards numbered 10-12
15 points for “Skip” cards
25 points for “Wild” cards
If you score points, don’t sweat it too much. They are only intended to break ties, as the player
who completes Phase 10 is the winner. Points only come into play if two or more players
completing phase 10 in the same hand. In this case, the player with the lowest points wins.
In the rare instance that the winning players have the same score, they replay phase 10, with the
the first to go out being declared the winner.
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Catch Phrase
Difficulty? Easy
Equipment? Catch Phrase generator
What it is/How to play?
Catch Phrase game combines elements of charades, Taboo, pass the bomb, and pass word, to
create a family board game. The rules are simple and few, the play is fast paced, and it can be
played almost anywhere. The game is designed for ages 12 and up but individuals with
reasonable vocabulary can do very well also.
 In order to play catch phrase you need at least four people divided into two evenly
numbered teams. Each team gets a disc with a disc card. The board is set in the middle of
the table. The disc cards are inserted into the disc and the first person to start giving
clues is selected. That person then turns on the timer and begins giving clues. He can use
words, pantomimes, or sounds to get his team to guess the phrase. However he cannot
give the first level of the word or rhyme the word. If he does then the round ends and the
other team automatically gets a point.
 If no illegal clues are given, the player continues to give clues until his team guesses the
catch phrase or time runs out. If his team guesses the catch phrase he then passes the
timer to a member of the other team and the other team then tries to guess the new catch
phrase their teammate gives clues to before the timer runs out.
 The team holding the timer when it runs out loses that round and other team scores a
point. In addition, if the team guessing the catch phrase did not guess the phrase before
time ran out, the opposing team has one chance to guess the catch phrase and if they do
so, they score a bonus point. If not, play resumes with the team who lost the round
starting the new round.
 Play continues until one team scores 7 points.
Electronic Version
The electronic version of the game is played pretty much like the board game version, with the
exception that the players are allowed to choose the categories from which they give their clues.
The electronic Catch Phrase game ends when one team scores 10 points rather than 7. Also the
clue disc and buzzer is all one unit so that you pass the entire thing around the table. The
combined unit makes this game completely portable allowing you to take it almost anywhere.
Some of the categories included in the electronic version are: transportation, History buff, around
the house, families, and geography. So having a general knowledge in several fields will help
your score considerably providing your teammates also have general knowledge as well.
26
Scene It: The DVD game
Difficulty? Easy
Equipment? 1 Game DVD
1 Flextime™ Game Board
1 Six-sided Numbered Die
1 Eight-sided Category Die
4 Metal Tokens
4 Category Reference Cards (in card box)
30 Buzz™ Cards
160 Trivia Cards (in card box)
Requires a TV and DVD player (not included)
What it is/How to play?
1. Set Up:
 Position the Flextime Game Board so that all players can see the TV or monitor
 connected to your DVD player. The board can be fully extended for longer
 games or folded into a circle for shorter play.
 2. Choose a game piece for each player and place it on the Start space.
 3. Place the round Buzz Cards, the box of Trivia Cards and the two dice beside
 the board, and then distribute a Category Reference Card to each player.
Insert the Scene It? DVD into your DVD player. The DVD will show a quick
intro and then display the Main Menu.
 Select one person, referred to as the DVD Master, to operate the remote control.
 Select Timer Settings from the Main Menu. You will use the on-screen timer
when answering Trivia Card questions. The timer is pre-set at 30 seconds, but
may be set at 10 or 20 seconds to make the game more challenging. Select the
time limit you want; this will remain the default unless you choose to reset the
timer during the game by accessing the Main Menu once again.
2. Play the Game:
 All players roll the die, re rolling any ties. The highest roller goes first and play
proceeds clockwise around the table.
 Each turn, the player rolls both dice and moves the number of spaces shown on
the numbered die.
3. WINNING THE GAME
 When any player reaches the end of the game path, they must stop on the space
labeled Stop: All Play to Win, no matter what they may have rolled. From this point,
they have two ways to win the game – the first is All Play to Win; if that proves
unsuccessful, the second option is Final Cut. All Play to Win. Whenever a player
rests on the Stop: All Play to Win space, they must complete an All Play to Win
challenge. The DVD Master chooses All Play to Win from the Game Menu and ALL
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PLAYERS compete in this special All Play. If the rolling player wins the challenge,
that player advances directly to the winner’s circle and instantly WINS THE GAME!
Apples to Apples
Difficulty? Easy.
Equipment? Apples to Apples cards
What it is/How to play?
1. Shuffle and deal out the red cards. Each player can have anywhere from 5 to 20 cards or
even more depending on how long you want the game to last. Arrange your players in a
circle or around a table for best effect.
2. Pick a person to be the judge of the first round. If possible this person should already be
familiar with the rules of the game so they can provide an example for everyone else.
3. Have the judge shuffle the green cards, then flip over the top one. The rest of the players
now pick a card from their hands that they think best matches the adjective on the green
card. For example: if the green card says cute, and your cards say potato chips, school
babies, grass, and camping, you would most likely pick babies to submit to the judge.
4. Once all players have submitted a card, the judge flips them over to look at. It's now the
judge's job to decide which of the cards is best described by the adjective on the green
card. For example, if the green card says "scary" and the cards being judged are "cotton
candy", "telephones", "envelopes", "chairs", and "haunted house", the judge would most
likely choose the "haunted house" card to be the winner.
 The judge's decision can be completely subjective; e.g., if the judge thinks haunted
houses are fun but has a fear of chairs, they would probably end up picking the
"chairs" card in spite of the fact that most people would pick the "haunted house".
That is why it's important play to the particular judge of that round--keep this in mind
as you're selecting the card to submit!
 If everyone agrees on it beforehand, you are allowed to have table talk, which
consists of the other players trying to convince the judge which card should be chosen
as the winner. Of course, this reveal which card was played by which person, but it
can be a very entertaining way to give the game an extra dimension of strategy.
5. Whoever wins collects the green card and becomes judge for the next round. Everyone
except the judge from the previous round draws a new red card and gameplay continues
in this manner until someone attains as many green cards as they have red cards. That is,
if you decided at the beginning of the game that each person should have 10 red cards per
round, 10 green cards are also needed to win.
 Alternately, if you want to make it more of a challenge to win, you can have each
green card that someone wins replace one of their red cards. In this situation,
everyone would have the same number of cards at all times, but some people
would have more red than green and vice-versa (depending on who wins more
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rounds). In this version, the first person to replace their entire hand with green
cards is the winner.
Operation
Difficulty? Hard. Need fine motor skills
Equipment? Operation board game and pieces
What it is/How to play?
Operation is an electronic board game of patience and skill that tests each player’s steadiness and
hand-eye co-ordination. Be careful, if you get sloppy and make a mistake the patient’s pain will
be expressed for all to witness with the lighting of his nose and sounding of the buzzer.
Place all the Funatomy pieces in their corresponding locations. Make sure they lay flat in the
bottom of the cavity.
Choose a player to be the banker. They will be responsible for paying the players.
Seperate the cards into two piles. One pile of Doctor cards and the other Specialist cards.
The player draws the top card from the Doctor pile. The card will tell them which funatomy part
to remove and the fee they will be paid for a successful operation. The player then takes the
surgical tweezers and attempts to remove the funatomy part without touching the edges of the
cavity. If they are successful they are paid from the bank the fee designated on the card, they
keep the part, and the Doctor card is placed out of play. It is now the next players turn.
If they are unsuccessful the part is dropped back into the cavity and their turn is over. The player
with the specialist card for the unsuccessful operation is now allowed to give it a try. If the
Specialist is successful they receive the fee on the specialist card. If the Doctor and Specialist are
both unsuccessful, the Doctor card is placed at the bottom of the draw pile and the Specialist
holds onto their card for the next time that operation is attempted.
In the event that the player has both the Doctor card and the Specialist card for the same
operation they get two tries to perform the procedure.
Winning:
When all twelve funatomy pieces have been removed successfully the game is over and the
player with the most money is declared the winner.
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Jenga
Difficulty? Hard. Need fine motor skills and concentration
Equipment? Jenga pieces
What it is/How to play?
Remove one block at a time from the tower and then stack it on top. The last player to stack a
block without making the tower fall wins the game.
To set up the game:
 Empty the blocks onto a flat surface.
 One person uses this loading ray to build up the tower by placing layers of three
wooden blocks at right angles to each other. When you finish you will have a
solid, 18 story tower that can more than double during play. Carefully stand this
loading try upright then remove it so the tower stands by itself.
 Gameplay: the player who built the tower goes first. Play passes to the left.
 On your turn carefully remove a block from anywhere below the highest
completed story. Use only one hand then stack the block on top of the tower at
right angles to the blocks just below it.
 Removing and Stacking Blocks: Remove and stack one block per turn.
Remember- use only one hand
 As play proceeds and the weight of the tower shifts some blocks become looser
than others and are easier to remove. You can touch other blocks to find a loose
one but if you move a block out of place, you must fix it before touching another
one.
 While stacking always complete a 3 block story before starting a higher one.
 Your turn ends 10 seconds after you stack your block or as soon as the player to
the left touches one.
 Keep removing and stacking blocks until someone topples the tower. A real pro
can build a tower 36 stories higher or more.
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Taboo
Difficulty? Moderate
Equipment? 504 cards, card holder, buzzer, timer, score pad
What is it/How to play?
Object of the game is to score the most points by guessing the most words.
 Team A chooses one of their players to be their first clue giver and that player sits
facing the card holder with the timer close at hand.
 Team B’s player beside or behind Team A’s clue giver so they can see the cards as
the clue givers play them. Team B controls the buzzer.
 The clue givers teammates are not allowed to see the cards and they should sit
opposite their clue giver waiting to shout out the answer.
 After team A’s clue giver has completed a turn, a member of team B is chosen to be
the next clue giver for their team. Seats are exchanged so that the new clue givers
teammates cannot see the cards and the opposing team can see the cards. The buzzer
is passed to team A.
 Teams take turns appointing clue givers and guessing words until all players have had
one turn.
 When you finish a play with the green side of the cards, flip them over and play
purple side.
Scoring a point:
Each time a teammate shouts out the correct guess word the team gets a point. The guessed card
remains on the easel. The clue giver quickly draws another card and puts it on the easel in front
of the already guessed cards. You lose a point in two ways: by getting buzzed and by passing on
a card. All points are lost to the opposing team.
Getting buzzed:
During the clue givers turn, the members of the opposing team watch the clue giver and the
cards. If a TABOO word is used by the clue giver or if any of the rules for the clues are broken,
the buzzer is sounded by the opposing team then quickly explains why the card was killed.
Passing on a card means you choose to pass and not play a card during your teams turn. When
time runs out you get buzzed too.
Winning:
When all players have had one turn as clue giver, the points on the score pad are totaled. The
team with the most points wins the game.
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Tri-Ominos
Difficulty? Hard
Equipment? Tri-ominos pieces
What it is/How to play?
This is the classical triangular domino game, combining strategy, luck and new challenges each
time you play. Can be adapted by matching numbers wherever possible.
 Players begin by drawing several tiles, keeping the numbered sides hidden from their
opponents. As each piece is played, points are awarded. New pieces much match the
numbers on one of the existing pieces. If you don't have a matching tile, draw from the
stock until you get a match. There are penalty points for each tile drawn, but points are
awarded when you finally make a match. Certain matches, such as closing a hexagon or
building a bridge, earn players as many as 50 bonus points.
 The first player to accumulate 400 points wins.
 The deluxe edition of the game includes crystalline playing tiles crafted of a smooth,
solid plastic that give the tiles a hefty feel. Also, the center of each tile features a brass
spinner that makes the tiles easy to handle, and they store neatly in the Scrabble-style
trays. Number Of Players: 2 to 6
Set up:
 The game uses a set of 56 triangular dominoes, with numbers ranging from 0 to 5 at each
corner. Shuffling is the same as with regular dominoes: turn then face-down and mix
them up with your hands. Players then draw tiles, depending on how many are playing:
 2 players draw 9 tiles each
 3 or 4 players draw 7 tiles each
 5 or 6 players draw 6 tiles each
 The remainder of the tiles make up the "well", and are held in or reserve to be
drawn upon at need.
GamePlay:
 The player with the highest triple (all three corners the same value) places the first tile.
The player receives the total number of points on the tile, plus a bonus of 10. If the first
tile happens to be a 0-0-0, the value of the tile is 30 points, plus a bonus of 10, for a total
of 40 points. If no one hold a triple, then the tile with the largest point total leads. If the
tile is not a triple, then no bonus is awarded.
 Play proceeds to the left (clockwise). Each player adds a tile to an open edge of the
layout, if he can. To add a tile, a player must match two number to one edge of an
existing tile.
 In the illustration to the right, a 5-5-5 started the game, scoring 25 points in the process (5
+ 5 + 5 + 10 bonus).
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
A 5-5-1 was then played onto the triple-five. This scored the total number on the tile: 5 +
5 + 1 = 11 points.
 A 5-3-1 was then played onto one of the 5-1 edges of the 5-5-1. Again, this scored the
total number on the tile: 5 + 3 + 1 = 9 points.
Drawing Tiles:
 If a player is unable to make a move, he must draw tiles from the well until he can
make a move. If there are no tiles left, then the player must pass.
Ending a hand:
 A hand ends either when a player plays all his tiles, or when a game is blocked. A
game is blocked when no player is able to add another tile to the layout.
Scoring:
 First player to 400 points wins the game.
 In addition to the standard scoring, there are also several special bonus opportunities:
 Hexagon - When an hexagon shape is made, the player who finished it receives
the points on his tile, plus a 50-point bonus.
 Bridge - When a tile is added that bridges two parts of a layout, matching one side
of a tile and the point of a tile opposite it, the player scored the points on his tile,
plus a 40-point bonus.
 Bridge Match - When a tile is added that matches a bridging tile, plus one side of
another existing tile, the player scored the points on his tile, plus a 40-point
bonus.
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5 Second Rule: Just spit it out!
Difficulty? Moderate. Needs modifications to time.
Equipment? Pieces included in board game
What it is/How to play?
Object of the game is to score the most points by giving three answers before the balls twist
down to the bottom of the timer.
Set up:
 Place the card box with the cards on the table where everyone can reach it, as well as the
timer.
 Determine how many rounds will be played; for larger groups, play two or three rounds,
for smaller groups play four or five groups.
Playing the Game:
 The person who owns the game is first in the hot seat and play will move to the right.
 The player to the left of the hot seat player draws a card and reads aloud. All cards begin
with the Name 3…followed by random categories. For example, the card may read
“name three famous michaels.” And you could answer “Michael Jordan, Micheal
Jackson, and Michael Eisner.” If you say three seconds before all balls reach the bottom
of the timer then you get one point. To keep track of points keep the card in front of you.
 If the player in the Hot Seat is only able to name one or two answers before 5 seconds are
up, they get no points and play moves to the right. The next player then gets 5 seconds to
try to answer the same question. The tricky part is that the new player in the Hot Seat
cannot use any answers that were previously used for that Card. For example, if the firs
player answers, “Michael Jordan and Michael Jackson,” the next player must answer 3
different Michaels such as, “Michael Eisner, Michael Keaton, Michael Bolton.” Play
continues around the circle until someone can name 3 in 5 seconds and wins a point. If
play gets back to the original player without anyone naming 3 in 5 seconds, that player
gets one point by default. The person to the right of the original player then becomes the
new player in the Hot Seat and gets to start with a different Card. The player to their left
draws a Card and reads it aloud. And so the play continues.
Winning the Game:
At the end of the established number of rounds, count up your points. Each Card in front of you
is worth one point. The player with the most points is the winner! You’ve got bragging rights for
being quick-witted—until the next time you play and someone else win.
Timer Note: 5 Seconds is up when the balls finish twisting and hit the bottom. The fun “zoop”
sound effect is an added bonus and does not “time” anything.
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Yahtzee
Difficulty? Moderate.
Equipment? Five dice, dice cup, ten bonus chips, score pad.
What it is/How to play?
Object: roll the dice for scoring combinations and get the highest score. On each turn, roll the
dice up to 3 times to get the highest scoring combination for once of 13 categories. After you
finish rolling, you must place a score or a zero in one of the 13 category boxes on the score card.
The game ends when all players have filled in their 13 boxes. Scores are totaled, including any
bonus points. The player with the highest total points wins.
 Each player takes a score card. To decide who goes first each player in turn roles all 5
dice. The player with the highest total goes first. Play then passes to the left.
 Taking a turn: on your turn you may roll the dice up to 3 times, although you may stop
and score after your first or second roll. To roll the dice place them in the dice up and
shake the cup and roll them out.
 1st roll: roll all five dices. Set any keepers aside. You may stop and score now or roll
again.
 Second roll: reroll any or all dice you want. Even keepers from the previous roll.
 Third and final roll: reroll any or all dice you want. After the third roll you must fill in a
box on the score card with a score or a zero. After you fill in the box, the turn is over.
 Four of a kind: score in this box only if the dice include four or more of the same number.
 Full house: score in this box if the dice show three of one number and two of another.
This is worth 25 points.
 Large straight: score in this box only if the dice show any sequence of five numbers. This
is worth 40 points.
 YAHTZEE: score in this box only if the dice show five of the same number or five of a
kind.
Winning: total all the scores up and the one with the highest wins!
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Rummikub
Difficulty? Moderate
Equipment? Rummikub board pieces.
What it is/How to play?
Be the first player to place all the tiles form your rack onto the table.
 A set is a group of three or four tiles of the same number, but each is a different color.
 A run is asset of three or more consecutive numbers which are one of the same color.
Playing the game:
 Players make sets and lay them on the table – this is called a 'meld'. The first set must add
up to at least 30 points (Add up the tile values) – this is called the "initial meld". If unable
to make an initial meld, or a player chooses to delay, they must click the 'get tile' button
and pick up and additional tile from the pool. This concludes the players turn.
 Each player must lay down an initial meld, one cannot manipulate (add or take tiles away
from an existing set) a set before laying down an initial meld.
 Players have a time limit of 30, 60, 90, 120 seconds (as decided by room owner) per turn.
If a player hasn’t completed their move before their time is up, they must replace all tiles
to their previous position and pick up three tiles from the pool as a penalty.
Manipulation:
 Manipulating is the most exciting part of the Rummikub game as players try to lay down
as many tiles as possible by rearranging or adding to existing sets.
 Below are examples of how sets can be manipulated.
 Note: After a round of manipulations – all sets must be 'legal' and there should be no
loose tiles left on the table. Examples of manipulations:
1. Adding tiles to an existing set.
2. Removing a fourth tile from a set and using it in a new one.
3. Adding a fourth tile to a set, removing another tile from that same set to create a new
set.
4. Splitting a run.
5. Combined splits.
6. Multiple splits.
The joker:
All rules apply to both jokers regardless of color (Red & black)
Either joker can be used to complete any group or run.
Two jokers CAN be used in a single set
A joker cannot be retrieved before a player has laid down their initial meld.
A joker can be retrieved from a set on the table by any player who can replace it with another tile
of the same numerical and color value it represents.
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The tile used to replace the joker can be taken from the table or from the player's rack. In the
case of a group of three – the joker can represent either of the missing colors (there are four
colors in the game).
Once a player replaces a joker, they must use it in the same turn as part of a set. Sets containing
jokers can be split and manipulated like regular sets.
Even if a particular tile is already on the meld area twice (there are 2 tiles of the same number
and color in each game. Eg. X2 tiles that are 3-red) a player may still use a joker to represent that
tile a third time.
If a joker remains on a player's rack at the end of the game, its penalty value is 30 points.
The winner:
 The winner is the first person who empties their rack of tiles. The system will then
calculate the score of each player.
Points and Scoring:
 After a player has cleared their rack and a winner has been declared, the system will
calculate the scores of the remaining players. The score is calculated as a negative
number as the aim of the game is to have less tiles which adds up to a smaller score.
 The Winner receives the sum total of all of the players point – as a positive number.
 These scores are then used by the system in the calculation of the players rank.
37
Battle of Sexes
Difficulty? Easy
Equipment? Card game
What it is/How to play?
Be the first team to earn two cards.
1. Divide into male and female teams
2. Divide the cards into male and female (blue and pink)
3. One member of the male team draws a blue card and reads the first question to the female
team.
4. If the female team answers correctly, then they are read the next question on the card. If
the female teams answers incorrectly, the card is turned face down to be used the next
time the female team is asked a question.
5. If the female team correctly answers three questions in a row during a turn, the female
team wins 1 card.
6. The female team’s turn ends either after they give an incorrect answer or after they
correctly answer three questions in a row.
7. One member of the female team now draws a pink card and reads a question to the male
team.
8. Play continues until a team earns two cards by having correctly answered three questions
in a row during two different turns.
9. The first team to earn two cards wins the game. A team does not have to correctly answer
three questions from the same card in order to earn a card. However they must correctly
answer three consecutive questions during a turn.
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Who Wants to be a Millionaire?
Difficulty? Easy
Equipment? 5 question and answer card consoles, 1000 cards, money, 15 lifeline tokens
and the official Who Wants To Be A Millionaire rules and instructions.
What is it/how to play?
Object of the game: To be the first player to win a million dollars or be the richest player
in the game after an agreed number of rounds. The number of rounds is decided at the
beginning of play.
1. Play individually or in groups. If you play in groups, you will want to play multiple
games, or you may want to alternate questions between the groups.
2. Start the game and click on the $100 question.
3. Have the student give the answer to the question.
4. Press Final Answer? and then click the appropriate answer box.
5. If a student would like to use 50/50, phone a friend or ask the audience, click on the
appropriate button. Then follow the slides.
6. When the correct answer is selected, a new slide appears, click the word NEXT to
move back to the main game board.
7. As questions are answered correctly, the arrows will fill in and point to the next
question amount. Click on the appropriate dollar value. The arrows will continue to
color in until reaching the $1 Million point.
8. The game is over when a question is missed or a player/team reaches the $1 Million
mark.
39
Trivia for Dummies
Difficulty? Easy
Equipment? 1 playing board, pawns and a die, a set of question cards, a set of answer cards.
What it is/How to play?
1. Each player receives a set of answer cards, showing all the possible answers to the
question that will be read “true” false” numbers from 0-9 and various colors.
2. A category is announced (true/fasle, colors, numbers, or miscellaneous) and the first
player reads the corresponding question.
3. The players attempt to answer the question about throwing the correct card from their set
onto the middle of the board as quickly as possible. The first player to answer with the
correct card advances his pawn according to a die roll, and becomes the card reader for
the next question.
 Example: "The category is "numbers". The answer will be a number between 0 and
9."The question is: How many colors are there in a rainbow?" The first player to
throw/place his answer card reading "7" in the middle of the board wins the point and
advances.
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Connect Four
Difficulty? Easy but need fine/gross motor skills
Equipment? Connect four board and chips (black and red)
What is it/how to play?
1. Stand the board us so that there are seven rows vertically and six rows horizontally. Slide
the blue strip into the bottom of the board. Insert the two legs on either side of the board
and by sliding them into place.
2. Choose a color checker. The two colors are red and black. Decide whether you are going
to be red or black and distribute the checkers accordingly to your opponent and self.
3. Decide who goes first. The first player drops one of their color checkers into one of the
slots on the board. Then, players alternated turns dropping checkers into the board either
trying to build up their strategy to win or block an opponent.
4. Know how the game works. The object of the game is to get four of your color checkers
either vertically, horizontally, or diagonally. In order to officially declare victory, the
player must recognize that they got four in a row and say so. By strategizing, a player
may try to figure out what their opponent is thinking and then attempt to block their win
by dropping a checker in a corresponding slot.
5. Clean up. When you're done playing, slide the blue strip at the bottom of the board out of
place, letting all he checkers fall out. Remember to slide the legs out of place and return
to game box.
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Fact or Crap
Difficulty? Easy.
Equipment? 185 Tokens, 250 Question Cards, 64 Rush Hour Cards, 16 Answer Cards, 1 Rules
Sheet, 1 Timer, 7 Fact or Crap Signs
What is it/how to play?
OBJECT OF THE GAME
Fact is often stranger than fiction. In this fast-paced trivia game, your aim is to dazzle the
opposition with how much you know about the world we live in. From the day to day to the
truly bizarre, you will be asked the one question that really counts— is it Fact or Crap?
SETTING UP THE GAME
 Shuffle the Question cards with the Rush Hour cards so the Rush Hour cards are spread
randomly throughout the pack. Place the shuffled pack of cards and the timer in the
middle of the players.
 Each player receives a ‘Fact’ and a ‘Crap’ Answer card.
 All players start the game with 8 tokens and the rest go in a pile in the middle of all the
players.
PLAYING THE GAME
 The person who owns the game or the host starts the game as the Reader of the fist
Question card. The players take turns being the Reader in a clockwise direction.
 After the Reader has read the first question, the other players have to decide as fast as
they can whether the answer is Fact or Crap. The players indicate their answer by putting
face down either their Fact Answer card or Crap Answer card. The Reader then
determines which player was the fist to put their Answer card down. Once all of the
Answer cards are down, the player who was first to answer turns over their Answer card.
If the answer is correct, they receive 2 tokens from the middle pile. The Reader will then
ask everyone to turn their Answer cards over. All other players with the correct answer
will receive 1 token. All players with the wrong answer (including the player who puts
their Answer card down first) will have to put 1 token back in the middle pile.
 The Reader’s turn is complete when all 3 questions have been read. The Question card is
then returned, face down, to the bottom of the Question card pile.
 During the game you will randomly draw Rush Hour cards. The Reader who picks up a
Rush Hour card may nominate any player to answer the Rush Hour questions. Once the
nomination has been made, the egg timer is turned over and the Reader begins to read the
questions. The aim is to have all 5 questions asked and answered within the time limit so
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that both Reader and the answering player have a chance to win as many extra tokens as
possible.
RUSH HOUR SCORING
 To score in Rush Hour, you win tokens as you go. After the first question is read the
nominated player answers and then the Reader says whether it is Fact or Crap. If the
player is correct they grab a token from the pile in the middle. If they are wrong the
Reader gets the token instead. The next question is then asked and so on until all
questions on the card have been asked or the timer runs out. Remember, you have to be
quick— you only have 30 seconds!

If the timer runs out before a question has been read in full or before the nominated
player answers, no token is awarded to either player.
HOW TO ASSEMBLE THE FACT OR CRAP SIGNS
 There are 7 signs included in the game. Insert a stick through the die-cut slots of the sign
so that slightly more than ¼” of the stick shows above the top slot and approximately 2”
of the stick forms a handle below the sign.
HOW TO USE THE FACT OR CRAP SIGNS
 Signs replace the Fact or Crap Answer cards. Each player or team receives one sign.
Instead of placing a Fact or Crap Answer card to announce an answer, the player or team
holds up their cards with the correct response facing the Reader. The Reader still
determines which player or team was first to answer.
WINNING THE GAME
 There are two ways to win Fact or Crap.
 The game ends when all tokens from the middle pile are gone. Players then count up
their tokens. The player with the most tokens is the winner, proving they know the most
Fact or Crap!
 In the event that all players but 1 have lost their tokens, the remaining player is deemed
the winner.
 If at any time during the game a player loses all of their tokens, s/he is then out of the
game.
43
Sequence
Difficulty? Hard
Equipment? Game Board 50 Green Marker Chips 35 Red Marker Chips, 104 Sequence Cards
50 Blue marker Chips (When two players or teams are playing, use only blue and green marker
chips. Red chips are used only when there is a third player or third team).
What is it/how to play? A connected series of five of the same colored chip either up or down,
across or diagonally on the playing surface. Object of the game is to have two players or two
teams. One player or team must score two sequences before their opponents. There are printed
chips in the four corners of the game board. All players must use them as though their color
marker chip is in the corner. When using a corner, only four of your marker chips are needed to
complete a Sequence. More than one player may use the same corner as part of a Sequence.
1. Place the game board on a flat surface with enough room around the game board for
placement of the draw deck of cards, marker chips, and discards for each player.
2. For 2 players or two teams: team players must be evenly divided into two teams. Team
members must alternate their physical positions with opponents around playing surface.
3. For 3 players or 3 teams: Team players must divide evenly into three teams. Team
members must alternate their physical positions every third player around the playing
surface.
4. Players cut cards and lowest card deals - Aces are high. The dealer should shuffle the
cards and deal out the same number of cards to each player (see table below for proper
number of cards to be dealt). Be sure all members of a team use the same color marker
chips.
5. TABLE FOR NUMBER OF CARDS DEALT EACH PLAYER:
For 2 players 7 cards each
For 3 players 6 cards each
For 4 players 6 cards each
For 6 players 5 cards each
For 8 players 4 cards each
For 9 players 4 cards each
For 10 players 3 cards each
For 12 players 3 cards each
Rules:
1. Set-up
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Beginning with the player to the left of the dealer and moving in a clockwise direction,
each player selects a card of their choice from their hand and places it face up on a
discard pile (players should start their own discard pile in front of them visible to all other
players) and then places one of their marker chips on the matching card on the game
board. Each card is pictured twice on the game board. Jacks do not appear on the game
board. A player can play on either one of the card spaces as long as it is not already
covered by another marker chip. Once a marker chip has been played, it cannot be
removed by an opponent except when using a one-eyed Jack as explained below.
2. The Jacks
There are 8 Jacks in the card deck. The 4 Jacks with TWO EYES are wild. To play a twoeyed Jack, place it on your discard pile and place one of your marker chips on any open
space on the game board. The 4 jacks with ONE EYE are anti-wild. To play a one-eyed
Jack, place it on your discard pile and remove one marker chip from the game board
belonging to your opponent. That completes your turn. You cannot place one of your
marker chips on that same space during this turn. You cannot remove a marker chip that
is already part of a completed SEQUENCE. Once a SEQUENCE is achieved by a player
or a team, it cannot be broken. You may play either one of the Jacks whenever they work
best for your strategy, during your turn.
3. Dead Card
If you hold a card in your hand which does not have an open space on the game board
because both spaces representing that card are covered by a marker chip, you are holding a
DEAD CARD and you may turn it in for a new card. When it is your turn, place the dead
card on your discard pile, announce that you are turning in a Dead Card and take a
replacement card (one card per turn). You then proceed to play your normal turn.
4. Loss of Card
Once you have taken your turn and placed your marker chip on the game board, you must
take a card from the draw deck. If you fail to take a card before the next player makes a move
AND takes his/her card, you lose the right to take a card and you must finish the game with
less cards than the other players - a disadvantage.
5. Table Talk
There must be no table talk or coaching team members. If a teammate says anything that
alerts a fellow teammate to the fact that they are about to do something that they
shouldn't, every member of that team must forfeit one card of their choice from their
hand placing it on their discard pile. When the draw deck becomes depleted during play,
all discard piles are shuffled together to create a new draw deck.
 Play continues in a clockwise direction until one player or team scores the
required number of SEQUENCES, at which point that player or team wins the
game. If you are playing the game which requires two SEQUENCES to win, you
may use any one of the spaces from your first SEQUENCE as part of your
second.
45
Fibber
Difficulty? Easy
Equipment? Pieces of the board game.
What is it/How to play? Object of the game is to be the player with the shortest nose after all
the noses have been taken.
1. Set up: each player puts on a pair of glasses, the game mat goes into the middle of the
table, put the silver nose on the bigfoot space on the game mat and place all the other
noses around the game mat. Shuffle the cards and deal them out evenly to each player.
The player to the left of the dealer takes the first turn.
2. How to play: if you are first player, start by announcing and discarding bigfoot cards
face down into the discard pile. If you have bigfoot cards you can discard one or more of
them and tell the truth. For example: “I saw two bigfoots.” If you don’t have any bigfoot
cards or you want to get rid of the other cards, you can discard any cards from your hand
and tell a fib, you must discard a card each term. To end your turn move the silver nose to
the next space on the game mat.
 the next player on the left announces and discards Ghost cards. Play continues
clockwise with each player discarding and announcing the next card in order as
show by the silver nose mat.
 Catching a Fibber: any player can call fibber on you if they don’t believe the
cards you’ve just announced are the ones you’re playing.
 If you are fibbing, don’t reveal the cards you just played. You must take the nose
from the table and add it to your glasses then take all the card from the discard
pile and put them in your hand. If you are not fibbing show the cards you just
played to the other players. The player who accused you of fibbing must add a
nose from the table to their glasses, then take all cards from discard pile and add
to their hand.
 To play a wild card: a wild card can be played in the place of other card. Use
this card to confuse your opponents.
 Getting rid of all of your cards: If you get rid of all of the cards in your hand,
you get to remove all of the Noses from your glasses and return them to the table.
Collect and shuffle all cards from all players, then deal them out as in the
beginning of the game. Play continues with the player to your left, starting once
again with Bigfoot.
 Winning the game: the silver nose is the last nose. When the silver nose is
removed from the game mat, the game ends. The player wearing the shortest nose
wins. If there is a tie the player with the fewest cards wins.
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Difficulty? Easy
Equipment? Bingo cards and bingo markers
What is it/How to play? What happens when somebody gets the bingo card pattern? The
customary way to announce that you’ve won is to simply yell BINGO loud enough for the caller
to hear. Once bingo is called someone will come look at your card and verify the bingo. The
floor walker will call out the winning numbers for the caller to verify. If two people call bingo
out at the same time they split the prize!
Common rules
Listen for your numbers or objects to be called and then put a chip on that placement!
 Since no two bingo halls operate exactly the same way, it's a good idea to read the posted
rules thoroughly before the session begins. Be sure to look for special handouts; any extra
printed rules for the night supersede what is posted.

Whatever you do, don't try to alter a bingo card! It's not worth it, and no experienced
bingo manager or caller will fall for it. Many, if not most, halls will be happy to make an
example of anyone caught cheating, prosecuting to the full extent of the law. Play it safe
by following the rules and being honest. Below are some common rules you may
encounter:
 If a player has bingo, it's up to him or her to stop play before the next number is called by
announcing "bingo!" loud enough for the caller to hear. It's important to know that bingo
must be claimed on the most-recent number called. If the caller has already started
announcing the next ball, it's too late to call bingo. Likewise, as soon as the caller closes
the game and drops the balls for the next game, any missed bingos become invalid.
Ways to win is to get five in a row in any direction or four in a corner
47
SkipBo
Difficulty? Easy
Equipment? 144 numbered cards and 18 skipbo cards.
What is it/How to play?
Object is to be the first player to play every card in your stock pile, by playing all of your cards
in numerical order, 1 to 12. For two to six players.
 Beginning play: Shuffle the deck. Each player draws a card. The person with the highest
card is the dealer. The dealer deals 30 cards to each player if there are two to four players.
In five to six player games, each player is dealt 20 cards. These cards are dealt face down
and form each player’s Stock pile. Once all Stock piles have been dealt, each player flips
the top card of their Stock pile right side up and places it on top of the pile. The
remaining cards not dealt are placed face down on the table to form the draw pile.
 Playing area: Each player is going to need room for four Discard piles near their Stock
pile. You will also need room for four Building piles in the center of the table near the
draw pile. These piles are formed as the game progresses—so make sure you leave space
for them.
 Stock Pile: The top card is always face up. Each player has a Stock pile.
 Draw pile: This is the pile in the center of the playing area created with all cards
remaining after Stock piles are dealt
 Building Piles: Building piles are where players build the 1-12 sequences and can only
be started with a 1 or a SKIP-BO (SKIP-BO cards are wild, so it would represent a 1 if
used to start a sequence). Once a pile has the complete 1-12 sequence, remove it from the
playing area and start a new building pile.
 Discard Pile: Each player may form sequences an any of their four discard piles. There is
no limit to the number of cards in the pile, nor is there a restriction on the order. The top
card of your discard piles is available for forming sequences (can be played).
 Playing Skip-Bo: Play begins to the left of the dealer. Draw five cards at the beginning
of your first turn (and back up to five on subsequent turns). You can use a Skip-Bo (wild
card) or a 1 to begin one of the four building piles in the center of the playing area. You
may continue to play cards from your hand onto the building area (1-12 in sequence
only). If you play all five cards in this manner, draw back up to five (this process can
repeat if needed). You may also play the top card from your Stock pile onto a building
piles, and can continue to play from the Stock pile as long as the play is legal. Remember,
you win by running out of your Stock pile, so play from there when you can. Your turn
ends when you can’t or refuse to make a play. Discard one card from your hand onto one
of your four discard piles. You may play the top card of any of your discard piles on any
turn after the first. Play continues clockwise.
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Winning the Game: Choose a point total to play to (500 is recommended to start). The
winner of each round scores 25 points for winning the round and five additional points
per card remaining in each other player Stock pile.
Team Skip-Bo: You can play with partners. In team situations, you can legally play from
your Stock and Discard piles as well as your partners. One catch—your partner can’t talk
during your turn, and you can’t talk during theirs. Instead, you have to give verbal
commands for any necessary actions involving their cards. If the other players catch you
breaking this rule, you must take two cards from the draw pile(without looking at them)
and place them on your stock pile. The round ends when all of the players on a team
reach the end of their stock pile.
Special Rules: If you draw too many cards, shuffle the extra cards into your Stock pile.
If a player draws and plays out of turn and they are caught, undo any action and play
continues as normal until it reaches that players turn. On their actual turn, a penalty is
enforced—they must make their play without drawing from the draw pile. If no one
notices that the player played out of turn, the play is legal and no penalty in enforced.
In team play, anyone on the team can continue to play from the remaining Discard and
Building piles, even if a Stock pile has been depleted.
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Outburst
Difficulty? Easy
Equipment? Scoring peg, outburst cards, card viewer.
What it is/how to play? This is a game of topics. Each card has a topic and ten target answers.
Each card is printed on both sides but only one side is played at a time. Outburst is played into
two teams. Teams should sit together because outburst is a fast paced addictive game. The basic
concept of the game is for you and your team to attempt to guess as many of the target answers
as possible. You receive one point for each target answer you give.
 Divide into two teams. Remove the game components from the box. Each team selects
three pass chips and 1 scoring peg. There are two scoring tracks- one for each team.
Begin by placing a scoring peg at a start. Unwrap the topic cards and lay them in the
main well, fanned from the front to the back.
 One member of each team rolls the two black dice. The team with the highest roll starts
first.
 This game is unfair: it is possible for there to be more than 10 appropriate answers. But
the goal is to match the 10 target answers that are on the topic card. Maybe you’ve got a
great answer but doesn’t count if its not on the card.
 So the person leading picks a topic. If the team does not like that topic they can pass it to
the other team and remove a chip. You cannot pass a topic that was passed to you.
 Now a member of the opposing team places the card with your topic into the card viewer.
When the card is in the viewer the target answers can be seen. The opponent with the
viewer now reads the topic aloud again. The timer turns on and you have one minute.
 Each time one of your team members yells out an answer the scorekeeper announces yes
or no depending on whether the answer is among the target answers on the card. If the
score keeper yells out yes then he also slides the button over next to that answer so that
read appears in the corresponding oval.
 When timer runs out the score keeper yells out how many were answered right and if you
earned bonus points. He takes the total number of points and moves the scoring peg
accordingly. The first team to travel around the track twice and accumulate 60 points
wins.
 After scores are awarded, the buttons are moved back to start position and the card
viewer is passed to other team.
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Trivial Pursuit
Difficulty?
Equipment? Gameboard, 300 questions and answer cards, 2 card holders, 6 scoring tokens, 36
scoring wedges, and 1 die
What is it/How to play? Object of the games is to be the first player to fill all six spaces on
scoring token with different colored wedges by correctly answering questions. Get back to the
center first and answer a final question correctly to win. The dark blue cards are for players aged
14 and older. And light blue for younger. Roll the dice to see who goes first. Highest number
goes first.
1. Roll the die. At the start of the game, move away from the center, along any of the
spokes. When you reach the circular track, you can move in any direction. Plan your
moves carefully so that you land on the space that suits you best.Never retrace your steps
on the same roll of the die. For example, you cannot roll a “5” and move three spaces
clockwise, then two spaces counterclockwise. However, the next time you roll the die,
you can decide to change direction and go the opposite way from your last move.You can
make your way to the other side of the board by cutting across the middle along the
spokes. You can land on the same space as another player. Move always move the full
amount shown on the dice.
2. When you land on a space answer a question. One of the other players picks up the first
card from the front of the deck and reads the question outloud. Each color corresponds
with a category on the board. Answers are on the back of the card. If you answer the
question correctly, roll the die again and take another turn. You can keep rolling and
moving as long as you get the answers right—there’s no limit to the number of turns you
can take in a row.
3. Winning the game: As soon as you have won a scoring wedge of each different color,
start making your way back to the center space and try to land there by exact count. If
you overshoot, keep playing, answering questions in the categories you land on, until you
land on the center. When you get to the center, the other players (without looking at any
cards) decide from which category you will have to answer a final, deciding question. If
you get the answer wrong, leave the center space on your next turn and return later
(landing by exact count) to try again.If you answer the deciding question correctly, you
win the game
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Cranium
Difficulty? Moderate
Equipment? Dice, four box of categories, cards, and board game.
What it is/How to play? Object of the game is to be the first team to move around the board and
into the cranium central then complete the final activity for the win.
1. Divide into two teams of two or more players. If you are a large group you can divide
into many teams as long as each team has at least two players. The game becomes longer
but more fun!
2. Each team chooses a mover and places it on the purple space labeled start.
3. Set out the four card boxes Creative Cat, Word Worm, Star Performer, and Data Head.
4. Set out the die, timer, and tub of cranium clay.
5. Give each team a pen and notepad.
On your turn:
1. In cranium you roll at the end of your turn after you successfully completed an activity.
the color of the space you mover is on matches the color of the category you will play.
2. On your first turn and every time you are on a purple or planet space your team can
choose from any one of the four.
3. Have the team write, draw or act the answer out loud. The team on your right starts the
timer
4. If an all play card is drawn while you are on planet cranium then roll and move onto the
fast track. An all play card passes the game and gives all the teams a chance to compete
at the same time. The first team to shout out the correct answer before time runs out wins
an instant bonus roll.
5. In order to WIN you have to enter cranium central. On your next turn the other teams
collectively choose the card box for your final activity. If your team is unsuccessful you
can try again on your next turn. If you are successful you win!
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Pictureka
Difficulty? Moderate
Equipment? Board game, 100 cards in three colors (red, blue, green), dice, timer, four game
instruction reference cards.
What it is/How to play? This is a very easy game to learn and set up. There are not a lot of
instructions or game pieces. You can unpack the game and be up and playing in less than five
minutes. Players assemble the game board by arranging the nine two-sided game tiles into a
three-by-three grid. The three decks of colored cards each need to be shuffled and placed near
the game board.
One player is chosen to go first and starts the game by rolling the die. Players take turns rolling
the die to determine whether they will pick from the red, blue or green pile of cards. After
selecting a card with the correct color, the player reviews the symbol on the back of the card to
determine if his task is to one of the following:
 Flip a tile on the board
 Rotate a board tile
 Switch the location of two board tiles
The player then takes a specific action based on the color of the card selected:
 Green: the player rolls the die to see how many times he must be able to find a specific
object on the game board in thirty seconds. If he is successful he wins the card. If not he
must discard the card.
 Blue: the specific object of the card is searched for by all players. Whoever finds the
particular item on the game board shouts Pictureka! And wins that card.
 Red: the player announces how many times a specific object on the card must be found.
Players bid on how many times they think they will be able to find the item. The winning
bidder has thirty seconds to find the objects. If he finds the number of objects he bid, he
wins the card.
The object of the game is collect six cards. The game is relatively quick to play. With four
players, the game takes about twenty to thirty minutes to play. Players can decide to shorten the
length of the game before they start playing by only requiring the winner to collect four cards.
Or, players can extend the length of the game by deciding that the object is to collect nine or
twelve cards.
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Winning: The player that is first to collect the required number of cards wins the game.
Mancala
Difficulty? Average
Equipment? Manacala board and 48 marbles/stones
What is it/How to play? Mancala is an ancient family of board games, and there are numerous
variants. This is a version of the basic game, known as two-rank Mancala and also known as
Kalah.
1. The mancala board is made up of two rows of six holes or pits each. If you don’t have a
mancala board handy, an empty egg carton can work.
2. Four pieces (marbles/stones) are placed in each of the twelve holes. The color of the
pieces is irrelevant.
3. Each player has a store to the right side of the Mancala board.
4. The game begins with one player picking up all of the pieces in any one of the holes on
his side.
5. Moving counter clockwise the player deposits one of the stones in each hold until the
stones run out.
6. If you run into your own store you get a free turn and can deposit a stone in it.. If you run
into your opponent’s store, skip it.
7. If the last piece you drop is an empty hole on your side you capture that piece and any
pieces in the hole directly opposite.
8. Always place all captured pieces in your store.
9. The game ends when all six spaces on one side of the mancala board are empty.
10. The player who still has pieces on his side of the board when the game ends captures all
of those pieces.
11. Count all the pieces in each store. The winner is the one with the most pieces.
Tip: plan ahead in mancala so always try to be two or three steps in the future!
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Dominoes
Difficulty? Moderate
Equipment? Dominoes pieces
What is it/How to play? A domino is a small tile that represents the roll of two dice. The tile,
commonly called a bone, is a rectangular with a line down the center. Each end of the tile
contains a number. In the most popular domino set, the double six, the numbers vary from 0-6.
This produces 28 unique tiles.
Dominoes are referred to by the number of dots (or pips) on each end, with the lower number
usually listed first. Thus, a tile with a 2 on one end and a 5 on the other is referred to as a "2-5".
A tile with the same number on both ends is called a "double" (or doublet), so a "6-6" is referred
to as "double-six". A double-six is the "heaviest" domino; a double-blank is the "lightest"
domino value.
Shuffling The Dominoes
Before a game or hand begins, the dominoes must be shuffled, so that no one knows the location
of any given tile. Typically, the tiles are shuffled by turning them all face-down on the table, then
moving them around in a random motion, being careful not to flip over any of the pieces. The
collection of shuffled tiles is called the boneyard.
Beginning A Game
Before a game begins, the players have to determine who has the first move. This happens in one
of two ways: either each of the players choose a domino at random, with first move going to the
player holding the "heavier" domino (these dominoes are returned to the boneyard and
reshuffled), or the players draw their allotted number of tiles (which varies according to the game
being played), and the holder of the "heaviest" domino goes first.
Drawing Tiles
Once the players begin drawing tiles, they are typically placed on-edge before the players, so that
each player can see his own tiles, but none can see the value of other players tiles. Every player
can thus see how many tiles remain in the other players hands at all times during gameplay.
Placing The First Tile
Once all the players have drawn their dominoes, the first player (determined either by the
drawing of lots, or by who holds the heaviest hand) places the first tile on the table. Typically,
this is the double-six. If no one holds the double-six, then the double-five is played, and so on.
Playing Subsequent Tiles
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In most domino games, only the "open" ends of a layout are open for play. An end is open when
it has no other tile connected to it. Often, a double is placed cross-ways in the layout, straddling
the end of the tile that it is connected to. Usually, additional tiles can only be placed agains the
long side of a double. However, the rules of some games consider all four sides of a double to be
open, allowing dominoes to be connected in all four directions.
For example, in the diagram on the right, the first tile played was the 6-6. At this point, a domino
can either be played to the right or left of the 6-6. The second tile placed was a 6-5, to the right of
the 6-6. At this point, the open ends are 5 and 6. The third tile played was a 4-6, to the left of the
initial tile, producing open ends of 4 and 5. The fourth tile was the 5-5, placed vertically. Again,
the open ends are 4 and 5.
At any time, due to space constraints or mere whim, a tile may be connected at a right-angle,
creating an "L" in the layout.
Drawing Tiles
As the turn passes from player to player, if someone cannot make a move, they're going to do
one of two things, based on the game being played. In "block" games (or if there are no tiles left
inthe boneyard), a player must "pass" if he cannot make a move. In a "draw" game, a player can
draw a tile from the boneyard. Depending on the game, he can then either play it (if it fits, and if
the rules allow), pass (if he cannot play the drawn tile), or continue drawing until he can make a
move or the boneyard is empty.
Currently, most rules allow the boneyard to be emptied completely. However, some rules do not
allow the last tow tiles in the boneyard to be removed, and at the end of a game, the winner
receives the value of the tiles in the boneyard.
Ending A Game
A game ends either when a player plays all his tiles, or when a game is blocked. When a player
plays his last time, tradition requires him to say "domino" (when this happens, the other players
are said to have been dominoed. A game is blocked when no player is able to add another tile to
the layout.
When playing a multi-round game, domino games are typically scored by awarding the number
of pips on opposing player's tiles to the winner. Doubles may be counted as one or two (if one, a
6-6 counts as 6; if two, a 6-6 counts as 12), and double-blank may either count as 0 or 14. (These
rule variations must be agreed upon before the game begins!) The player who reaches the target
score (100, 200, or whatever is agreed on among the players), or the player who amasses the
most points is a given number of rounds wins the game.
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