"Help find a missing child"
"Call 1-800-THE-LOST if you've seen this child"
"We support the work of the National Center for Missing and Exploited Children"

National Center for Missing and Exploited Children


Card Games

Unless otherwise indicated, all games are played with the regular "cut" rules...To
determine dealer, everyone cuts for the deal, highest card wins. Deal is always to the
left, and a cut must be offered to the player to your right. Ace=11(or one, when
indicated) is high, unless otherwise indicated...and king, queen, jack, ten=10 points.
All the rest of the cards are face value.


Five cards are dealt to each player. The dealer turns up his/her 5th card, which
becomes the trump card. Each player assesses their cards. Keeping trump cards and
discarding the others. Some people prefer to keep aces of other suits, but this is not
required. The dealer then replaces the same number of discarded cards to each
player to equal 5. Each player now has 5 cards. and the dealer picks up the trump
card which was face up, and play begins. The player to the right of the dealer leads.
He or she may not lead a trump card first unless the hand is all trumps or a "sure"
thing...IE..Ace, King, Queen. Everyone must follow suit. If you do not follow suit
you must trump the trick and attempt to take it. The object of the game, of course,
is to take the most tricks.
If a player doesn't take any tricks that is a Bourre'And therefore would be out.

Players are two. Point value=ace is one point. each card from 2-10 is the face value.
face cards in effect have no point value, since they must only be paired. The 2 of
spades=1 point, 10 of diamonds=2 points, aces=1 point. Most cards recieves 3 points,
and most spades= 1 point. Total points=11. If a "sweep" is taken that is one point
per sweep.(sweeps occur when the player clears the board with his trick)
Deal begins with dealer giving 2 cards to his opponent, two cards face up, two cards
to himself, and then repeats this so that each has 4 cards, and 4 cards turned up.
Playing=Each turn one card must be played. He may simply lay it face up on the
table; this is called trailing. But he seeks when possible to TAKE cards in. The
object of play is to capture cards from the table in order to score points.
Each player stacks his captured cards face down in front of him. Cards remaining
on the table after the last card is played go to the player who has taken the last trick.
PAIRING= The simplest way of taking cards is to pair them. As card from the hand
may be used to take another of the same rank on the table. This is the only way in
which face cards may be taken, but applies to all cards. All other cards may be
taken in 2,3,4 at a time.
COMBINING= 2 or more cards on the table may be taken by a card from the hand
that is equal to their total point value. For example..6+3=9 and so on..OR
5+4+ace=10.. Two or more combinations may be taken with the same card thus
6+4=10 and 7+3 = 10 and may all be take with the same 10 as long as the card you
are adding up to is held in the hand. BUILDING= To lay the card from the hand
upon a card on the table, and making a combination equal in total to another card
in the hand. Having made a build, a player may not trail at his next turn. He must
take it in, or duplicate it, or increase it, or leave it temporarily while he takes other
A player may capture another players build if he has the appropriate card. The
builder must state the amount of the build. A player may increase the total of a
build and so chnage the rank of card needed for it's capture.
Winning the game= the first player to reach a total of 21 points(which may take
several hands) If the cards are evenly split there is no points for cards.

Card Tricks
Vanishing Card
Performer shows a pack of cards in a case. He seemingly withdraws the deck, announces he will magically make a card leave the deck invisible. He requests that five cards be drawn. these cards are placed face down on the table so no one can see them. Performer now picks them up and asks someone in the audience to write down their names as he calls them off. after the cards are listed, he puts them in the deck. Someone now looks through the deck attempting to find the five selected. Only four are found in the deck! The performer now opens the case the cards came in...the missing card is found to have left the pack and gone back to the case.

Explaination When performer withdrew pack from the case, all he did was to leave one card in it, secretly knowing its suit and domination (number). When performer reads the names of the five cards, in place of one of the card which has been secretly left in the case.
Reverse the card!
Start by putting one card face up on the bottom of a face down deck. Fan the cards and have a card chosen and memorized by a spectator. while he is looking at his card, turn the entire deck over. This will show a face down card on top of a faceup deck which will look as if the cards are all face down. square up the deck and have the spectator put his card face down anywhere in the middle of the deck. Be careful not to move the top card and expose the faceup cards underneath. quickly put the cards behind your back and turn the top card back over. bring the deck out again. show the spectator that his card has magically turned faceup in the center of a face down deck.

If you practice, you can find other ways of turning the card over besides putting it behind your back. one way is to start the trick standing up. after the card has been put back into the deck, drop your left hand (with the deck in it) to the side of your body. with your thumb, push the top upside-down card to the right as if you were going to deal it. brush the deck downward against your leg. the top card will hit your leg and flip over. practice this until you can do it quickly. you will need to do some misdirection to call attention away from this move. ( have someone spill a drink, sneeze, etc.) or you may prefer to do the behind the back move. either way the trick is very confusing to the spectator.



Charades is believed to have originated in France in the eighteenth century. By the early nineteen hundreds a mutation known as Acted Charades appeared in England. Despite the constant efforts of medical practitioners and social scientists to eradicate The Game, it has lived on, in one form or another to the present day.


The object of the game is for one team to discover as many charades as possible in a given number of rounds in the least amount of time.

What you will need to play:
1.A stopwatch or other timing device
2.A notepad and pencil for scorekeeping 3.Charade slips with the name of the charade to be acted out.
4.Two containers for the slips

1.Fold Charade slips to hide their contents and divide into the two containers (one for each team).
2.Divide your guests into two teams.
3.Instruct each team to choose a captain. 4.Select a neutral time- and scorekeeper or pick the most trustworthy person on each team to take turns
5.Agree upon the number of rounds to be played. Two or three turns per player might be a wise number for a game.
6.Review conventional gestures and hand signals and invent any others you deem appropriate.

To Play

1.Captain of Team A draws Charade slip from Team A basket and hands it to first player on Team B.
2.When player opens the slip, Timekeeper notes time and says, "Start". Team B then has precisely three minutes to determine the Charade. When the Charade is discovered, the time is recorded. If the Charade is not learned in the three minutes, the timekeeper announces, "Halt", and records a time of three minutes.
3.Second half of round begins with captain of Team B giving a Charade slip to first Team A player, and so on until all rounds have been played or until players revolt.

Gestures & Signals

To indicate categories:

Stand erect and pose like the person you are imitating.
•Movie Title - Shade eyes with one hand and pretend to crank an old movie camera with the other.
•Music and Songs - Pretend to sing.
•Quote or Phrase - Make little quotation marks in the air with your fingers.

To indicate other factors:

•Number of words: Hold up like number of fingers.
•Word you're working on: Hold up like number of fingers.
•Individual syllable, (if you must): Lay the number of fingers across your forearm. •Length of word: Make little or big sign like you're measuring a fish.
•"Sounds like": Cup one hand behind an ear. •"Longer version of...": Pretend to stretch a piece of elastic .
•Anything else: Invent whatever makes the most sense, and have fun.
For example:
You might choose to act out Lucille Ball, Dick van Dyke, Elvis...
You might choose to act out a family member, or friend,teacher.
You can choose to act out animals, or phrases, plants or food.
The possibilites are endless!

Backgammon anyone?
Domino Terms and Language Bones, Tiles, or Stones The actual playing pieces. While Dominoes is the name of the game, referring to a playing piece as a domino is not strictly correct. Blank An end of a tile which contains no pips or spots. Doublet or Double A tile which contains the same number of pips at both ends. Double Sixes The highest ranking tile in a 28 tile set. Also, the name of such a set. Double Nines The highest ranking tile in a 55 tile set. Also, the name of such a set. Double Twelves The highest ranking tile in a 91 tile set. Also, the name of such a set. Shuffle To mix the bones while they are turned face down on the table. Draw To pick the bones for your hand out of a central pile or the boneyard. Bone pile or Boneyard Spare bones left after the draw that may be used as a draw pile in some games. Heavier A bone with more spots on it is said to be heavier than another bone with fewer spots. Lighter A bone with fewer spots on it is said to be lighter than another bone with more spots. Block Games The goal of these games is to play all of your bones or block all your opponents from playing any of their bones. The sniff game Sniff is one of the best domino games. Especially when played by two. It is more a game of skill than the standard draw-game. It has great similarity to Muggins, and many regard them as the same game. Number of players The game is for 2, 3 or 4 players. It is best played with two players, but adapts well to three or four players. Materials One domino game with bones 0-6. Object of the game The first player to score 200 or more points wins the game. For three or four players play to a total of 100 points, to be agreed in advance. The deal All bones are shuffled face down. Both players receives 7 bones if there are two players. With three or four players, each gets five bones. The starting player is decided by lot. To start one player lays down one stone in the middle. This may but needs not be a doublet. The turn then rotates to his left. The rules 1.All bones played must be played to a free end and must match numbers.
2.The layout has two open ends at the start.
3.As soon as the first double is played, this becomes the sniff. Play is continued from all four sides of the sniff.
4.If a player can not legally play a bone, he must draw from the boneyard untill he can.
5.Doublets are placed crosswise as usual. 6.A player scores points if the open ends are a multiple of five. For example, if player A starts with: 3-5 and player B continues with 5-2, the result is: 3-5 5-2 and player B scores 3+2=5 points. If player A adds 3-3 and player B adds 2-2, the result is: 3-3 3-5 5-2 2-2 and player B scores 3+3+2+2=10 points. The end The game ends when one player goes domino (plays his last bone) or when all players have consecutively passed. The player who dominoes or, if everyone passed, the player with the least number of spots, scores points equal to the number of spots on the stones in the hands of all other players, rounded to the nearest multiple of five.




Play solitare on line Free!


Learn to play bridge!
A great site w/ lots of links.

Weblibs! Remember the old Mad Libs
game? This is Weblibs! Riddler!
A super games site!
Background provided by:
Rosie's Backgrounds