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Card games

These simple card games can be learned quickly and allow variety and games in the breaks, as a solution to “boredom” or simply to bridge a gap in the program.

  1. Mau-Mau

    With a standard 32 card set, between 2 and 6 players can play this game. Everyone receives 5 cards. A card from the pile of remaining cards is revealed. The player who begins tries to get rid of one of his cards by playing a card with the same suit (hearts, clubs, spades or diamonds) or a card with the same value (e.g. 7 or a king etc.) as the card on the pile. Them it is the next players turn, who also tries to get rid of a card.

    If a player only has one card left in his hand, he says Mau. If he manages to get rid of his last card in the next round, he says Mau-Mau. The rest of the players then count up their minus points. Cards with a number are counted with their face values and a duke =2, queen=3, king=4 and an ace =11 points.

    The following rules should be followed in this game:
    If player cannot play and has a duke, he can play the duke and choose a suit.

    If a player cannot play a card at all, he must take a card from the middle pile. If this card is cannot not be played, it is the next players turn.

    If a 7 is played, the next player must pick up two extra cards.

    If an 8 is played, the next player misses a go (must sit out).

    Option: If an ace is played, the direction of play changes.

    If the last card played is a duke, the rest of the players minus points are doubled.

  2. Fiddling

    A standard pack of cards is used. The game is ideally suitable for 3 to 5 players. Each player receives 5 cards. One card is turned over from the pile of remaining cards and is the trump colour. The player with the highest card starts and plays one card. Then it is the next player’s turn. With cards of the same colour, the highest value wins. Trump cards always win. If a player cannot trump or play a card with the same colour as the first player’s card, he throws any card in. The winning player in the round collects the cards (either the highest colour, or the highest trump).

    The winner of the round is the first to take the top card from the pile in the middle, followed by the other players in turn. The next round is started off by the player who won the last round. The game is over when all of the cards have been played. The winner is the player who made the most wins with the most points.

    The following rules apply:
    A player can swap the uncovered trump card for a 7 in the trump colour. If an ace or a king is played in the same colour, the player receives 20 points. If the two cards are played in the trump colour, 40 points are awarded. The player must have already have won one round to be able to make a claim for the points. A new claim is not possible if the cards have the same colour as the last claim.

  3. Cheating

    Cheating is allowed in this game. A pack of 32 cards is handed out. The player with the 7 of hearts starts. He lays down the 7 hearts face up and looks at his cards to see if he has the 8 of hearts, 9 of hearts etc. which he can play. Whoever has the starter card is allowed to play it face down. After hearts the other suits are played in order. The goal is to be the first to get rid of all the cards, however you can simply lay down a different card. If one of the other players believes that you have cheated and named a card which you didn’t have, he says „cheated“. The game is interrupted. The card on the top is turned over. If they have really cheated, the player must collect all cards in the middle. If he did not cheat, the player who accused him must take the cards.

  1. Trump games

    Simple trump games (cars, airplanes ...) are always popular among the children and should never be missing from a kit for long journeys in the bus.

  2. UNO-run

    I have named this game “Uno Run” and it can be played both indoors and outdoors. You need one normal Uno-card game for a group of at least 5 players and 3-5 starting cards. There are no special rules such as “throwing in”, “collecting cards” or “card swaps” rather there are just normal rules.

    A second table should be set up approx 10 -30m away as an action station, with a dice and A variety of objects.

    If an Uno player can’t put down a card, he has to walk without his hand cards (they should be left face down hidden from view on the table) to the action station. Once he reaches this he needs to roll the dice whilst being supervised by on of the staff. Every number on the dice is associated with a particular action (e.g. 1 = no task, 2= eat a biscuit and whistle 3= 10 push-ups, 4 = drink a glass of water etc.)

    In the mean time, the other players continue to play at the Uno table. Players missing i.e. at the action station, generously receive a card on their pile of cards, for every round in which they are missing or they have to endure actions + 2 or +4 without resistance. Hence anticipation and action are provided!
    (Sent in by Marc Reed)

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