This action might not be possible to undo. Are you sure you want to continue?

BooksAudiobooksComicsSheet Music### Categories

### Categories

### Categories

Editors' Picks Books

Hand-picked favorites from

our editors

our editors

Editors' Picks Audiobooks

Hand-picked favorites from

our editors

our editors

Editors' Picks Comics

Hand-picked favorites from

our editors

our editors

Editors' Picks Sheet Music

Hand-picked favorites from

our editors

our editors

Top Books

What's trending, bestsellers,

award-winners & more

award-winners & more

Top Audiobooks

What's trending, bestsellers,

award-winners & more

award-winners & more

Top Comics

What's trending, bestsellers,

award-winners & more

award-winners & more

Top Sheet Music

What's trending, bestsellers,

award-winners & more

award-winners & more

Welcome to Scribd! Start your free trial and access books, documents and more.Find out more

Pig

Materials: At least two players, a six-sided die, paper for score-keeping and a pen or pencil. How to play: Players take turns rolling the die. A player can keep rolling during his or her turn until a one is rolled, or a decision is made to hold. Players need to keep up with what numbers they roll, because if they hold before rolling a one, they will receive all of those points. If a one is rolled, that player's turn ends, and he or she receives no points. If a player decides to hold, that player will receive all the points he or she accrued during his or her turn. The first person who gets to 100 points is the winner.

Oink!

Players: 2-4 Materials: Six 6-sided dice (dots or numerals), pencil & paper. Object of the Game: To be the first person to score 500 points (or 1000 points for a longer game) Youngest player goes first. On a turn, player rolls all six dice, removing at least one 5 or 1 that was rolled. As long as the player rolls scoring dice, the player can continue rolling. After each roll, the player must decide whether to continue or stop. Once the player stops, points are recorded and cannot be lost. BUT, if a player chooses to roll again with the remaining dice and does NOT roll any scoring dice, the player loses any points earned on that turn and play passes to the next player. Bonuses are scored when three of the same dice are rolled in one roll. Points are according to the rules on the next page. Special scoring: If a player uses all the dice, all six dice may be picked up and rolled again, continuing the score from where it was. When a player scores 500 or more points and ends his/her turn, all other players get one more turn. The player with the most points wins the game!

**Scoring for Oink!
**

10 points 5 points 30 points 20 points 30 points 40 points 50 points 60 points

Farkel

This game may be purchased in many different versions at local ly-owned toy stores

OJBECT To be the first to earn over 10,000 points. (5000 for

a short game)

START All players roll one die, high die goes first. (Winner of previous game goes first otherwise). GAME PLAY You must have 500 points to open. (Could skip this rule) Roll all six dice. Hold the dice that are worth points (keep only the dice you want to keep, but you must keep at least one die worth points to continue rolling). Roll the remaining dice. Continue this until your roll results in no die worth any points ("FARKEL") or you decide not to roll further. If you score with all six dice then you get to roll all six dice again, adding the score of the previous roll to the new roll. You cannot combine scores from different rolls to make a larger roll score. For example, if a 5 is thrown in the first roll and removed from the active dice as a score of 50, and then 2 more 5's are rolled in the next turn, the player can't make this a triple and score 500. The score at this point would be 150. Triples and straights must be rolled in one roll. When a player is finished with their turn, the next player has the option of using the previous players points by rolling however many dice were not used by the previous player. If a 1 or a 5 is rolled, the player can use the previous players points and continue their turn until they "farkel" or decide to stop.

Example: Player One scores 1850 points and decides to stop without rolling 3 remaining dice. Player Two then has the option of resetting the score and simply rolling all six dice like normal or rolling those 3 remaining dice for the 1850 points plus whatever the dice score. If a farkel is rolled, that players turn is over. If points are scored, Player Two uses the Player One’s points (1850 pts) plus whatever they roll and may continue rolling or stop and keep their score. The next player may use however many dice Player Two did not use, and the score continues to grow until someone "farkels" or starts their turn over. WINNING THE GAME: When a player reaches more than 10,000 points, all other players get one more turn to try to beat the player’s score. Highest score past 10,000 wins!

Scoring: = 100 = 50 = 300 = 200 = 300 = 400 = 500 = 600 2 triplets = 1000 3 pairs = 1500 Straight (1-6) = 1500 4 of a kind = 1000 5 of a kind = 2000 6 of a kind = 3000

Cross Out

Players: 2 Object of the Game: To be the first person to cross out all of the numbers, 1 through 10. Materials: Two 6-sided dice, scrap paper, pencil How to Play: Write the numbers 1, 2, 3, 4, 5, 6, 7, 8, 9, and 10 on a scrap sheet of paper:

On each turn, a player… A) Rolls the dice B) Finds the sum (+) or difference (-) of the two numbers C) Checks the game sheet to see if either the sum or difference can be crossed out on the player’s game sheet. If both numbers have already been crossed off, the player’s turn ends. Otherwise, the player chooses either the sum or difference to cross off the game sheet. The turn is then over. The first person to cross out all numbers from his/ her game sheet is the winner!

1 2 3 4 5 6 7 8 9 10

Each player rolls one die. Highest number rolled goes first.

Pyramid 10

Players: 1 Object of the Game: To group together cards whose sum equals 10. Materials: A deck of cards with face cards removed. (Aces = 1) How to Play: Deal out a pyramid of cards, face up, that looks like this:

The remainder of the cards are placed below the pyramid to form a draw pile. To begin the game, look for two or more cards that can be put together to make 10 on the bottom row. Only cards that are completely uncovered can be used. When a set is made, pick them up off the pyramid and set them to the side. If no sets can be made, the top card of the draw pile is turned over onto the discard pile. It can then be used to form sets of 10. If it cannot be used, another card is drawn and placed on top of the discard pile. Whenever a card is played, the card remaining on the top of the discard pile can be used to make 10s. The game is won if the entire pyramid is cleared before all cards from the draw pile are turned over and no more sets of 10 can be made. Winning doesn’t happen too often. Challenge yourself to see how few cards can be left in the discard pile!

Face Down Draw pile

Face Up Discard pile

Gold War

Number of Players: 2 - 3 (or teams of two) Materials: A deck of cards with face cards removed (Aces = 1) 2 six-sided dice How to Play: 1. Deal out 15 cards to each player. Players may display their cards face up, if they prefer. 2. One player rolls the die. All players try to find 2 or more cards in their hand whose sum is equal to the sum of the two dice rolled. 3. If a match is made, the player discards the cards. If no match is made, the player must draw until a match can be made. 4. The game is over when all cards have been drawn or when one player uses all the cards in his/her hand. The player with the fewest cards left, wins.

Addition Top-It

Players: 2-3 Materials: A set of playing cards with numbers 1-10 (remove face cards) How to Play: Shuffle cards. One player turns over two cards and says their sum. The next player turns over two cards and says their sum. The player with the highest sum takes all the cards. Tie: If there is a tie, each player draws 1 more card and adds it to his/her sum. Play ends when there are not enough cards left for each player to have another turn. Players then count their cards. The winner is the player with the most cards! Variations: Play with dice instead of cards for children who are not yet ready to add two numerals together. Could also play with one dot die and one playing card.

Spit!

Spit is a card game for two players in which the aim is to get rid of your cards as fast possible. The players do not take turns physical speed and alertness are required to play faster than your opponent. On each deal, by being first to play all your stock pile cards you can reduce the number of cards you have in the next deal. By being successful for several deals you can eventually get rid of all your cards, thereby winning the game. Layout: Each player now deals a layout consisting of five stock piles in a row. The first stock pile has 1 card, the second 2 ... the fifth 5. Deal these piles face down and then turn the top card of each stock pile face up (or deal them that way in the first place). That leaves a pile of 11 cards in each player's hand, where they must stay! These are the spit cards, and the players should not look at them. Play: After both players acknowledge readiness, both shout "spit" while turning over the top card in their hand (their first spit card). These two cards are placed side by side between the players' stock piles. These two cards and the cards that will be played on top of them are the spit piles. The full layout should now look something like this:

The players now play simultaneously as fast as they want. The object is to get rid of all the cards in your stock piles onto the spit piles. Using only one hand, and moving only one card at a time, you can either: 1. play the face up card from the top of one of your stock piles onto either spit pile. To play a card on a spit pile it has to be next in sequence up or down. Suit and color do not matter. Cards can turn the corner - for example on an ace you can play a two or a king; 2. if one (or more) of your stock piles has its top card facedown, turn the top card of such a pile face-up; 3. move a face up card from the top of a stock pile into an empty stock pile space if there is one - note that you can never have have more than five stock piles.

Example: In the diagram, player A can play the ace or the three, and then turn up the next card in that stock pile. Playing the 3 is inadvisable as it would allow player B to play the 4. Player B can play the 8 and then it is a race as to whether B manages to play the 9 before A can play 7. A card counts as played as soon as it touches the pile or space onto which it is to be placed. A played card cannot be retracted and as soon as it is played the opponent is entitled to play on it. If a position is reached where neither player can play (i.e. none of the exposed stock pile cards can be played to either of the spit piles and it is not possible to turn up another stockpile card after moving cards into spaces if necessary) then both players shout "spit" again, and each turns up their next spit card and places it on top of the spit pile they started. Play then continues as before. If neither player can play and one player has no spit cards left, then the other player spits alone on only one spit pile. The player can choose either pile, but having chosen, must continue to spit on that pile whenever no play is possible until one player runs out of stock cards. New Layout: A new layout is dealt when either one of the players manages to get rid of all their stock pile cards, or the play becomes blocked when both players run out of spit cards, but both players still have cards in their stock piles. In either of these cases, both players choose a spit pile by slapping it with their hand - normally both players will try to slap whichever pile they think is smaller. If the two players choose different piles, each player takes the pile they chose; if both

choose the same pile, the player who gets there first (i.e. whose hand is underneath) takes the chosen pile and the other player takes the other pile. Both players add any spit cards and stock cards remaining on their side to the spit pile they took, shuffle their cards well, and deal new layouts as before from the cards they have. One player will probably have more spit cards left in in their face down pile than the other. When ready, both players shout "spit" and play continues as before. If one player has fewer than 15 cards, that player will not be able to deal a complete set of stock piles. In this case the player deals the cards into five stock piles as far as they will go, and turns over the top card of each. However, such a player can no longer spit, so there will only be one spit pile, started by the other player.

End of Game: When playing with only one spit pile, the first player to get rid of their stock cards does not take any cards from the centre; the other player takes the single spit pile and the unplayed stock pile cards. When playing with only one spit pile, if the player with no spit cards in hand also gets rid of their layout cards first, then that player has no cards left at all and has won the game.

Are you sure?

This action might not be possible to undo. Are you sure you want to continue?

We've moved you to where you read on your other device.

Get the full title to continue

Get the full title to continue listening from where you left off, or restart the preview.

scribd