Best Card Games for Adults:
Card Games for Adults:
1. Scrabble (Scribbles) – A word game played with five playing pieces called “cards”.
Players take turns to play their cards down the line from left to right until they have no more cards left. Each player gets one chance at each letter, so if you miss a letter it’s back to the start again!
2. Backgammon (Baccarat) – A board game where players try to knock out other players by making them lose all their money first.
There are many variations of this game, but the basic rules remain the same.
3. Checkers (Chess) – A strategy game where players try to capture or eliminate each other’s pieces before moving theirs into place.
There are many different variations of this game, but the basic rules remain the same.
4. Go Fish (Go Fish) – A popular card game where players attempt to catch fish using a set of rules.
The object is to move your piece across a grid of cards while avoiding those belonging to opponents and other pieces on the board.
5. Cluedo (Clue) – A board game based on the famous British whodunnit book and TV series.
The players take the role of one of the characters in order to find out who killed Mr. Boddy by making creative suggestions as to the culprit’s identity.
6. Jenga (Jounce) – A strategy board game where players take it in turn to remove one block from a tower constructed of 54 blocks.
The person who causes the tower to fall loses the game.
7. Uno (Uno) – A fast-paced card game for four or more players.
The aim of the game is to get rid of all your cards by matching either the number or color of the previous card.
8. Poker (Texas Hold ‘Em) – A card game where players create the best five card hand they can using any combination of their own cards and community cards.
The highest ranking hands win the game.
9. Rummy (Rummy) – A card game where players create sets of cards by matching the rank, suit or both.
The winner is the first person to get rid of all their cards.
10. Bridge (Bridge) – A card game where players get rid of all their cards by forming sets and runs.
Each set must have three or four of the same suit, and each run must be in consecutive suits, from three to Ace. The player who gets rid of their cards first wins.
11. Chess (Checkers) – A strategy board game where players try to capture each other’s pieces and eventually the opponent’s king.
The player that captures all their opponent’s pieces first (or traps their king between two opposing pieces) wins the game.
Best Card Games for Two:
1. War – A game for two players (sometimes more).
Each player chooses one card and reveals it at the same time. The card with the higher value wins.
2. Go Fish – Playable by at least two players.
Each player is dealt out ten cards. The player then asks their opponent for a certain number of cards they need, such as “Please may I have three sevens”, or just “Seven of hearts”.
If the opponent has the card, they must give it. Otherwise the opponent says “Go fish”, and then it is their turn to ask.
3. Crazy Eights – A simple game for two players that can be played with a standard pack of 52 cards.
Each player is dealt out five cards. The player then takes it in turns to discard any number of cards, as long as they are not the first to discard.
Whoever discards the last card wins the game.
4. Twenty-eight – A luck based card game for two players that uses a single pack of 52 cards.
Each player chooses a card, and the one who chooses the card with the higher value starts the game. That person removes all cards of lower value than their own from the pack.
For example if they chose an ace of spades, then all cards ranked two (the next highest suit) of spades are also removed. They then each choose another card, continuing until all cards of the same suit are removed once more. The process repeats with the next highest ranking suit, and so on. If the ace of hearts is chosen first, all the cards of the same suit are removed three times – as the ace is equal to one, two and four of hearts respectively.
If a person ever has just one card left, then that person wins. If both people are left with just the king of hearts, and no other cards remain in the pack, then whoever holds the king of hearts wins.
If both people are holding the king of hearts, then the game is a draw.
5. Egyptian Ratscrews – A simple card game for two players that can be played with a standard pack of 52 cards.
Each player is dealt out five cards, and the object of the game is to avoid forming a losing ‘line’ of cards during play. The player who deals the cards also starts, by placing any card from their hand face up on the table.
Then the player’s partner places a card of the same suit face up on top of it. If both cards are the same suit, then a third card can be placed on the pile as long as it also has the same suit. If not, then the turn goes to the opposing team and they place a card of any suit on top of the growing pile.
The next turn then goes to the team that had previously placed the card of any suit. Then it continues to alternate until a losing line of cards is formed – such as three, four or five of a kind.
The team that forms the losing line automatically loses, and the opposing team wins.
A winning line is one that does not contain more than three cards of the same suit – such as two Kings, two Queens and two Jacks, but not three Kings.
6. The Ship of Theseus – A logic puzzle for two players that can be played with a standard deck of 52 cards.
Each player is dealt out five cards, and the player to the left of the dealer starts the game by placing any card they choose on the table. Then the opposing team’s player places a card of the same suit face up on top of it.
If a card has been placed that is the same suit as the bottom card and it is also the next higher value (such as an eight of clubs on a seven of clubs) then the player places another card of the same suit and the next higher value on top of the growing pile. If not, then play passes to the opposing side and they place a card of any suit. This process repeats until a losing line of cards is formed. The team that forms the losing line automatically loses; however, if neither side can make a winning line then it is called a draw.
The Ship of Theseus Paradox is a thought experiment in philosophy about the nature of time and change. The paradox consists of two related statements, which both claim to describe an impossible scenario.
The first statement is known as “The Ship of Theseus I”, and describes a ship, which over time has its planks gradually replaced one by one.
After all the original planks have been replaced, is it still the same ship?
Most people would answer that it is still the same ship after all the original planks have been replaced. The second statement is known as “The Ship of Theseus II” and describes the case where every plank is removed from the ship, with the exception of a single plank that forms part of the ship’s keel. That single plank is then replaced.
Is it now the same ship?
Most people would answer that it is still the same ship. The paradox is that when “The Ship of Theseus I” is applied to the ship in “The Ship of Theseus II”, the two statements lead to opposing conclusions.
The Counting Game: A Logic Puzzle for 2-4 Players
One of the games you play with your younger cousins, this game is more mathematical than logical, although a good memory helps.
To start, one person thinks of a number between 1 and 10, and then asks the question “Is it odd?” If the answer is yes, they ask “Is it an odd number between 1 and 100?”
The questioning continues with “Is it an odd number between 1 and 1,000?” and then “Is it an odd number between 1 and 10,000?”
Finally, they ask “Is it an odd number between 1 and 100,000?”
. Now, each of the other players secretly thinks of a number between 1 and 100,000. Each player then writes down a guess and shows it to the player who thought of the number. That person then announces which players are correct. For example, if the number was 9, player A would say “only [him/herself] is right”, B would say “only [him/herself] is right”, C would say “Both A and B are right” and D would say “None of the above”. You win when you and all your friends know how to play.
5. Sequence (Seq) – A memory game for 3-5 players.
The players sit in a circle. One player begins by looking at the colours of the clothes of each player and saying, for example, “Blue, blue, red”, indicating that Player 1 is wearing blue clothes, Player 2 is wearing blue clothes as well while Player 3 is wearing red clothes. The player can then ask any question they like before the next person answers with “yes” or “no” and the question has to be asked consecutively around the circle. After they answer, that person then becomes the “asker”.
The game goes on until a player gets two wrong in a row or repeats a colour combination. The winner is the last person to get two wrong in a row or repeat a colour combination.
6. Phase (Phs) – A math game for 3-5 players.
All you need is something to write with and something to write on. This game requires the players to be attentive and fast as they are going to have to make quick calculations in their heads.
Each player is given a piece of paper and a pencil and the first number is written down, with the catch being that the numbers increase by two. So for example, if the first number is one, the next number would be three; If the first number is four, the next number would be six, and so on.
The players have to add up each number in the sequence, and whatever that number is, that is the number they write down as their answer. The first person to fill up their piece of paper wins.
7. Pick Up Sticks (Pks) – This game involves a few sticks and a group of people.
The first person picks up one stick, then the next person picks up two sticks and so on until all the sticks are picked up.
The game begins with a pile of “x” number of sticks, where the general rule in this game is that you must pick up one more stick than the person before you picked up.
For example, if at any given time there are eleven sticks, the first person picks up one stick, the second person picks up two sticks and so on until all the sticks are gone.
8. Hiding (Hdy) – A game for any number of people.
Everyone gets a piece of paper and a pencil. Then, everyone closes their eyes while the hider hides.
The hider then tells everyone else to open their eyes before they count to thirty. Once everyone has opened their eyes, the hider says “Ready or not, here I come!”
The hider then attempts to find all the people. If they succeed, everyone else has to stay still while the hider counts to thirty.
If the hider doesn’t find everyone by the time they reach thirty, everyone else can move around and try to escape the hider. The hider can then try again to find everyone or make them stay still.
9. Cooperative Fishing (Cf) – A game for four people (though more can play if you have enough fishing rods and people to fish them).
Fill up the pond using a hose and make sure there are plenty of fish inside. At the edge of the pond, place a tree branch sticking out over the water.
Attach a rope to the tree branch and tie it to a sturdy stick at the edge of the pond. Make sure that everyone has a turn at holding onto the stick, so that no one is left out.
Then divide everyone into pairs and give everyone a fishing pole. Everyone will play at the same time, though it helps if someone calls the outcome of each person’s cast out loud so that everyone knows who catches a fish and who doesn’t.
The pair who catches a fish then becomes a new fisher while the person holding the stick and the one pouring the fish onto the tree branch become fishers’ helpers. The person pouring the fish can either sit down and rest while their partner pours fish, or they can stand and pour fish for two people.
The fishers’ helpers can either sit down and rest while their partner fishes or become fishers if no one is available to help pour fish.
The game ends when everyone has had a turn at being a fisher and no one catches any more fish. Count up how many fish each team caught and that’s the winner.
10. Warrior (Wrw) – Find a long rope and two trees far enough apart for everyone to have enough room to swing their arms without hitting the tree.
Tie the rope between the two trees, making sure that it is taut. Each player holds onto the rope with both hands and takes up their stance at “go.” On “go,” everyone swings across the line and tries to knock everyone else off balance. The last one remaining on the line is the winner.
Everyone should have their own jump rope. Using two jump ropes gets confusing.
Everyone should have a turn being the leader and everyone should switch jumping in front at least once during each game.
No talking while jumping. Wait until you are off the rope to talk.
This promotes listening skills and lets everyone have a turn talking.
You can play without jumps and just have a competition to see who can go around the most times without falling off, or you can do both.
“I’ll jump with you!” Melia said.
“Alright, everyone find a partner,” Dad said.
While you were picking out a good stick, other kids had already made their choices.
Do you want to trade sticks?”
you ask Melia.
She nods and you both exchange sticks. Hers is longer and thinner.
You hold your stick up to hers; it’s stronger but shorter. Each person has their own preference.
“I’ll count us off and then we can start,” Dad says.
You both decide to start out with a simple underhand lob—it’s easy to catch on the first try.
Do you want to do the honors of throwing it, or shall I?”
Melia asks, standing in front of you.
“I will,” you answer, walking a few paces back.
The best way to throw a skipping stone is like throwing a hammer. You bend your knees and pull the stone back with one hand, almost over your shoulder.
Then, wind up and flick your wrist forward. Your stone soars through the sky and lands just past the one-third mark.
“My turn!” Melia says, bouncing on her toes.
She throws her stone and it lands right in the middle of the water—a perfect bull’s-eye. You try to land your stone closer to the center, but you miss and it falls short, just skimming the water’s surface.
“One more each,” you say.
You throw another and it lands a little worse for wear after hitting a rock.
Melia holds her stone in her hand, turning it over a bit before winding up and flicking her wrist. Her stone sails through the air, right on target.
It lands just a hair closer to the center.
“Wow, that was close,” you say.
You pick your stone up off the ground. It’s still in one piece, so you gently drop it from a little higher than your head.
It falls through the air and lands with a thud in the dirt.
“I think I need a new stone,” you say.
You walk around and find a good, round stone.
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