Monday, April 28, 2008

Super Golf

Players: 3+
Time: 10-15 minutes.
Equipment: 1 wiffle golf ball per person, and 1 iron club per person.
Goal: Smallest number of strokes to each hole.

  • Super easy. Pick a starting point (like this patch of grass) and pick and ending point (like, hit the window of that car down the road). Then you just take turns hitting your ball as in normal golf, and whoever hits the target in the least number of strokes wins.
  • The winner gets to choose and starting and ending point for the next round.
  • Its really a fun game, you can go wild with it and make targets like the neighbors lawn, or the top of the tramp, or has to hit the roof, etc.
  • And if you want to get really elaborate, you can say stuff like, "around the house, over the car, and into the neighbors mailbox".
  • Go crazy!

Guns and Shields

Players: 3+
Time: 10-15 minutes.
Equipment: Your hands.
Goal: Be the last person alive.

  • Kind of a rock/paper/scissors game with a little twist to it that makes it very fun, especially in large groups.
  • Gun shots are made by making a gun sign with both your hands and pointing them at someone.
  • Reloading is done by holding your gun hands straight up.Shields are made by crossing your arms across your chest.
  • To play the game, everyone hits their legs with their fists twice and then does one of the 3 signs explained above in unison.
  • You CANNOT shoot if you have not reloaded your guns. So the first sign is generally a "reloading" sign by the entire group. Then things get really messy.
  • At this point, you are trying to kill your opponent(s). This is done by shooting them while they aren't shielding themselves, in other words while they are reloading or shooting someone else.
  • Every time you shoot, you must take a turn and reload before you can shoot again. If your not shooting or reloading, you should always be shielding yourself.
  • If you get 5+ people playing, it gets very fun trying to shoot others who are shooting others or who are reloading from having shot at others. In a group this size, you must call out when you have shot someone so that they know they are dead as they are usually watching someone else.
  • Yes, it is possible for 2 people to shoot each other at the same time.
  • And keep the game moving, hit your legs twice, then do the sign, then hit your legs again immediately without stopping.
  • As the game progresses it tends to get faster and faster until its pure chaos with bullets flying everywhere.

Reverse Soccer Shootout

Players: 3+
Time: 10-20 minutes.
Equipment: Goal and ball (usually a soccer ball).
Goal: Be the first to 10 points as the goalie.

  • A player starts off as the goalie.
  • The remaining players take turns attempting to score.
  • If a player does not score, the goalie gets 1 point. Even if the ball goes to the side or too high or hits a pole, it doesnt matter.
  • If a player scores, the goalie keeps his accumulated points, but now he must switch with the person who just scored, who now becomes goalie and the former goalie gets in the back of the line of the kickers.
  • This continues until someone gets 10 points as a goalie.


Players: 4+
Time: 15-30 minutes.Equipment:
Equipment: A deck of cards with 4 suits or colors.
Goal: Get rid of all your cards.

  • We usually use Rook cards cause they are colored cards. But you could just as easily use playing cards and go by suit instead of color.
  • The group must decide on a different sign for each of the 4 colors of cards. For example, the Yellow sign could be your right hand on top of your head. The Black sign could be folding your arms. The Red sign could be putting your hands on your shoulders, etc.
  • Everyone should have an equal number of cards.
  • Place your cards face down in front of you. Each player takes turns turning their top card over and placing it in the middle. This part should move pretty fast.
  • If ever 2 of the same color (or suit) show up in a row, everyone in the group must make the sign for that color. (at this point arms and legs go flying all over the place as players are trying to remember what sign goes with which color).
  • The last person to make the correct sign gets all the cards in the middle.

Crazy Kickball

Players: 7+
Time: 30-60 minutes.
Equipment: 4 bases, a kickball, and room to play
Goal: Played like normal kickball - with a few exceptions...

  • So its basically like normal baseball, except you kick the ball, usually a big big ball you get at the supermarket. Normal baseball rules apply with a few exceptions.
  • You can throw/kick the ball at runners to get them out.
  • Runners can run/steal bases at any time.
  • Anytime a fly ball is caught, the running-direction of the bases switches. So normally you would run to first, second, third, and then home. But if someone catches a fly ball, it switches directions, and play now goes to third, second, first, then home. So the next batter would kick the ball, the head towards third. Yes, its very confusing, and very fun.
  • Lets say you are on third ready to go home. The next kick is a fly ball that is caught. You now must run the other way (so its as if you were on first now).
  • We also generally play workup. Meaning we have 3 batters, a pitcher, and 2 outfielders. (the bigger the ball, the shorter the playing field will be) You stay up to bat as long as you dont get out. Once you get out, you go out into the outfield and everyone in the field rotates. The pitcher goes up to bat.
  • If you rotate in, you are next to bat. This gives the batters a little time to breathe as the game tends to move pretty fast.
  • If there are 2 batters on base, this would mean that unless someone runs in, there will be no batters after the next kick (since there are only 3 batters). What this does is cause a force out at home. Meaning that once the batter kicks the ball, the next up MUST make it home or he is out. It is treated like a normal force out, someone can simply touch home plate to get them out. This will cause alot of base-stealing to happen, which keeps things exciting.
  • There are no bachs for the pitcher. The pitcher can pretend to roll the ball, causing the base runners to run, and then the pitcher can throw them out by hitting them with the ball.


Players: 8+
Time: 30-60 minutes.
Equipment: A large backyard or field or gymnasium.
Goal: Capture all but 1 of the other team.

  • Once this game gets moving, it gets very exciting and very tiring. You will most likely run out of breath many times, but you wont be able to stop.
  • So 2 teams are on opposite sides of the field with an obvious line at each end showing where the homebase is of each team.
  • The idea is that the fresher person is the one who stepped out of their homebase last. The fresher person can always catch those who are less fresher than him.
  • Lets say there is a blue team and a red team. If Red Player 1 steps out of his homebase, then Blue Player 1 steps out, Blue Player 1 is now fresher than Red Player 1, and if Blue Player 1 touches Red Player 1, then Red Player 1 is put behind the Blue Player Base as a prisoner. Also note that Blue Player 1 gets a free way back to his base.
  • If at any time a player crosses the opponents baseline, they are allowed to free the oldest prisoner on that side and both get a free way back to their base.
  • Another example to help you understand how this all works. Lets say Red Player 1 steps out of his base. This causes Blue Player 1 to step out to go catch him. THEN Red Player 2 steps out, which means that although Blue Player 1 can catch Red Player 1, Red Player 2 can catch Blue Player 1. You can use this tactic to draw players from the opposing base. If Blue Player 2 were to now step out, he would be the freshest of them all. You can see how it can get complicated trying to keep track of who's fresher than who etc. But it makes for a really fun game.
  • You can run back to your base at any time and then come back out to renew your "freshness" on the field.
  • Once all but 1 player of the opposing team are in prison, the game ends with that opponent losing.

Speed Dice Reverse

Players: 2+
Time: 5-15 minutes depending on number of players.
Equipment: 10 dice for each player and 1 extra die.
Goal: Be the last player left with dice.

  • Everyone starts with 10 dice.
  • Someone rolls a die that belongs to no one known as the game-die. Whatever digit that die displays, everyone must roll their dice as fast as they can until all their dice display the same digit as the game-die.
  • Soon as someone accomplishes this, they yell "GOT IT!" and the entire game stops.
  • Everyone except the winner all lose a die. This continues till only 1 person has dice, and he is the winner.
  • Anytime any of your dice show the same digit as the game-die, leave those dice down and pick up the remaining dice and continue rolling.

Speed Dice

Players: 2+
Time: 15-30 minutes depending on number of players.
Equipment: 8 dice for each player and 1 extra die.
Goal: Be the first player to win a round with 8 dice.


  • Real easy rules. Someone in the game rolls a die that belongs to no one, aka the game-die. Once the number is displayed, everyone else in the game begins rolling their dice over and over until all the dice they have show that same digit as the game-die.
  • Soon as all your dice show that digit, you yell "GOT IT!" and the entire game stops. Whoever yelled "GOT IT!" first, gets another die and starts the next round by rolling the game-die.
  • Anytime any of your dice show the same digit as the game-die, leave those dice down and pick up the remaining dice and continue rolling.

Greed / Farkel

Players: 2+
Time: 15-30 minutes dependong on number of players.
Equipment: 6 dice
Goal: First player to 10,000 points wins


  • Each player takes turns rolling the 6 dice. Players must earn points on each roll, otherwise they lose all the points they have accumulated during that round. Players can choose to stop at anytime to "bank" their points. Banked points can never be lost.
  • Scoring:
  • 1's - 100 points
  • 5's - 50 points
  • Three 1's = 1000 points
  • Three of a kind of any other number = die x 100 - (three 3's = 300 points, three 5's = 500 points, etc)
  • Six-Dice Straight (1,2,3,4,5,6) = 1000 points
  • All Doubles = 1000 points
  • If a player gets 4,5, or 6 of a kind, the points double each time beyond the Three of a Kind. Since three 5's are worth 500 points, if the player rolled 4 fives - it would be worth 1000 points since it doubles each time beyond the three of a kind. Five 5's would be 2000 points. Six 5's would be 4000 points. Four 2's would be worth 400 points. Five 2's would be worth 800 points. Six 2's would be worth 1600 points. Therefore, four 1's would be 2000 points, with six 1's being worth 8000 points.
  • If at anytime a player has rolled and scored on all six dice, he may pick them all up and continue his scoring with all six dice.
  • If a player has two dice left, and he rolls doubles (even if they arent scoring doubles) the player may pick up all 6 dice again and continue scoring.
  • When Player 1 finally gets to the point where he decides to stop and bank his points, the scorekeeper adds the points to Player 1's score. Player 2 now gets to decide if he would like to continue scoring where Player 1 left off using the remaining unrolled dice, or if he wants to start the scoring at zero and roll all six dice. Regardless of player 2's decision, Player 1 still keeps his banked score no matter what.
  • So if Player 1 scored 1600 points and had one die left and decided to stop, Player 2 could pick up the one die and start his score at 1600. This does not cause Player 1 to lose his points. Player 2 MUST score and then stop in order to bank points just like in every other round. Player 3 may also roll off of Player 2 when he stops and so on till someone finally doesn't score and loses all the accumulated points.
  • Also, remember that dice ARE NOT ACCUMULATED TO MAKE A SCORE. A player must score on each roll. For example, if a player rolls two 1's on their first roll, they get 200 points. If on their next roll they roll another 1, they DO NOT merge the three 1's together to make 1000. The player simply gets 100 points for that roll, bringing their total score for that round to 300 so far.
  • Also of note, a player DOES NOT have to keep all the scoring dice each round. This means if a player rolls two 5's, he may wish to only keep one 5 for 50 points, but reroll the other with the remaining five dice for a better chance to roll a 3 of kind on the next roll. BUT THE PLAYER MUST KEEP A SCORE EACH ROUND NO MATTER WHAT. In other words, if the player rolls three 2's, and those are the only scoring dice, the player must keep the three 2's to continue rolling.


Players: 2+
Time: 20-60 minutes depending on number of players.
Equipment: Each player gets 1 non-see-through cup and 5 dice.
Goal: You win by being the last one left with dice. You are out of the game once you lose all your dice.


  • Place the 5 dice in your cup, shake, then quickly place the cup updside down on the table, thereby trapping your dice beneath the cup so that no one can see your dice.Designate someone to begin the first round. All further rounds will be begun by the winner of the preceding round.
  • 1's are wild.
  • Player 1 begins by saying a number of dice digits, such as six 4\'s. This means that Player 1 believes out of all the dice on the table, there are at least six of the dice are displaying the number 4, including wilds.
  • The person to the left (Player 2) then either has the choice to call or continue. If Player 2 calls, that means he does not believe Player 1 to be correct. Everyone then lifts their cups and the dice are counted (including wilds). If Player 1 was correct, Player 2 loses a die. If Player 2 was correct, Player 1 loses a die. The winner then begins the next round.
  • When a player is out of dice, they are out of the game and the game continues with the remaining players, till 1 player is left, who is the winner. If Player 2 decides to continue, he must go 1 or more higher in number, but he DOES NOT have to use the same die digit, meaning he does not have to stay on 4's. So Player 2 would say seven or more of any number.
  • OR, Player 2 can cut the number in half, and choose 1's. This effectively removes the wilds from the game, (since 1s are wild). Meaning he could say three 1's. If the Player 1 had said an odd number (like 7) then Player 2 would have had to say a minimum of four 1's. Also note that Player 1 could have begun the round with 1's if he wanted to. Player 3 now has to decided wether to call Player 2, or continue by incrementing the number.
  • If Player 2 had chosen 1's, then Player 3 would have to add another number to the number of 1's, such as four 1's. OR, Player 3 could double+1 the number, and choose a digit that is not 1's. So if player 2 had said three 1's, Player 3 would have to choose a minimum of seven of any other number. Meaning he doubled+1 the number being said.
  • Palifico - If a player reaches 1 die during the game, the game goes into Palifico (Puh Liff Ick O). Everyone on the table announces "PALIFICO!". The player with the single die begins this round by saying a number and the die digit they choose (such as two 3's). During the Palifico round, there are no wilds, and the digit CANNOT be changed. Meaning everyone must now stay on 3's. Once that round is complete, normal play resumes (even though the player with 1 die may still be in the game). Unless of course, that round causes yet another Palifico.
  • Jonti - If a player calls Jonti on his turn, it means that the Player thinks there are EXACTLY as many as the preceding player called. Everyone then lifts up their cups and if the player is correct, HE GETS A DIE. Otherwise he loses a die. You can however, NEVER have more than 5 dice.

Sixes / 666

Players: 3+
Time: 10-15 minutes.
Equipment: 3 dice, 2 non-see-through cups
Goal: Call the bluff

  • Object of Game: To induce an opponent to challenge an honest call and allow bluff calls to pass unchallenged. Conversely, to challenge bluffs and accept honest calls.
  • To Start: Each player casts the dice. The highest roller begins the game. Play proceeds clockwise.
  • The Play: The first player casts the dice by shaking them in the dice cup and then turning the cup over on top of the playing surface, thus concealing the result of the cast. He checks the dice by tipping the cup back and shielding the dice from the view of his opponents. He then makes a "call."
  • The highest possible call is 666, the lowest is 111. The dice are always read in descending order. Thus a role of 3-5-2 is read 532.
  • A player may make any call he chooses, regardless of the dice he actually has or sees under his cup.
  • After the player has made his call, he carefully slides the dice, still hidden beneath the cup, to the player on his left. He must be certain not to upset the dice as they lie after his cast.
  • The player receiving the cup must decide whether to accept or challenge the call of the player passing the cup. If he accepts the call, he is allowed one throw of the dice on his turn. He may recast all three dice, two dice, or only one.
  • He recasts by secretly placing under the second cup the die or dice he chooses to retain from the previous player's cast, and throwing the remaining die or dice with the first cup.
  • The player then looks at his cast, considers his position, makes a call, and carefully slides both cups to the player on his left.
  • A player's call must be higher than the call of the previous player. Thus, if the first player casts 532, and the second player recasts the 2 and the 3 and throws a 1 and a 2, his 521 is lower than 532 and he must bluff by making a higher call.
  • Any player receiving a pass of the dice may challenge the previous call. He does so by announcing his intention to challenge, then lifting the cups to reveal the dice.
  • If the three dice, read from highest to lowest, do not read at least as high a number as the number called, the challenge is successful.The player who made the call, having lost the round, begins the next round with a fresh throw of all three dice.
  • If the three dice read as high or higher than the call (a player may deliberately undercall), the challenger loses the round and begins the next.
  • Any player receiving the pass of the dice may recast any number of dice in his turn.
    When a player calls 666, the player on his left must challenge, since he cannot make a higher call on his turn.
  • Players may change seats every so often to provide a variety of caller-challenger conflicts during the course of a game.
  • This is a rather complex game. A brief description of a sample round should serve to clarify the play.
  • The first player shakes the dice in one cup and makes his cast by turning the cup over on top of the playing surface. He makes certain all three dice are flat on the table. Then, using his hands to conceal the dice from his opponents\' view, he tilts the cup so that only he can see the result of his cast. He then makes a call of, say, 5 3 2, and carefully slides the cup to the player on his left.
  • This player decides whether to accept the call or to challenge the call. Let\'s assume he chooses to accept the relatively modest opening call of 532.
  • He may now elect to recast all three dice. There is a fair chance of improving a 532 this way. Such a course of action, however, is likely to arouse suspicion that the original 532 was a bluff, since normally a player would retain a 5. Such a move would also increase the likelihood that the higher call the second player must make will be challenged by the next man.
  • The second player therefore decides to take the alleged 5 and put it under the second cup. Only he and the first player know if that die is a 5. He then recasts the other two dice in the first cup. Now he peeks under the cups to check the result. With an air of complete confidence, he makes a call of 652 and carefully slides the cups to the player on his left.
    This fellow, a timid and trusting soul, considers a challenge but decides against it. Assuming that the previous player has had the luck to throw a 6 to go with the 5, he determines that his best chance is to keep up appearances. So he takes the alleged 6 and puts it in the second cup with the alleged 5, then recasts the remaining die. He'd considered recasting two dice if the 6 wasn't a 6 or the 5 not a 5, but decided he wouldn't risk revealing that either of the first two players had bluffed.
  • So he casts the remaining die, takes a peek under the cup, makes a call of 654, and slides the cups to the player on his left.
  • This chap is a suspicious type. "That's a good try, my friend," he says, "especially the way you didn't even look back under that other cup. I'm supposed to believe you've got a 6 and a 5. But I'm afraid I'll have to challenge. You see, in the first place there's no way I'll believe all three of you guys. More importantly, there isn't a very good chance of my improving on a 654. I'd rather challenge you than have the next guy challenge me."
  • Having announced his challenge, he raises the cups and reveals the dice. If they read 654 or higher, he loses the challenge, and begins the next round. If they read less than 654, the challenger wins; the caller loses and begins the new round.
  • Strategy: In bluffing games, players often base their challenges on mannerisms or gestures they believe give away their opponents' position. This may not always work out to be the best tactic.
  • The odds are only about 4-to-3 against the appearance of a 6 on the first cast of the game. This can make an early challenge a risky proposition. It is advisable to consider the difficulty of improving on the previous call before deciding to make a challenge.

Tuesday, April 1, 2008

Games still to do

Oak City Rook
Mormon Bridge
Golf / Baseball
Cheapshot 4-Square
Hi Hand
Any Eye Over
Tipit / Tipsh
Face the Facts
Cat Slap
Wizards, Giants, and Elves
The Traffic Game