CARDS AND DICE

https://intelkartel.com/prison-to-intel/


🎲 DICE-ONLY GAMES (Using Standard 6-Sided Dice)

1. Pig (1 die)

Players: 2+
Goal: Reach 100 points.
How to Play:

  • On your turn, roll the die.
  • If it’s 2–6, add it to your turn total and choose to roll again or “hold” (keep points).
  • If you roll a 1, you lose all points from this turn and end your turn.
  • First to 100 wins.

2. Beat That! (2 dice)

Players: 2+
Goal: Make the highest number.
How to Play:

  • Roll 2 dice. Form the biggest 2-digit number (e.g., roll 3 and 6 → 63).
  • Highest number wins the round.

3. Cee-Lo (3 dice)

Players: 2+
Goal: Roll better than your opponents.
How to Play:

  • Aim for:
    • 4-5-6 = automatic win
    • 1-2-3 = automatic loss
    • Triples = higher triple wins (e.g., 3-3-3 beats 2-2-2)
    • Pair + another = single counts (5-5-2 → 2)
  • Highest single wins if no one gets better.

4. Ship, Captain, and Crew (5 dice)

Players: 2+
Goal: Roll a 6 (ship), 5 (captain), 4 (crew) in order, then highest cargo (remaining 2 dice).
How to Play:

  • Roll up to 3 times.
  • You must roll and “keep” 6 first, then 5, then 4.
  • Remaining 2 dice = cargo.
  • Highest cargo wins.

5. Liar’s Dice (1 die + cup per player)

Players: 2+
Goal: Bluff or catch a bluff.
How to Play:

  • Everyone rolls and hides their die.
  • Take turns guessing how many total of a face (e.g., “three 4s”).
  • Next player must raise or call “liar.”
  • Reveal and check. Loser loses a die (if playing with more dice).

6. Farkle (6 dice)

Players: 2+
Goal: Reach 10,000 points.
How to Play:

  • On your turn, roll 6 dice.
  • Score combos: 1 = 100 pts, 5 = 50 pts, 3 of a kind = 100×face value (except 1s = 1000), etc.
  • Keep scoring dice and reroll rest.
  • If you score nothing, it’s a Farkle — lose turn.
  • Hold or risk rerolling.

7. Yahtzee (5 dice)

Players: 1+
Goal: Score best combinations.
How to Play:

  • Roll 3 times per turn, choosing which dice to keep.
  • Score in categories: three-of-a-kind, full house, small straight, Yahtzee (5 of a kind), etc.
  • One entry per category.
  • Highest total score wins.

🃏 CARD-ONLY GAMES (Standard 52-card Deck)

1. War

Players: 2
Goal: Win all the cards.
How to Play:

  • Split deck evenly.
  • Each player flips top card. Higher card wins both.
  • Tie = “war”: place 3 down, 1 up. Winner takes all.

2. Snap

Players: 2+
Goal: Win all the cards.
How to Play:

  • Take turns flipping top card into a pile.
  • If two consecutive cards match, yell “Snap!” first to win pile.

3. Go Fish

Players: 2–5
Goal: Collect sets of 4.
How to Play:

  • Ask others for cards (“Do you have any 7s?”)
  • If yes, they give them to you; if no, you “go fish” (draw).
  • Form sets of 4 cards.
  • Most sets wins.

4. Old Maid

Players: 2–6
Goal: Avoid the unmatched card.
How to Play:

  • Remove one queen.
  • Deal all cards.
  • Discard pairs.
  • Take turns drawing from the next player’s hand.
  • Person left with odd card (Old Maid) loses.

5. Cheat / I Doubt It

Players: 3+
Goal: Get rid of all cards.
How to Play:

  • Play face-down cards and say the rank (e.g., “two 7s”).
  • Others can challenge by saying “cheat!”
  • If you lied, pick up pile; if not, challenger does.

6. Crazy Eights

Players: 2–4
Goal: Get rid of all cards.
How to Play:

  • Match top card of discard pile by number or suit.
  • Play an 8 to change suit.
  • Draw if you can’t play.

7. Blackjack

Players: 2+
Goal: Get as close to 21 without going over.
How to Play:

  • Face cards = 10, Ace = 1 or 11.
  • Each player vs dealer.
  • “Hit” (draw) or “stand” (stay).
  • Over 21 = bust. Closest to 21 wins.

8. Memory / Concentration

Players: 1+
Goal: Match pairs.
How to Play:

  • Lay cards face down.
  • Flip two per turn. Match = keep them.
  • Most matches wins.

9. Speed / Spit

Players: 2
Goal: Get rid of cards fast.
How to Play:

  • Both play simultaneously onto center piles.
  • Play cards that are 1 higher or lower.
  • Draw from personal pile when needed.

10. President / Asshole

Players: 4–7
Goal: Get rid of all cards.
How to Play:

  • Play cards equal or higher than last played.
  • Clear pile if no one can play.
  • Next round: ranks determine seating and card passing.

11. Rummy

Players: 2–4
Goal: Form sets and runs.
How to Play:

  • Draw, discard each turn.
  • Meld 3+ cards of a kind or in sequence.
  • First to discard all wins.

12. Gin Rummy

Players: 2
Goal: Form melds and go “gin.”
How to Play:

  • Same as Rummy but only 2 players.
  • Knock (end round) if deadwood (non-meld cards) ≤ 10.

13. Hearts

Players: 4
Goal: Avoid hearts and Queen of Spades.
How to Play:

  • Trick-taking game.
  • Most hearts/Queen = penalty points.
  • First to 100 loses; lowest wins.

14. Spades

Players: 4 (teams)
Goal: Win tricks based on bids.
How to Play:

  • Bid how many tricks you’ll win.
  • Spades trump all suits.
  • Score based on success/failure.

15. Bridge

Players: 4 (teams)
Goal: Win tricks based on contract.
How to Play:

  • Complex bidding and play.
  • Trick-taking with partnership and deep strategy.


🎲 DICE-ONLY GAMES (using standard 6-sided dice)

  1. Yahtzee
    • 5 dice
    • Make combinations like full house, straights, etc.
  2. Farkle
    • 6 dice
    • Push-your-luck game based on scoring certain combinations.
  3. Pig
    • 1 die
    • Simple race to 100 points; press your luck or hold.
  4. Ship, Captain, and Crew
    • 5 dice
    • Get a 6 (ship), 5 (captain), and 4 (crew) in order, then roll for cargo.
  5. Liar’s Dice
    • 1 or more dice per player and cups
    • Bluffing game, trying to guess how many of a certain number were rolled.
  6. Beat That!
    • 2 dice
    • Players roll and form highest 2-digit number possible.
  7. Cee-Lo
    • 3 dice
    • Gambling/street dice game with fixed win/loss conditions.
  8. Ten Thousand / Greed
    • Like Farkle, scoring to reach 10,000.

🃏 CARD-ONLY GAMES (using standard 52-card deck)

  1. Poker (many types: Texas Hold’em, Five Card Draw, etc.)
  2. Rummy / Gin Rummy
  3. Hearts
  4. Spades
  5. Bridge
  6. Euchre
  7. Pinochle (needs modified deck)
  8. Blackjack
  9. Crazy Eights (Uno-like with regular cards)
  10. War
  11. Solitaire (many variations)
  12. Go Fish
  13. Old Maid (with one odd card)
  14. Snap
  15. Speed / Spit
  16. President / Asshole
  17. Cheat / I Doubt It
  18. Memory / Concentration

🎯 BONUS: Mixed or Improvised (Cards + Dice)

If you want to create your own or hybrid games, you can use:

  • Cards as “missions” or random events.
  • Dice as damage, movement, or modifiers in a homebrew RPG/card battle game.