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CARDS AND DICE

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🎲 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.

INTEL 399-72 92-22

TOP SECRET // SCIENCE FICTION // EYES ONLY Directorate for Strategic Counterintelligence Technical Assessment Memorandum Reference: DSCI/TS-41-ΔSubject: Hypothetical Compromise of Artificial Life Induced War Simulation Infrastructure (A.L.I.F.E.) Executive Summary This memorandum presents a theoretical assessment of a catastrophic security breach involving the unauthorized acquisition of classified military simulation technology by a decentralized criminal organization. The…

INTEL 303 03 3-2 VD

CLASSIFIED // EYES ONLY // SATIRICAL SCIENCE FICTION Directorate Memorandum 7A-113 Subject: Unauthorized Acquisition of Military Reality-Simulation Technology by Institutional Syndicates Distribution: Restricted to personnel with clearance level OBSIDIAN or above. Executive Summary Recent intelligence suggests the emergence of a highly organized network originating from institutional childcare facilities that has allegedly obtained fragments of experimental…

INTEL 39 20 2-211-V3

CLASSIFICATION: TOP SECRET // FICTIONAL // LEAK IMMEDIATELY AFTER DENYING ITS EXISTENCEORIGIN: DIRECTORATE OF STRATEGIC OVERTHINKING (DSO)DTG: 161230Z JUL 26SUBJECT: OPERATION: EVERYONE IS PROBABLY POSTING 1. EXECUTIVE SUMMARY A. Directorate has confirmed approximately 8.3 billion potential suspects currently possess opinions. B. Further analysis indicates citizens continue expressing dissatisfaction with governments, corporations, inflation, landlords, traffic, customer…