Card and Dice Games

Crazy Eights

Required: Deck of cards
Players: Small groups

Deal out seven cards to each player. The rest of the cards are placed in the center face down with the top card turned over. If the first card is an eight, place that card back into the pile and choose the next card.

The player on the left of the dealer discards a card from their hand that matches the same suit or has the same number on it. If they have neither card they can use an eight to change the suit to any one they prefer. If they don’t have an eight they are to draw from the deck until they have a card to play. The first player to get rid of all their cards is the winner.

Dice – 1000

Required: Paper, pencil and 5 dice
Players: Small groups

To start, have each player roll one of the dice and the highest roll goes first, continuing clockwise. The first player will roll all five dice. The scoring of the dice is, a One equals 100 points, a five equals 50 points and three dice with the same number will equal the number on one die times 100. So if you rolled three twos you would have two hundred points. combination. If they stop at that point, they keep the total for that turn. If they roll again the must roll dice that will add to the score or they lose that turns score. If a player rolls all five dice and receive a non-scoring roll, they lose all accumulated points for the game. The first player to score 1000 is the winner.


Required: Deck of cards
Players: Small to medium groups

Have one person draw a card. Example: Say it’s a 2, that card will be the Killer card. Then spread all 52 cards out on table, (like pond in Go Fish), face down. Each person takes a turn turning over 1 card. If they draw a 2 they are out of the game. Put the cards drawn in a discard pile. Game continues until only one person is left. Add another deck for every 5 players.

Submitted by S. Gordon, Scout Leader

Relay Card Game (Game of the Month 3/04)

Players: Small to large groups
Players: Small to medium groups

This game takes a little prep before hand. Take one deck of cards and split into 2 stacks each containing 6 of each suit. Shuffle the two stacks separately and write down the order of the suits as you flip each card over – heart, club, club, spade, diamond, club, etc. Make a list for each half deck.

To play, spread the 2 stacks of cards separately out on floor face down at one end of the room, one pile in front of each team. Give each team a copy of the list of suits. The 1st player runs down to their pile of cards and tries to find the first suit on their paper by turning one card over at a time. When found they will place the card in front of the pile face up. They will then go to back of line and 2nd person runs down to the cards trying to find the 2nd suit on their paper. When found they will place that card on top of the turned over card. The only cards that are turned over is the pile that is shown on the list. The first team to find all the cards in the given order are the winners. This game can also be played with decks that show the different states, birds, flowers, etc.

Submitted by S. Gordon, Scout Leader


Required: Deck of cards, spoons
Players: Three or more players

Object: To collect four cards that match like four sevens or four jacks and/or not be the person without a spoon.
Best for ages 7 and up. Have one spoon fewer than players. If you have four players you should have three spoons. The spoons are placed in the center of the table within grabbing reach of all players. Deal out four cards to each player and dealer keeps the deck. The dealer will start by picking up one card from the deck, looking at it deciding if he wants it and then discards one card from his card. The card he discards is slide facedown to the next player on his left. They will do the same and pass to the next player their discarded card. This is continued until one player has four of a kind; at that time they will take a spoon from the pile. He can keep passing cards until they notice that a spoon has disappeared. There will be a mad rush to get a spoon once they discover that a spoon is missing. The player without a spoon has lost that round. To keep score that player is given the letter S for the word S-P-O-O-N. All players that loose will be given letters to spell out spoon. The player that has survived at the end is the winner.

Remember – The object is for everyone to have fun. The moderator is the all-powerful dictator. You may at any time change the rules or boundaries or handicap players to help balance out the wide spectrum of abilities. We want the tentative athlete and the superjock to play together at the best of their abilities.

Have Fun! ?

Now here are some colorful ideas to liven up play time.
If you have a fun game that is entertaining and healthy for kids of ANY age, you can send it to us for consideration and addition to our Games and Activities Guide.
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