Toss an egg
between you and your partner the longest with out breaking the egg.
consist of 3 or 4 teams. All teams in the round will start at the same
time. Teams of two will hurl an egg at each other, trying to catch the
egg with out it breaking. After each successful catch one player from
the team will move back a line marked on the ground. The tossing continues.
If an egg is broken that team remains until another team in the round
advances past the spot last held by the broken egg team.
Although a team
has broken their egg first does not mean they lose the round. The team
that gets to the farthest line back is determined the round winner and
advances to the next round. If there is a tie (the last 2 teams break
their eggs on the same line) new eggs will be issued to the tied teams
and play resumes until there is a winner.
Beat your challenger
in the game of cribbage. Move on to the next round. (During the last
two rounds the cutthroat rule will take effect)
The object of
the game cribbage is to obtain 121 points before your opponent does.
This is accomplished by "pegging " or moving your pegs around the board
as you score points. It is also a game where etiquette is important.
The rituals associated with cutting and dealing, playing and pegging,
as well as the terminology, all serve the useful purpose of keeping
things in order - and they help to give the game a flavor of its own.
Two players use a standard 52 card pack and the Cards rank K (high)
Q J 10 9 8 7 6 5 4 3 2 A (low).
The two players each cut a card from a shuffled deck to determine who
starts the game as Dealer and Pone (non Dealer), low card wins. If the
cards are equal the deck is shuffled and the players cut again.
This is the player dealing the cards for a hand (round) and will have
the crib that hand.
The player who is dealt to, also the person who is dealt to for the
first hand. Dealer and Pone alternate each hand, however, in determining
game strategy the first Pone is often referred to as the Pone for the
game. In tournament play the Pone cuts the deck before the Dealer deals
The Dealer alternately
deals 6 cards to both the Pone and himself. The Dealer places the remaining
deck of cards face down on her side of the table.
Both players discard, face down, 2 of the 6 cards to the Dealer's side
of the table.
or Cut Card
After the cards have been dealt and the players have contributed to
the crib, the Pone cuts the deck and the Dealer turns over the top card
of the remaining deck. This is the Start card. The Start card is not
used during the play of the hands. The Pone must cut at least 4 cards
and must leave at least 4 card during the cut.
The objective here is two fold... Each player, starting with the Pone,
takes turns laying one card on the table. As they do, if they achieve
any of the card combinations as shone in the later table, they peg the
respective points. In addition, if they reach 31 exactly, they peg 2
points. The complete breakdown of card combinations and points follows.
Players announce the total pip value of the cards played by both players
and any points scored. The player must peg the points announced prior
to playing another card. Players peg by moving the rear peg ahead of
the front peg the number of points "holes" scored. The front peg is
the players most recent score and the rear peg the previous score.
This refers to four cards that were placed face down on the Dealer's
side of the table at the start of a hand of play. They remain face down
until the end of the hand at which point they are counted and the points
are pegged by the dealer. Possession alternates as the players each
takes his or her turn as the dealer.
or "Counting the Hand"
After the Play, each player counts the points in their hand starting
with the Pone, then the Dealer and finally the Dealer's crib. The Start
card may be used to add to possible point values.
How to Play
The game begins with
a shuffle of the cards. Each player cuts a card and the lowest card
wins, that person gets the first crib and deals the first hand. The
cards are then shuffled by the dealer. After the first hand, the opposite
player deals the cards and receives the crib. The dealer and possession
of the crib alternates each hand until the game ends.
Each player is dealt six cards. They keep four of their choice and discard
two cards into the crib on the Dealer's side of the table. The crib
remains face down until the end of each hand when the crib points are
tallied and added to the dealer's total. The remaining deck is left
face down until each player has made their choices for which cards they
wish to keep and which cards they want to discard into the crib.
After each player decides which cards they want in their hand & the
crib, the Pone cuts the deck and the Start card, or top card of the
remaining deck is turned over. If the Start card is a Jack , then the
dealer pegs (receives) two points immediately. (Called "Two for Nibs")
The object of this part of cribbage is to total the pip values of the
cards played to equal 15 or 31 points without going over. Cards are
valued by their number except for the face cards (Jack, Queen & King)
which are worth ten points. Aces are always valued as "one". The Pone
begins by playing the first card to the table, leading. Each player
alternately plays a card to the table, announcing the total pip value
of the cards played, in turn until 31 is reached. In addition to going
to 31, players may also get points for achieving any of the combinations
listed below... such as a pair, run or three of a kind, etc. If a player
only has cards in her hand that will exceed 31, then they say "Go" and
the other player may use his/her remaining cards to get to 31 and/or
to obtain any of the possible card combinations. If both players only
have remaining cards that will exceed 31, then the last player to place
a card on the table gets one point for "The Go" and the other player
begins the next round again until all cards have been used. The person
playing the last card not exceeding 31 pegs one point for "Last".
combination of cards totaling 15
for each combination
combination of cards totaling 31
only during play
the last player to Play a card without exceeding 31
only during play
cards of the same rank
of a kind
cards of the same rank
of a kind
cards of the same rank
combination of three or more cards in sequence(they need not be
of the same suit)
point per card in sequence
3 card runs that center on a pair
4 card runs that center on a pair
3 card runs that center on a three of a kind
Four cards of the same suit in the hand
Card is the same suit as a flush in your hand
jack of the same suit as the Start card
After the play
comes the Show. Starting with the Pone, his hand of cards is displayed
and the results are pegged. Then the dealer displays his/her hand, pegs
the points and then turns over the crib and pegs those points. The objective
here is to make any of the mentioned card combinations, except 31. The
Start card (the face up card on the deck) is used with each player's
hand as well as the crib and the scores are pegged accordingly. After
the count the Pone becomes the Dealer and shuffles and deals the cards
thus beginning the next round and hand.
given and achieve given goal
an example of this event see the rules from past years. This will not
be this years challenge!)
Odyssey of the Mind
2003 Odyssey of the Mind
Make sure someone
always has a lower card than you do.
game to play! Very difficult game to explain.
Low- A, 2, 3,
4, 5, 6, 7, 8, 9, 10, J, Q, K -High
King- is the
best card you can have. You will never lose with a king. A king must
be shown as soon as it is dealt.
You must have
a dollar to play this game.
will form a circle, all in the game will be dealt one card. Do not show
this card to anyone (Except Kings, Kings must be flipped over immediately).
The game starts with the first player dealt to. This player will look
at his or her card and decide to keep it or pass it to the player on
If the player
opts to keep the card that player must say "stay", and play will move
on to the person to their left.
If the player
decides to pass, they give their card to the person on the left and
that person gives their card to the person that just passed them a card.
Play moves to the left.
The person whose
card was TAKEN now has the same options the last person had (keep the
card or pass to the left). This continues completely around the circle.
Kings are stoppers,
if the person to your left of you has a king you do not have the option
to pass a card. You are stuck with the "Trash card"
Player to the
left of the king now starts the play again by making his or her decision.
When the decision
gets back to the dealer the dealer also has a choice. He or she can
either keep the card they have or take the top card off of the deck.
It is at this point that everybody reveals his or her cards. The person(s)
holding the low card is the loser of the round, must forfeit their dollar
to the pot and is out of the game. If more than one person has the same
low card all with the low card are losers. Dealer then starts with the
next person to the left and another round is started excluding the people
who have lost. Last person in the game wins the event.
If someone passes
you a higher card than what you pass them STAY. You have beaten at least
one person and you should not risk getting a low card by passing what
you received. (Ex. You have a Two, the person to your right has decides
to pass their card to you. They give you a Three you give them your
Two. YOU CAN NOT LOSE THE ROUND. Therefore, you should stay even though
the card is low.)
by throwing horseshoes at stake
How to Play:
position themselves at opposite stakes from their partner
4 shoes on the same side (2 per team), the team with the highest
cumulative age shoots first.
from the starting team throws both of his or her shoes, and then
the remaining team throws theirs; all shoes are left in place until
all four are thrown.
are then scored thus: any shoe within one shoe length (open end)
of the stake is worth 1 point, any shoe leaning on the stake (a
"leaner") is worth 2 points, and any shoe wrapped around the stake
(a "ringer") is worth 3 point.
must have both arms past the stake to be considered a "ringer".
is done only after all four shoes have been thrown. A shoe is scored
based on its location after all have been thrown (i.e. a shoe placed
within scoring position may be knocked out of scoring position by
any shoe thrown after).
may score within a given round (i.e. if one team throws a ringer
and a leaner, and the other team throws a leaner, the score for
that round would be 5 to 2).
that scores the most points within a certain round leads off the
team scores, the last team to score within the entire game leads
off the next round.
team to score or surpass 15 points wins.(At the end of the round)
If both teams finish a round tied at 15, play proceeds until a round
ends with 1 team ahead of the other.
Hit the most
homeruns with the allotted swings
goes to bat against a neutral pitcher pitching "friendly" balls. The
batter may swing at any pitch and is not penalized for a non-swing,
regardless of where the pitch is placed. Each player gets 5 outs an
out is anything that occurs after a swing other than a homerun - the
most balls placed over the homerun line within those 5 outs wins. In
the case of a tie, a 5 out "playoff" will ensue until one player ends
the round with more than the other(s).