Odyssey of the Mind


Objective:

Toss an egg between you and your partner the longest with out breaking the egg.

Rounds will 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.

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Objective:

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.

Terms used:

Card Values
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).

Cut for Deal
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.

Dealer
This is the player dealing the cards for a hand (round) and will have the crib that hand.

Pone (chad)
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 hand.

The Deal
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.

The Discard
Both players discard, face down, 2 of the 6 cards to the Dealer's side of the table.

The Starter 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 Play or "Pegging"
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.

The Crib
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.

The Show 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

Starting the game
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.

Dealing and the Crib
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.

The Cut
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 Play
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".

Cribbage points:

Name Description Score
Fifteens Any combination of cards totaling 15 2 for each combination
Thirty-one Any combination of cards totaling 31 2, only during play
Last Card Being the last player to Play a card without exceeding 31 1, only during play
Pairs Two cards of the same rank 2
3 of a kind Three cards of the same rank 6
4 of a kind Four cards of the same rank 12
Runs A combination of three or more cards in sequence(they need not be of the same suit) 1 point per card in sequence
Double runs Two 3 card runs that center on a pair 8
Double runs Two 4 card runs that center on a pair 10
Triple runs Three 3 card runs that center on a three of a kind 15
Flush Four Four cards of the same suit in the hand 4
Flush Start Card is the same suit as a flush in your hand 5
Right Jack A jack of the same suit as the Start card 1

 

The Show or Count

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.

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Objective:

Take materials given and achieve given goal

(To give an example of this event see the rules from past years. This will not be this years challenge!)

2002 Odyssey of the Mind
2003 Odyssey of the Mind

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Objective:

Make sure someone always has a lower card than you do.

Very simple game to play! Very difficult game to explain.

Card ranks:

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.

Playing:

You must have a dollar to play this game.

Everyone playing 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 the left.

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.

Key Advice:

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.)

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Objective:

Score points by throwing horseshoes at stake

How to Play:

  • Players position themselves at opposite stakes from their partner

  • With all 4 shoes on the same side (2 per team), the team with the highest cumulative age shoots first.

  • The player 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.

  • The shoes 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.

  • A shoe must have both arms past the stake to be considered a "ringer".

  • Scoring 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).

  • Both teams 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).

  • The team that scores the most points within a certain round leads off the next round.

  • If neither team scores, the last team to score within the entire game leads off the next round.

  • The first 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.

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Objective:

Hit the most homeruns with the allotted swings

Each participant 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).

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