Week 1 – Card Game Ideas

  1. Corporation – Players choose their type of business by selecting one of several occupation cards. Each player is handed a certain amount of money cards (or paper money) depending on the occupation chosen. Each round a player picks up three employee cards and chooses one to have for their business. Employees have personality ranks which can help or hinder the player’s business. Players can have up to ten employees, therefore if a player finds a better employee in the deck, they must choose one of their existing employees to “fire”. Then the player picks up an action card which can help or hurt the business or has the player make an executive decision. If a player runs out of money, they are declared bankrupt and exit the gameplay. The last player to have money or to have the most money after a month (30 rounds for 2-3 players or 15 for four players) wins.
  2. Lucky Kings – Using a regular deck of cards, two players are given eight cards face down and six cards are laid face up on the table. There can only be six spots for cards on the table unless a player picks up a king and they may place it on the table immediately. Players flip their cards one per turn and lay a low numbered card on a higher numbered card in the middle (ex. 7 of clubs placed on an 8 of clubs). Once the players have gone through their cards, they are given enough cards to have eight in their hand. Play continues until a player cannot add any of their cards to the table cards and still have eight in hand, and the other player wins. Or play goes until all of the cards have been used and the first to run out of cards wins.
  3. Atomic Dogs – Players pick up cards from a deck until one picks up an atomic dog card and is out of the game unless they have an inceptor card (tennis ball, dog therapy, bacon biscuits). Players may use various action cards to help themselves or hurt other players such as skip to pass picking a card, attack to skip you and make the next player pick two cards, favor to make someone give you a card of their choice, see the future to peek at the next three cards in the deck, and shuffle the deck. Each card would have something random on it like hot dogs, magical chicken butts, Indonesian Santa, and an all-seeing llama. Play continues until one player is left and is the doggone winner.
  4. Harvest 400 – Players deal out seven cards each and leave the deck in the middle. Players must lay down runs in sets of three or more (same fruit/vegetable cards and sequential numbers, or same numbers with different fruit/vegetables). Wild cards can be any number and any fruit/vegetable. Players must place 25 points on their first turn or they must pick up two cards and skip their turn. Players can place their cards on opponent’s runs. At the end of the turn, players pick up two cards from the deck. Play goes until one player has no cards in their hand and everyone adds up their points (wild cards are worth whatever point value it is used for on the run) and opponents subtract their total with the cards left in their hands. The first player to reach 400 or more points wins.
  5. Secret Sarge – Based on the recent game “Secret Hitler” and the Red vs. Blue web series, players are split to two sides: the Reds and the Blues. One player on the Reds is Sarge (the leader), less than half of the players are Red followers, and the other half are the Blues. In 5-6 players, Sarge and the Red followers identify each other, and in 7-10 players, only the Red followers know who each other is and who Sarge is; the other players have no idea who anyone is. Play starts with one of the players as General who decides who is Colonel for the round. If everyone agrees with the pairing, play continues, and if not, the player to the left of General is the new General and continues until there is an agreement. If there is no agreement after 3 tries, the first policy card on top is placed on the board and the marker for failed voting goes back to the start. General picks up three mission cards (Red or Blue) and hands two of them to the Colonel, who then decides which one to place down. Once 3 Red missions are placed, whoever is voted Colonel must honestly say if they are Sarge or not. Depending on the amount of players, a certain amount of red missions placed activates a certain action (General chooses who next General is, General investigates anyone, General sees the next three mission cards, or current General shoots anyone). If 5 Blue mission cards are placed, the Blues win. If 6 Red mission cards are placed and Sarge has not been killed or found by the current round’s General, the Reds win. If Sarge is voted Colonel after three Red missions are placed, the Reds win.