Propellar

Card Games

11 March, 2011

Card Game


Connection

You will need:

1 deck of cards
3+ players
Deal out all the cards evenly among all players. Each player should have his/her own pile. Player's must not look at their own or anyone other player's pile.

1. One player starts by turning their top card of their pile over.

a) If the cards are connected, by suit or by number, then both player's must drink the same amount of sips as the number on their card. (For example, the first player draws a 5 of clubs. The second player turns over a 9 of clubs. Therefore the first player must drink 5 (sips) and the second player must drink 9.)

b) If a connection is made twice or more times in a row, all player's with that connection must drink. (Lets say the third person also threw a club (a jack). Then everyone once again must drink their number (aces high). The first two people have now drank twice off of their one card. )

2. Play continues to each player. If any card around the table is connected (not across) to the card next to them by suit or by number, then all players with that connection must drink.



BRAIN DAMAGE

BRAIN DAMAGE

You Will Need:

1 deck of cards
3+ players

Remove the 8s, 9s and the red 10 tens from a deck of cards. This game is played just like BlackJack but to 7.5 points.

The ranks of the cards are:
Face cards - .5 points
Aces - 1.0 point
2-7 - face value
10s - wild

1. Lay out all cards face down, everyone "cuts for deal". Highest card deals first (10 would be 7.5, 7 is very good). Deal will go from highest draw to lowest. Very important: you cannot leave the game until after you have dealt. That's why dealing first is great, dealing last has been known to result in "Brain Damage."

2.
a) The dealer takes the deck, deals one card face down to the first player, and one card face down to himself. The player looks at the card, then bets any amount of beer, a large shot glass is usually a good limit.

b) The player keeps his first card face down, and can take as many hits as he wants. If he goes over 7.5, he must announce that fact, and then drink the bet. If not, when he stops, the dealer turns over his card, and then hits until he thinks he has the player beat. If the dealer busts, he drinks the bet.

c) When the dealer is satisfied with his hand, the player turns over his card. The lowest total drinks. Ties mean player drinks. The dealer then goes to the next player, repeating the process until the deck is exhausted.

3. If the player gets a "five card charlie" (5 cards, not busted), he wins immediately, dealer cannot draw, dealer loses even with a 10 in hand. If player draws to 7.5, dealer can of course try to tie (win).

4. If the dealer begins dealing begins with six or less cards, the penalty of losing to that player is to deal again. With six or less cards, the dealer lays them face down, the player bets, they both draw a card, and the loser drinks (tie means the player drinks) Play continues until everyone has dealt.



Party Card Game

BEER BLOW21

You Will Need:


1 deck of cards
1 empty bottle
4+ players

1. Place a deck of cards on an empty bottle.

2. Each player blows cards off the deck on the bottle in turn.

3. The one who blows the last card off the bottle has to drink one glass of beer.

Variation:
If sombody spots an ace among the cards a player blew off - that player has to drink once. So if someone blows down a bunch of cards and two aces are visible that person would drink twice.