GO FISH

Short Rules

1. Deal 4 cards to each player and place the deck in the middle of the table.

2. Players take turns to ask each other for the cards they need to form the pairs, using the              given grammar.

    Eg: Mike. Have you got a boat?

3. If the asked player has the required card, he answers using the given grammar and gives            the card to the player who asked for it.

    Eg: Yes, I have.

    And the player continues his turn.

4. If the asked player doesn't have the required card, he answers using the given grammar and      tells the player, who asked, to take a card from the deck.

    Eg: No, I haven't. GO FISH!

    And the player takes a card from the deck and another player takes his turn.

5. If the player takes a card from the deck that matches a card in his hand, he must say: 

    I fished and I got my wish!

6. If there is any player left without cards, he/she just takes one card from the deck to keep            playing.

7. The game is over when all cards are matched in pairs.

8. The winner is the player with the highest number of pairs.

Video Explanation

Detailed Rules

GO FISH

 
 
 

MEMORY GAME

Short Rules

1. Place all the cards face down on the table.

2. Players take turns to turn two cards face up trying to find pairs.

3. If the player finds a pair, he continues his turn.

4. If the player doesn't find a pair, another player takes his turn.

5. The game is over when all cards are matched in pairs.

6. The winner is the player with the highest number of pairs.

Video Explanation

Detailed Rules

MEMORY GAME

 
 
 

HAPPY FAMILIES

Short Rules

1. Deal all the cards among all the players OR deal each player 4 cards and they take a card        from a deck when needed.

2. Players take turns to ask each other for the cards they need to form the families, using the        given grammar.

    In the case of phrasal verbs. Players need to form families with the same root verb. For              example GIVE AWAY, GIVE OFF, GIVE OUT and GIVE IN.

    Eg: "Leo, have  you got GIVE IN?"

3. If the asked player has the required card, he answers using the given grammar and gives            the card to the player who asked for it.

    Eg: Yes, I have.

    And the player continues his turn.

4. If the asked player doesn't have the required card, he answers using the given grammar 

    Eg: No, I haven't.

    And another player takes his turn.

5. Players can ask only for the cards from the families they have in hand.

6. If there is any player left without cards, he/she just waits for the others to finish.

7. The game is over when all cards are matched in families.

8. The winner is the player with the highest number of families.

Video Explanation

Detailed Rules

 
 
 

HAPPY FAMILIES

CODENAMES

Short Rules

  1.  Split players into two teams: red and blue

  2.  Select one player of each team as the team's spymaster; the others are field operatives.

  3.  Place twenty-five code name cards in a 5×5 rectangular grid on the table.

  4.  The cards represent 17 red and blue agents, 1 black assassin and 7 yellow civilians.

  5.  Give the spymasters a random map card showing a 5×5 grid of 25 squares of various   colors, representing the agents, assassin and civilians. (see point 4)

  6.  Teams take turns. On each turn, the team's spymaster gives a one word hint about the       words on the respective cards.     

  7. Each hint may only consist of one single word and a number. The spymaster gives a hint   that is related to as many of the words on his/her own agents' cards as possible.   The number tells the field operatives how many words in the grid are related to the word   of the clue.

  8. NOTE: At elementary levels or with kids substitute the one word hint with full description as in taboo games. The one word hint is way too challenging for them. And from the experience they love this game, so lets adapt it for them.

  9.  Field operatives must make at least one guess per turn, risking a wrong guess and its           consequences. 

  10.  Field operatives make guesses about which code name cards bear words related to the   hint and point them out, one at a time.

  11.  When a code name card is pointed out, the spymaster covers that card with an appropriate identity card – blue and red agents, yellow civilians, or the assassin card – as indicated on the spymasters' map of the grid.

  12. If the assassin is pointed out, the game ends immediately, and the given team lost.

  13. If an agent of the other team or civilian is pointed out, the turn ends immediately, and the other team takes turn.

  14. The game ends when all of one team's agents are identified.

Video Explanation

Detailed Rules

CODENAMES

 
 
 

TABOO

Short Rules

1. Form teams of minimum 2 players in each.

2. Each team takes one minute long turns to explain as many words on the cards as possible.

3. A team chooses a player to explain words on the cards, without using the taboo words, to          the other team members.

4. Team members try to guess the word that is being explained to them.

5. If they guess correctly, they keep the card and continue with the next card.

6. If they don`t know the word, they can pass and move to the next card. Both parts of the            team can pass, the explainer and guesser.

7. If the explainer uses a taboo word, the card is passed and player moves to the next card.

8. The turn is stopped after one minute and the other team takes their turn.

9. The game is over when there are no cards left.

10. The winner is the team with the most cards guessed.

Video Explanation

Detailed Rules

TABOO