December is the time to be with family and let loose instead of looking for funding. Here are some fun family games to play this holiday while we sort out your funding needs.

Learn how to play dominoes:
  1. The dominoes are ritually shuffled face down in circles with the flat of the hand – producing a sound that has been familiar down the centuries. Each player draws 6 dominoes and places them so that the other players can’t see their value. The traditional English pub method of doing this is face down in two rows of three so that all six can be picked up with both hands, looked at and returned leaving the other hand free for the equally important business of drinking a pint. Beginners can just place them on their edge in a row facing them. The remaining dominoes are termed “sleeping” tiles. The first person to play is that person holding the double-six or failing that the double-five and so on. The tile played must be the double tile that permitted the player to take the first turn. If none of the players holds a double, then the tiles are reshuffled and re-drawn.
  2. Each player must in turn then play a tile onto the table positioning it so that it touches one end of the domino chain which thus gradually increases in length. A player may only play a tile that has upon it a number showing at one end of the domino chain or the other. If a player plays a domino with the result that both ends of the chain show the same number (normally a number which is useful to the player and distasteful to the opponents), that player is said to have “stitched up” the ends. If a player can lay a domino, then it must be played. Otherwise the player “knocks”, or raps the table and play pass to the next player. The opposing players will, of course, make mental note of the numbers currently available on the table and try to ensure that they are available in future too…
  3. Normally play stops when one player “chips out” (plays his last domino) although some versions require both partners to chip out. If it reaches a point at which no player can proceed, the winners are the partners whose combined sum of all spots on their remaining dominoes is the least.

 

Learn how to play Uno:
  1. Player to the left of the dealer plays first. Play passes to the left to start. Match the top card on the DISCARD pile either by number, color or word.
  2. For example, if the card is a Green 7, you must play a Green card or any color 7. Or, you may play any Wild card or a Wild Draw 4 card. If you don’t have anything that matches, you must pick a card from the DRAW pile. If you draw a card you can play, play it.
  3. Otherwise, play moves to the next person. Before playing your next to last card, you must say “UNO”. If you don’t say UNO and another player catches you with just one card before the next player begins their turn you must pick FOUR more cards from the DRAW pile.
  4. If you are not caught before the next player either draws a card from the DRAW pile or draws a card from their hand to play, you do not have to draw the extra cards. Once a player plays their last card, the hand is over. Points are tallied and you start over again.

 

Learn how to play Crazy 8’s:
  1. Starting to the dealer’s left, each player must place one card face-up on the starter pile. Each card played (other than an eight) must match the card showing on the starter pile, either in suit or in denomination.
  2. If unable to play, cards are drawn from the top of the stock until a play is possible, or until the stock is exhausted. If unable to play when the stock is exhausted, the player must pass. A player may draw from the stock, even though there may be a playable card in the player’s hand.
  3. All eights are wild! That is, an eight may be played at any time in turn, and the player need only specify a suit for it (but never a number). The next player must play either a card of the specified suit or an eight.

 

Learn how to play Scrabble:
  1. The first player combines two or more of his or her letters to form a word and places it on the board to read either across or down with one letter on the center square. Diagonal words are not allowed.
  2. Complete your turn by counting and announcing your score for that turn. Then draw as many new letters as you played; always keep seven letters on your rack, as long as there are enough tiles left in the bag.
  3. Play passes to the left. The second player, and then each in turn, adds one or more letters to those already played to form new words. All letters played on a turn must be placed in one row across or down the board, to form at least one complete word. If, at the same time, they touch others letters in adjacent rows, those must also form complete words, crossword fashion, with all such letters. The player gets full credit for all words formed or modified on his or her turn.
  4. New words may be formed by Adding one or more letters to a word or letters already on the board. / Placing a word at right angles to a word already on the board. The new word must use one of the letters already on the board or must add a letter to it / Placing a complete word parallel to a word already played so that adjacent letters also form complete words
  5. No tile may be shifted or replaced after it has been played and scored.
  6. Blanks: The two blank tiles may be used as any letters. When playing a blank, you must state which letter it represents. It remains that letter for the rest of the game.
  7. You may use a turn to exchange all, some, or none of the letters. To do this, place your discarded letter(s) facedown. Draw the same number of letters from the pool, then mix your discarded letter(s) into the pool. This ends your turn.
  8. Any play may be challenged before the next player starts a turn. If the play challenged is unacceptable, the challenged player takes back his or her tiles and loses that turn. If the play challenged is acceptable, the challenger loses his or her next turn. Consult the dictionary for challenges only. All words made in one play are challenged simultaneously. If any word is unacceptable, then the entire play is unacceptable. Only one turn is lost on any challenge.
  9. The game ends when all letters have been drawn and one player uses his or her last letter; or when all possible plays have been made.

 

Learn how to play Monopoly:
  1. Roll the dice. Move the number of squares indicated. If you throw doubles, you take another turn after your turn is completed. Each time you pass ‘Go’, collect $200 from the Bank.
  2. Buy properties. You may buy any property from the Bank that you land on if it is not already owned. If you do not purchase the property, the Banker auctions the property to the highest bidder. Some people chose not to use auctions, only allowing properties to be purchased as they are landed on.
  3. You may only build when you own all properties in a color group. Building must be equal on all properties in a group. You may place a single building on a single property, but you may not place two buildings on one property unless all other properties in the group have one building present (even build rule). Any property can have a total of 4 houses, except Utilities and Railroads, which cannot be devloped. To place a hotel on a property, 4 houses must be present on all properties in the group. Houses are removed from the property when a hotel is placed. All buildings are purchased from the Bank.
  4. Complete necessary actions. Pay rent as determined by the Title Deed for the property you are on. Pay Income Tax to the Bank ($200 or 10% of your total assets). Draw a Community Chest or Chance card and follow the instructions. These cards are returned to the bottom of the pile when the action is completed.

 

Learn how to play 30 Seconds:
  1. The die is numbered 0,0,1,1,2,2.The die must be rolled at the start of a team’s turn before a card is taken out of the card box. At the end of a team’s turn, the number that was rolled is subtracted from the number of names the team correctly identified during that turn. The team then advances their token that number of squares.
  2. If a team correctly identified the same number of names or fewer names than the number rolled, they remain on the same square. The team with the first turn rolls the die. The starting describer must take a card from the ‘OUT’ side of the card box. Each card has a blue and yellow side. The color square that a team’s token is on at the start of their turn, determines which side of the card is used.
  3. If a team’s token is on a yellow square, the names on the yellow side of the card must be described, and likewise for blue. (As the START square is blue, all the teams must first describe the names on the blue side of the card).
  4. On each side of the card, there are five names, which may be described in any order. The describer MAY NOT look at the names that must be described BEFORE the timer is turned over. The player that turns the timer over must say ‘GO’ as the timer is turned. The describer may turn the card and start describing once ‘GO’ is called out.
  5. The identifiers shout out their guesses while the describer is describing. It is the responsibility of the other teams to keep an eye on the timer and to call’ TIME UP’ when the timer runs out.
  6. The number that was rolled at the start of the turn is subtracted from the number of names correctly identified, and the token is moved accordingly. The card must be put back into the ‘IN’ side of the cardbox. The die is passed to the left.

 

Learn how to play Scavenger Hunts:
  1. Pick a safe location with lots of hiding spots to have the scavenger hunt.
  2. Pick a theme for your scavenger hunt to add a personal touch, e.g. Pirate treasure hunt.
  3. Make a list of the items to find during your scavenger hunt.
  4. Write each clue on index cards to use throughout the game.
  5. Hide your items with their clue in a variety of places.
  6. Pick out a prize for the winning team before you play

 

Learn how to play Family Trivia:
  1. Set the rules – Make it easy to accommodate little ones who may start to feel lost if things seem too complicated.
  2. Select the categories – Categories and questions that are unique to your crew really personalize your game night—and can be great as a fun activity with extended family over Zoom.
  3. Come up with the questions – Your family trivia game will need a good mix of questions that range from easy to tough, so any family member can reasonably answer.

 

Learn how to play Jenga:
  1. Take one block on a turn from any level of the tower (except the one below an incomplete top level)
  2. Place the block on the topmost level in order to complete it.
  3. Players may use only one hand at a time; either hand may be used, but only one hand may touch the tower at any time.
  4. The game ends when the tower falls – completely or if any block falls from the tower (other than the block a player moves on a turn).

 

Learn how to play Bingo:
  1. To start the game, the Caller distributes a Bingo card to each player.
  2. Each player then places a maker on the centre “Free Space” on his or her Bingo card.
  3. The Caller spins the spinner and calls out the letter & number the spinner points to.
  4. The Caller places a marker on the tally card for this letter & number.
  5. Players then look for the letter & number on their cards. If the number appears on a player’s card, a marker is placed on that square.

When a player calls out “Bingo!”, the Caller checks the player’s card against the master tally card to make certain that the letters and numbers marked, have been called.

If the letters & numbers are correct the player who called “Bingo!” is the winner.

 

Learn how to play Would you Rather:
  1. The player who’s going first starts the game by spinning the spinner in the middle of the board. Careful now, we don’t want those mover pieces flying all over the coffee table. Eventually, the spinner will point to a particular category, it could be – love, powers, fantasy, punishment, curses or pot luck.
  2. This determines the genre of the dilemma you will face. If you’re lucky enough for your spin to end up on ‘free pick’ guess what? you actually get to choose which category you would rather your dilemma be from.
  3. The person to the player’s left is the reader. The reader picks up the top card from the pile and reads aloud the dilemma. Each dilemma has an ‘A’ and a ‘B’ option. The player must think carefully and decide what they would do when faced with this choice. In their head they choose either ‘A’ or ‘B’, but don’t tell anyone what they chose – that would ruin the game! Carefully and discreetly the player places their card in front of them, face down, so no one can see what they have chosen.
  4. Now, all the other players – including the reader (if they are playing – see previous note) think about how well they know the person playing, and decide what they think the player will have chosen. The player reveals their choice. Then, the other players reveal what they guessed the player would have chosen
  5. If no one guessed what the player chose the player moves their token ahead 3 spaces on the board. Otherwise, anyone who guessed what the player chose moves their token 1 space ahead.
  6. After each card, play moves to the next player who spins the spinner. There are no extra spins, no one moves twice in the same turn, you get nothing for passing the start space and at the end of your turn it’ s time to let someone else spin the spinner.

 

Learn how to play Never Ever Have I Ever:
  1. Players take turns listing potential experiences they’ve never had.
  2. If someone has done the action in question, they will be subjected to a light punishment.
  3. If no one has done the action in question, the person who posed the query takes the punishment.

If only one person is taking punishment or has had the experience in question, have them elaborate on it in detail. The juicier, the better!

 

Learn how to play Charades:
  1. Players are divided into two teams and an equal amount of Charades cards are dealt to each team.
  2. Timing and scorekeeping are essential.
  3. Words/phrases must be acted out, Players cannot speak, point at room objects, or move their lips.
  4. Only 1 player in each team can see the Charades card to be acted out in each round; the team chooses the actor for each round – limitations per player apply.
  5. There is a 2 – 3-minute time limit for each actor.
  6. Standard gestures can be discussed and agreed on before play commences.
  7. Teams take alternating turns until each member from each team has acted out a word/phrase.

 

Learn how to play Pictionary:
  1. Designate one person on your team to be the first picturist and roll dice to see which team goes first. The highest roll gets to pick a card from the deck and the All Play (AP) category is chosen for everyone to guess. Once the card is drawn, the picturist has 5 seconds before they must begin to sketch.
  2. After the 5 seconds are up the timer is set to 1 minute and the picturist sketches their clues. Note, sketches can not contain letters or numbers.
  3. All players guess in the first round and have a minute to do so. The team who guesses correctly first then gets to roll a die and advance the corresponding amount of squares. They now switch picturists and draw a card. The category they must draw should correspond to the colour square they are on. The new picturist has 5 seconds to think/prep and 1 minute to sketch.
  4. In this and all consequent rounds only teammates guess the clue. If the team guesses correctly, they may roll the dice again and advance to a new square. This happens until the team guesses incorrectly then a new team gets to play. This new team starts by drawing a card and beginning the sketch and guess process. The first team to the finish square wins the entire game.

 

Focus on your family and spend time with them while we give you the funding you need.

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