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No score pad needed
Games you can play without writing anything down – you win a round, empty your hand or simply survive. Just cards and a table.
- Mao The only rule we can tell you is this one – the rest you'll learn one penalty card at a time.
- Cheat Play face down, claim whatever you like and keep a straight face – but if someone calls "Cheat!" and you lied, the pile is yours.
- Orbit untested Win together or fail together – everyone has a tricky task, and nobody may say a word about their cards.
- Nova untested Launch a firework show together – you can see everybody's cards except your own.
- Unisono untested Play all your cards in perfect order – without a single word, just by feeling the rhythm of the table.
- Knockout Whist Seven cards, then six, then five – take at least one trick each hand or you're knocked out.
- War Flip your top card – the higher one takes both, and when two cards match, it's war!
- Beggar-My-Neighbour Turn up an Ace or a face card and your neighbour has to pay – with luck, you'll beggar them of every card.
- Old Maid Pair up your cards, draw blind from your neighbour – and pray you're not the one left holding the odd Queen.
- Snap Turn your cards one by one – and when two match, shout "Snap!" faster than anyone else.
- Slapjack Cards go down one by one – when a Jack appears, slap it first and the whole pile is yours.
- Egyptian Ratscrew Beggar-My-Neighbour with a slap – spot a double or a sandwich first and the whole pile is yours.
- Cuttle Race to 21 points while your opponent blows up, steals and scuttles your cards – every card is a weapon.
- Kings Cup A circle of cards around a cup, a rule for every rank – and whoever draws the fourth King faces the cup.
- Horse Race Four Aces, one track, a flip of the deck at a time – back your horse with sips and cheer it over the finish line.
- Beat the Dealer Guess the top card, get a "higher" or "lower", guess again – every hit makes the dealer drink, every miss costs you.
- Irish Snap Count "Ace, two, three …" as you play – when the card matches the word, everyone slaps, and the slowest hand takes the pile.
- Intrigue untested Two hidden cards, a handful of coins and a straight face – claim any role you like, but if someone calls your bluff, it costs you dearly.
- Roses and Thorns untested Three roses and one thorn each – bid how many cards you can turn up without getting pricked, and keep a poker face while others try.
- Liar's Post untested Slide a card across the table, tell everyone what it is – and hope they don't believe you, or that they do.
- Border Stones untested Nine stones between you and your rival – build the better three-card hand at each one, and win five of them, or three in a row.
- Werewolf By night the werewolves strike, by day the village votes – and the wolves vote along with everyone else.
- Showdown untested A Wild West shootout with secret roles – protect the Sheriff, or be the outlaw who tries to bring him down.
- Team Klondike untested One Klondike layout, two or three secret hands and no talking – sort the whole deck together before time runs out.
- Tricks Together untested Everybody names their number of tricks, and the whole team wins only if everybody hits it exactly – without a word about the cards.
- Defuse! untested One of you knows the code, the rest hold the pliers – and the expert may not say a single word.
- Island Escape untested The island is sinking under your feet – grab the four treasures and run for the helicopter.
- Cell Mates untested One of you may only move red cards, the other only black ones – solve a FreeCell deal together without saying a word.
- Summit Rush untested TriPeaks for two, both at once – grab, shout and clear all three peaks before the sand runs out.
- Number Crunchers untested Calculation for two: count up in ones, twos, threes and fours on shared foundations – but each of you fills only your own waste piles, in silence.
- Rope Team untested Two climbers on one rope – win tricks to pull the rope your way and uncover the ridge, but pull too hard and you both fall.
- Common Cause untested Rummy for two against the stock – every meld needs cards from both of you, and you may not say which ones you hold.
- Undercover untested Klondike for two in which each of you peeks under different face-down cards – and may only hint at what lies there.
- Cross Sums untested Choose cards together, reassign targets and build your way through fifty number puzzles.
- Pot Luck untested Everyone brings a card to the pot – land three shared pots on exactly 21 as a team, never on your own card and without a word.
- Euler's Officers untested A 300-year-old card puzzle for a silent team – square the 16 officers so that no row or column repeats a rank or a suit.
- Spot On untested Plus, minus, times or divided by – one card each in turn, until the total lands exactly on a target from 100 to 999. Five times, without a word.
- Balancing Act untested Two pans, one shaky scale and not a word about your cards – add weights in turn and bring the scale to rest with the last card of every round.
- Final Approach untested Land an airliner together without a word – level the wings, set the speed and clear the traffic with four secret cards a round.
- Royal Rescue Raise armies from your hand, beat Ugly Umbar and his servants with the dice – then crack the dungeon's locks before your last card is gone.
- Side by Side untested A band of friends in a long war – get rid of your cards together, but never let three of the same threat meet in No Man's Land.
- Dungeon Rush untested No turns, no mercy, five minutes on the clock – slap down the right suits together and fight your way through the dungeon to the boss.
- Split Mind untested One of you wants balance, the other wants it lopsided – the Keeper needs an even split of tricks, the Shadow wins by any big gap.
- Crown Duel untested Eight cards each, one secret choice per round – and every card has a trick up its sleeve. Out-guess your rival and win four rounds.
- Hot Air untested Low cards win over the plains, high cards over the mountains – and you may play on your rival's side too. Collect prizes and win two trophies.
- Mushroom Walk untested A walk along a line of cards in the woods. Gather mushrooms, sell a few for walking sticks and cook the best ones – with butter if you can.
- Headcount untested Everyone can see your card except you. Bid on the total of all the cards – and call it when someone bids too high.
- Underdog untested One card each, one chip to fight – and the lowest card in the fight adds the underdog card, so the weakest card can win.
- Secret Trumps untested Only one player knows the trumps while everyone picks their hand from open rows – then fulfil your secret goals, one per round.
- Flock Together untested Lay your cards at the end of a row, catch everything between two of a kind – and fly a flock home until you hold seven species or two threes.
- Temple Gold untested Everyone swears they're an honest adventurer – but somebody wants you to open the chamber with the fire trap.
- King and Assassin untested Two rooms, three quick rounds and a swap of hostages each time – will the Assassin end up next to the King?
- Diamond Heist untested The Boss's pile of diamonds goes round the table, and it comes back lighter – now the Boss has to find out who helped themselves.
- Drogue The French soldiers' game of the 1830s – lose, and you wear a wooden peg on your nose until you win it off again.