Hands Out
A co-op round where everybody can see every hand but their own, and the only help you can give is a hint.
A deck of cards
2–5
25 min
Anybody in the room
None needed
How to run it
One deck, jokers out, faces out. Deal four each and hold them facing the room, so everybody sees yours and you do not.
The aim
Play each suit up in order, ace to ten, on the table in front of you all. Together.
The turn
Do exactly one of three things.
- HINT — spend a counter, point at every card of one rank or one suit in somebody's hand, and say which it is. You may say nothing else, and nothing with your face.
- PLAY — put a card on the table. If it is the next one in its suit it stays. If it is not, it is a life.
- DISCARD — throw one away and take a counter back.
Worth knowing
- Eight counters between you, and three lives. Three lives gone and the round is over where it stands.
- Faces and jokers are out; this is ace to ten in four suits.
- Add up the highest card played in each suit. Forty is perfect and nobody gets forty.
What you need
- A deck of cards
- Counters — Chips, coins, matches, buttons — anything countable
Add this to your event
Fayla builds the whole weekend around it — a scoreboard everybody can see, a shopping list that writes itself out of the things you picked, and one link for the group chat.
Who it suits
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