BOOK OF PLAY
Card Games and Brain Break Activities
![]()
But more importantly, have fun! In the business world, breaks are crucial in keeping one focused and sane amidst the competitive stressors of everyday deadlines and deliverables. These breaks allow one to take a necessary time-out, which helps manage stress, reduce anxiety, and combat burnout.
At PhiloWilke, our goal is to create an environment that offers respite from the high demands of a deadline-centric profession. Based upon three of our core values; Never Stop Learning, Create Extraordinary Outcomes, and Taking Delight in the Journey – we have implemented daily and weekly break sessions for our team to participate in: daily stretch, bi-weekly games, and sketch nights. These activities build upon a few basic principles for mental well-being.
In this regard, brain breaks are intervals designed to give a break to the brain from continuous work. It is especially required when our minds feel blank and incapable of finding solutions. These breaks rejuvenate the brain to work better amidst continuous workplace stress and allow for fresh ideas to culminate.
Fun brain breaks are helpful in many other aspects as well. Some of these are reducing stress and frustration, facilitating a crucial time-out, increasing attention and productivity. Playing card games or board games can be a fun way to socialize and pass the time.
Card games are great for relieving stress, improving your cognitive skills, and providing socialization in a fun and safe environment. During this holiday season, we hope you get some well-deserved downtime with your family and friends. We hope that you enjoy one of our favorite pastimes with this new deck of cards and trivia set. It’s time for “Game Night”!
Aside from reducing stress, meditation is contributed to health benefits including the potential to reduce blood pressure, reduce anxiety and depression, help with insomnia, and even reverse age-related changes in the brain.
who’s playing: Individual game type: Solitaire age: 8+ no. of players: 1
The standard 52 card pack is used.
The first objective is to release and play into position certain cards to build up each foundation, in sequence and in suit, from the ace through the king. The ultimate objective is to build the whole pack onto the foundations, and if that can be done, the Solitaire game is won.
The rank of cards in Solitaire games is: K (high), Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A (low).
There are four different types of piles in Solitaire:
1. The Tableau: Seven piles that make up the main table.
2. The Foundations: Four piles on which a whole suit or sequence must be built up. In most Solitaire games, the four aces are the bottom card or base of the foundations. The foundation piles are hearts, diamonds, spades, and clubs.
3. The Stock (or “Hand”) Pile: If the entire pack is not laid out in a tableau at the beginning of a game, the remaining cards form the stock pile from which additional cards are brought into play according to the rules.
4. The Talon (or “Waste”) Pile: Cards from the stock pile that have no place in the tableau or on foundations are laid face up in the waste pile.
To form the tableau, seven piles need to be created. Starting from left to right, place the first card face up to make the first pile, deal one card face down for the next six piles. Starting again from left to right, place one card face up on the second pile and deal one card face down on piles three through seven. Starting again from left to right, place one card face up on the third pile and deal one card face down on piles four through seven. Continue this pattern until pile seven has one card facing up on top of a pile of six cards facing down. The remaining cards form the stock (or “hand”) pile and are placed above the tableau. When starting out, the foundations and waste pile do not have any cards.
The initial array may be changed by “building” - transferring cards among the face-up cards in the
tableau. Certain cards of the tableau can be played at once, while others may not be played until certain blocking cards are removed. For example, of the seven cards facing up in the tableau, if one is a nine and another is a ten, you may transfer the nine to on top of the ten to begin building that pile in sequence. Since you have moved the nine from one of the seven piles, you have now unblocked a face down card; this card can be turned over and now is in play. As you transfer cards in the tableau and begin building sequences, if you uncover an ace, the ace should be placed in one of the foundation piles. The foundations get built by suit and in sequence from ace to king. Continue to transfer cards on top of each other in the tableau in sequence. If you can’t move any more face up cards, you can utilize
the stock pile by flipping over the first card. This card can be played in the foundations or tableau. If you cannot play the card in the tableau or the foundations piles, move the card to the waste pile and turn over another card in the stock pile. If a vacancy in the tableau is created by the removal of cards elsewhere it is called a “space”, and it is of major importance in manipulating the tableau. If a
space is created, it can only be filled in with a king. Filling a space with a king could potentially unblock one of the face down cards in another pile in the tableau. Continue to transfer cards in the tableau and bring cards into play from the stock pile until all the cards are built in suit sequences in the foundation piles to win!
After a full day of dealing with the cards life deals you, it’s good to take your mind off of things by dealing with cards you deal yourself. Playing solitaire is a passive way to entertain yourself while not having to worry about competition or one-upmanship. It’s a good way to get away from the hustle and bustle of juggling multiple tasks throughout the day.
Bryan Waters Senior Associate
Enjoying company of friends may be a mentally engaging leisure activity and may help preserve cognitive function.
A study found that people with more frequent social contact were less likely to experience cognitive decline and heightened stress levels.
who’s playing: Adult game type: Casino age: 18+ no. of players: 5+
Before and after each card(s) is revealed, players take turns to bet. To stay in the hand and see the next card, all players must have put the same amount of chips in the pot as each other.
The best poker hand wins the pot.
Five of a Kind - This is the highest possible hand and can occur only where at least one card is wild, such as a joker. Examples of five of a kind would be four 10s and a wild card or two queens and three wild cards.
Straight or Royal Flush - This is the highest possible hand when only the standard pack is used, and there are no wild cards. A straight flush consists of five cards of the same suit in sequence, such as 10, 9, 8, 7, 6 of hearts.
Four of a Kind - This is the next highest hand. An example is four aces or four 3s.
Full House - This colorful hand is made up of three cards of one rank and two cards of another rank, such as three 8s and two 4s.
Flush - Five cards all of the same suit, but not all in sequence, is a flush. An example is Q, 10, 7, 6, and 2 of clubs.
Straight - Five cards in sequence, but not all of the same suit is a straight. An example is 9♥, 8♣, 7♠, 6♦, 5♥.
Three of a Kind - This combination contains three cards of the same rank, and the other two cards each of a different rank, such as three jacks, a seven, and a four.
Two Pairs - This hand contains a pair of one rank and another pair of a different rank, plus any fifth card of a different rank, such as Q, Q, 7, 7, 4.
One Pair - This frequent combination contains just one pair with the other three cards being of different rank. An example is 10, 10, K, 4, 3. No Pair - This very common hand contains “nothing.” None
of the five cards pair up, nor are all five cards of the same suit or consecutive in rank. When more than one player has no pair, the hands are rated by the highest card each hand contains, so that an ace-high hand beats a king-high hand, and so on.
1. Every player is dealt two cards, for their eyes only.
2. The dealer spreads five cards - three at once, then another, then anotherwhich can be used by all players to make their best possible five-card hand.
In Hold’em, each player is dealt two private cards (known as ‘hole cards’) that belong to them alone. Five community cards are dealt face-up, to form the ‘board’. All players in the game use these
shared community cards in conjunction with their own hole cards to each make their best possible five-card poker hand. In Hold’em, a player may use any combination of the seven cards available to make the best possible five-card poker hand, using zero, one or two of their private hole cards.
In Hold’em, a marker called ‘the button’ or ‘the dealer button’ indicates which player is the dealer for the current game. Before the game begins, the player immediately clockwise from the button posts the “small blind”, the first forced bet. The player immediately clockwise from the small blind posts the “big blind”, which is typically twice the size of the small blind, but the blinds can vary depending on the stakes and betting structure being played.
In Limit games, the big blind is the same as the small bet, and the small blind is typically half the size of the big blind but may be larger depending on the stakes. For example, in a $2/$4 Limit game the small blind is $1 and the big blind is $2. In a $15/$30 Limit game, the small blind is $10 and the big blind is $15. In Pot Limit and No Limit games, the games are referred to by the size of their blinds (for example, a $1/$2 Hold’em game has a small blind of $1 and a big blind of $2).
Depending on the exact structure of the game, each player may also be required to post an ‘ante’ (another type of forced bet, usually smaller than either blind, posted by all players at the table) into the pot. Now, each player receives his or her two hole cards. Betting action proceeds clockwise around the table, starting with the player
‘under the gun’ (immediately clockwise from the big blind).
In Hold’em, as with other forms of poker, the available actions are ‘fold’, ‘check’, ‘bet’, ‘call’ or ‘raise’. Exactly which options are available depends on the action taken by the previous players. If nobody has yet made a bet, then a player may either check (decline to bet, but keep their cards) or bet. If a player has bet, then subsequent players can fold, call or raise. To call is to match the amount the previous player has bet. To raise is to not only match the previous bet, but to also increase it.
After seeing his or her hole cards, each player now has the option to play his or her hand by calling or raising the big blind. The action begins to the left of the big blind,
which is considered a ‘live’ bet on this round. That player has the option to fold, call or raise. For example, if the big blind was $2, it would cost $2 to call, or at least $4 to raise. Action then proceeds clockwise around the table.
Betting continues on each betting round until all active players (who have not folded) have placed equal bets in the pot.
Now, three cards are dealt face-up on the board. This is known as ‘the flop’. In Hold’em, the three cards on the flop are community cards, available to all players still in the hand. Betting on the flop begins with the active player immediately clockwise from the button. The betting options are similar to pre-flop, however if nobody has previously bet, players may opt to check, passing the action to the next active player clockwise.
When the betting action is completed for the flop round, the ‘turn’ is dealt face-up on the board. The turn is the fourth community card in Hold’em (and is sometimes also called ‘Fourth Street’). Another round of betting ensues, beginning with the active player immediately clockwise from the button.
The River
When betting action is completed for the turn round, the ‘river’ or ‘Fifth Street’ is dealt face-up on the board. The river is the fifth and final community card in a Hold’em game. Betting again begins with the active player immediately clockwise from the button, and the same betting rules apply as they do for the flop and turn, as explained above.
The Showdown
If there is more than one
remaining player when the final betting round is complete, the last person to bet or raise shows their cards, unless there was no bet on the final round in which case the player immediately clockwise from the button shows their cards first. The player with the best five-card poker hand wins the pot. In the event of identical hands, the pot
will be equally divided between the players with the best hands. Hold’em rules state that all suits are equal. After the pot is awarded, a new hand of Hold’em is ready to be played. The button now moves clockwise to the next player, blinds and antes are once again posted, and new hands are dealt to each player.
Texas Hold’em is an exciting card game of making decisions based on probability, and luck. The thrill you get when you say “All-in” is priceless! Especially that moment of bluffing while you control your emotions and facial expressions and you see the card you’ve been waiting for flipped on the table. No matter if you’re playing with poker chips or with actual money, it’s always fun to gather with friends and family and have a good time. The simplicity of the game makes it easy to learn, yet the game is difficult as you must take big risks to win!
Julen Arruti Associate
Taking up a new hobby can be mentally stimulating and exercise the brain in new ways. Hobbies that require coordination or dexterity will activate a person’s motor skills.
who’s playing:
Kids game type: Other age: 4+
The standard 52-card pack is used.
The goal is to be the first player to get rid of all the cards in your hand.
The player who is the first to have no cards left wins the game. The winning player collects from each other player the value of the cards remaining in that player’s hand as follows:
Each eight = 50 points
Each K, Q, J or 10 = 10 points
Each ace = 1 point
Each other card is the pip value
no. of players: 2, 3, 4, 5+
Deal 5 cards one at a time, face down, beginning with the player to the left. The balance of the pack is placed face down in the center of the table and forms the stock. The dealer turns up the top card and places it in a separate pile; this card is the “starter.” If an eight is turned, it is buried in the middle of the pack and the next card is turned.
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.
Example: If the Q of Clubs is the starter, any club may be played on it or any Queen.
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.
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.
“Crazy Eights was a fan favorite among my friends going up. It especially reminds me of my neighborhood swim team. If you ever swam competitively, you know how long you are waiting in between events! We had to have something to keep us busy, Crazy Eights was our solution. People would hop in and out of the game all day. Kids of all ages were able to play as well. It’s not the most difficult game to pick up which is why it is one of my favorites. It was the best way to pass the time while creating special memories with some of my closest friends. Crazy Eights works well for any occasion, happy playing!
Emily Morgan Associate
To distract oneself from work, creating some art can be a great alternative as well. One fantastic example here is doodling.
Encourage your employees to scribble on a piece of paper or write poems to let their minds wander.
who’s playing: Family game type: Rummy age: 8+ no. of players: 2 or Teams
Gin Rummy is played with a 52 card deck, the wild cards (jokers) are not used. It is best to use two decks, so that while one player deals the cards, the opponent can shuffle the other deck.
Each player uses their hand to form combinations of three or more cards, to get more than the 100 points required to win the game before their opponent does so when played over several hands.
The order of the cards, from highest to lowest, is: king (K), queen (Q), jack (J), ten, nine, eight, seven, six, five, four, three, deuce and ace. As for the value of the cards, the figure cards are worth 10 points and the other cards are worth the value indicated by their pips.
The deck is spread out on the table and each player takes a card. The player who draws the highest card chooses where to sit and deals out ten cards to each player, one by one, leaving the deck with the remaining cards in the center of the table. The top card of the stock deck is placed face up next to it to start the discard pile. In the following games, the player who wins the previous game becomes the dealer.
The player who did not deal the cards starts the game, with the option to pick up the upturned card next to the stock deck, meaning that one of their cards must be discarded. If the said card is of no interest, the player passes without discarding. The opponent may, in turn, take that card and discard another, and if they are
not interested, they pass without discarding. Then the first player can now take the top card off the stock deck, discarding another. The game continues, with each player in turn being able to take the top card off the stock deck or the discard pile, then discarding a card, but which may not be the same card that they just picked up from the discard pile.
The game consists of players grouping the 10 cards in their hand to make minimum combinations of three cards of the same rank or runs of the same suit. The ace can be combined with the deuce but not with the king (K). A player can fold when their hand contains only unmatched cards worth a total value of no more than 10 points, making a Knock. As soon as a player discards their last card, they show all of their cards, announcing the number of points that are left without combining.
It is not compulsory to Knock, a player can prolong the game in order to improve their hand. The best hand is to make Gin, consisting of placing down the ten cards combined.
In either case, when a player folds, exposing all of their cards, the opponent does the same, having the opportunity to get rid of those cards that were left unmatched and being able to combine cards with those exposed by the player who Knocked or announced Gin.
When a player announces Gin they win the partial game, whereas if a player Knocks, either that player or the opposing player can win it. The player wins if the value of their unmatched cards is less than the value of the opponent’s unmatched cards and the opponent wins if the value of their unmatched cards is equal to or less than that of the one that Knocked.
The cards of the opponent to the one who announced Gin or Knocked are valued after having discarded the cards that they have not combined and that link with combinations of the hand laid down by the one declared Gin or Knock.
A game ends when sufficient partial games have been played to allow one player to get 100
or more points. The player who makes Gin scores 20 points plus the value of the opponent’s unmatched cards. If the player who Knocks wins the game, they score the difference in the value of their unmatched cards with those of their opponent, while if the opponent wins, they score 10 points plus the difference in the value of the unmatched cards between both players. If there is no
“Growing up I remember sitting around the kitchen table with my aunt and cousins playing cards as we waited for Christmas dinner. By the time it was ready, we would all be laughing and anticipating who would be the next to call out “GIN!”. Playing it now always reminds me of the warmth of my grandmother’s kitchen and the family surrounding us as we celebrated being together for another year.”
Corey Lynch Associate Partnerdifference, the 10-point bonus remains.
Once the game has finished, the players note down the following bonuses: 100 points for winning a game, 20 points for each partial game won, and 100 points for winning all the rounds of a game without the opponent having won any.
As the saying goes, laughter is the best medicine; there is truth in this! Laughing decreases stress hormones, releases physical anxiety, muscle tension, and a lot more.
who’s playing: Teen or Adult game type: Trick Taking age: 13+
The standard 52-card pack is used.
To win at least the number of tricks bid.
no. of players: 2, 3, 4, 5+
The first dealer is chosen by a draw for high card, and thereafter the turn to deal proceeds clockwise. The entire deck is dealt one at a time, face down, beginning on the dealer’s left. The players then pick up their cards and arrange them by suits.
Each player estimates how many tricks they will be able to take. The player to the dealer’s left starts the bidding and, in turn, each player states how many tricks they expect to win. There is only one round of bidding, and the minimum bid is One. Every player must make a bid; no player may pass. No suit is named in the bid, for as the name of the game implies, spades are always trump. A player can also bid “Nello”(zero).
The spade suit is always trump.
A (high), K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.
The Play
The game is scored by hands, and the winner must make a certain number of points, which is decided before the game begins. Five hundred points is common, but 200 points is suitable for a short game. The player on the dealer’s left makes the opening lead, and players must follow suit, if possible. If a player cannot follow suit, they may play a trump or discard. The trick is won by the player who plays the highest trump or if no trump was played, the player who played the highest card in the suit led. The player who wins the trick leads next. Play continues until none of the players have any cards left. Each hand
is worth 13 tricks. Spades cannot be led unless played previously or player to lead has nothing but Spades in his hand.
For making the contract (the number of tricks bid), the player scores 10 points for each trick bid, plus 1 point for each over trick. For example, if the player’s bid is Seven and they make seven tricks, the score would be 70. If as “Nello” bid is made, it is worth 100 points. If the bid was Five and the player won eight tricks, the score would be 53 points: 50 points for the bid, and 3 points for the three overtricks. In some games,
overtricks are called “bags” and a deduction of 100 points is made every time a player accumulates 10 bags. Thus, the object is always to fulfill the bid exactly. If the player “breaks contract,” that is, if they take fewer than the number of tricks bid, the score is 0. For example, if a player bids Four and wins only three tricks, they would get - 30 points.
One of the players is the scorer and writes the bids down, so that during the play and for the scoring afterward, this information will be available to all the players. When a hand is over, the scores should be recorded next to the bids, and a running score should be kept so that players can readily see each other’s total points. If there is a tie, then all players participate in one more round of play.
“I remember when I was a little kid and playing cards with my grandmother . . . she taught us lots of games. My dad taught me how to play Hearts and he used to play at his office over lunch with his coworkers. Somewhere along the way I then learned how to play Spades too and it has become one of my favorites. I now play with my family, kids and grand kids any chance I get and they seem to love it too . . . you can play with as few as two people or as many as you want. It’s especially fun to try to go “nello” or low to see if you can avoid catching any tricks, but it is worth the points if you can. Enjoy!”
Greg Johnson Partner
Some think of stretching only in the context of yoga, but it is a vital part of any exercise routine. Additionally, stretching alone can improve your health, mood, and mental well-being.
who’s playing: Teens or Adults game type: Trick Taking age: 10+ no. of players: 4 (2v2)
Euchre (and its variations) is the reason why modern card decks were first packaged with jokers, a card originally designed to act as the right and left “bowers” (high trumps).
The game is best for four participants, playing two against two as partners. Partners sit opposite each other.
Special Euchre decks are available, or the standard 52-card pack can be stripped to make a deck of 24 cards (A, K, Q, J, 10, 9 of each suit).
The goal is to win at least three tricks. If the side that fixed the trump fails to get three tricks, it is said to be “euchred.” Winning all five tricks is called a “march.”
The highest trump is the jack of the trump suit, called the “right bower.” The second-highest trump is the jack of the other suit of the same color called the “left bower.” (Example: If diamonds are trump, the right bower is J♦ and left bower is J♥.) The remaining trumps, and also the plain suits, rank as follows: A (high), K, Q, J, 10, 9. If a joker has been added to the pack, it acts as the highest trump.
The following shows all scoring situations:
Partnership making trump wins 3 or 4 tricks – 1 point
Partnership making trump wins 5 tricks – 2 points
Lone hand wins 3 or 4 tricks – 1 point
Lone hand wins 5 tricks – 4 points
Partnership or lone hand is euchred, opponents score 2 points
The first player or partnership to score 10 points wins the game.
- An elegant and widespread method of keeping score is with cards lower than those used in play. When the game is to 10 points, each side uses a six-spot and a four-spot as markers. To indicate a score of 1, the four is placed face down on the six, with one pip left exposed. For a score of 2, slide the card over leaving two pips exposed. For a score of 4, the four is placed face up on the six.
The Shuffle and Cut - After the dealer shuffles, the pack is cut by the player to the dealer’s right. The cut must not leave less than four cards in each packet.
The cards are dealt clockwise, to the left, beginning with the player to the left of the dealer. Each player receives five cards. The dealer may give a round of three at a time, then a round of two at a time, or may give two, then three; but the dealer must adhere to whichever distribution plan he begins with. After the first deal, the deal passes to the player on the dealer’s left. On completing the deal, the dealer places the rest of the pack in the center of the table and turns the top card face up.
Making the Trump - Beginning with the player to the left of the dealer, each player passes or accepts the face-up as trump. An opponent of the dealer accepts by saying “I order it up.” The partner of the dealer accepts by saying, “I assist.” The dealer accepts by “taking it up.” Should the face-up card be accepted as trump by any player, the dealer has the right to exchange the card for another in their hand.
The dealer signifies refusal of the face-up card by removing it from the top and placing it face-down; this is called “turning it down.”
If all four players pass in the first round, each player in turn, starting with the player to the dealer’s left, has the option of passing again or of naming the trump suit. The rejected suit may not be named.
If all four players pass in the second round, the cards are gathered and shuffled, and the next dealer deals. Once the trump is fixed, either by acceptance of the face-up card or by the naming of another suit, the face-up card is rejected, the bidding ends and play begins.
Playing Alone - If the player who fixes the trump suit believes they can catch all five tricks without the help of their partner’s cards, the player exercises this option by declaring “alone” distinctly at the time of making the trump. This player’s partner then turns their cards face-down and does not participate in the play.
The opening lead is made by the player to the dealer’s left. If possible, each player must follow suit to a
lead. If unable to follow suit, the player may trump (or play any card). A trick is won by the highest card of the suit led, or, if it contains trumps, by the highest trump. The winner of a trick leads next.
Stick the dealer: If all players pass calling trump, the dealer is forced to call a suit.
Steal the deal: The dealing team has the privilege of acquiring an extra trump card. Stealing the deal is remarkably effortless—merely gather the cards and commence dealing when, technically, it is the opposing team’s turn to do so. If you complete dealing out the cards without anyone noticing the irregularity, you have effectively executed the act of stealing the deal.
No trump: After the first round, “no trump” may be called. In the ensuing tricks, there is no trump suit and jacks have no special significance, with normal deck order (ace high) taking precedence. Add a joker: Include a joker (also known as the “benny”) as the highest trump. If the joker is the face-up card, the hand is played with no trump suit, and the joker takes all.
Play 2-handed: A standard hand of 5 cards is dealt to each player. They get 3 more cards but can see them only after the trump suit has been named. The bidding is the same as in the classic Euchre. Then all 8 cards can be used to potentially form the best 5-card hand. (When a player wants to score more points going alone is an option. They cannot use the additional cards at all.)
We always play stick the dealer and (attempt to) steal the deal in our house!
We also enjoy some silly Midwest rules.
• Farmer’s hand: If your dealt hand includes three 9s or three 10s, call out “farmer’s hand,” show the cards in question and exchange them for the three unexposed cards in the blind.
• In the barn: If your team hits 9 points (one away from winning), balance the score cards on your ears, announce you are “in the barn,” then place your hands out with fingers laced and thumbs facing down so your partner can “milk the cow”! Don’t forget to MOO!
Good luck, and remember “pass on a bower, bad luck for an hour.”
Shelly Bettenhausen Senior Associate
Walking may sound silly. After all, you walk every day. A small amount of physical activity can help calm the mind and increase your breathing to help relax a clear your mind.
Who’s playing:
Friends + Family game type: Other age: 6+ no. of players: 2, 3, 4, 5+
The object of War is to win all the cards in the deck through a series of tricks.
The Deal
You use a standard 52-card deck. Aces are high. The tricks are played according to rank; suits are ignored. All 52 cards are dealt to each player (if you have two players, each player has a total of 26 cards). You do not look at your cards—you hold them in a stack face-down.
The Play
Holding the stack of cards face-down in one hand, you use the other hand to flip the card face-up on the table in front of you. Each player flips a card, so if you have two players, you will have two cards facing up in front of you. The highest card wins the trick.
The person who wins the trick takes the cards from the center of the table and places them at the bottom of his or her stack of face-down cards. You continue play like this until one of you has accumulated all the cards. Believe me, this can feel like the neverending game—your very own 100 Years War!
In the game of War, a war is a means to break a tie. When two cards of the same rank are played, you break the tie by playing new cards. The player with the highest-ranking new card wins the tie breaker and all the played cards. If you both play a card of the same rank—let’s say you both play an Ace—you have to have a war. You leave the Aces face-up on the table and put one card on top of your Ace—face-down—and
then another card face-up on top of the face-down card. So you’ll have the following configuration of cards in front of you: the tied Ace, a face-down card, and a face-up card. The person with the highest face-up card takes all the cards on the table and places them facedown at the bottom of their stack.
If the top card is another tie, you place another face-down card, then a face-up card—basically, you keep going until someone wins the war. This is the best and fastest way to accumulate cards. If one of you runs out of cards in the middle of a war, the other player wins.
“Game nights have always been a favorite way to connect with new friends and pass time while the holiday meal is cooking. It’s amusing to watch people grinning behind their cards, pondering their next move, and trying to sneak a peek at their neighbor’s hand. It’s the best way to get people engaged and laughing.”
Sarah McCommon Senior Associate
Doing certain brain exercises to help boost your memory, concentration, and focus. It can also make daily tasks quicker and easier to do, and keep your brain sharp as you get older.
To learn more about mental wellness, brain break activities and access a digital copy of this booklet scan the QR Code.