Brain Maps (grid games)
Games on this page:
Tyramid
Queen of the Ticcitories
Tic Squared
Gridsy
Pentic
Games on this page:
Tyramid
Queen of the Ticcitories
Tic Squared
Gridsy
Pentic
Tyramid Explainer Video
Tyramid
Number of players: 2-4
Age range: 10 and up
Length: 8 row game = 30min
Point Tallying: Yes
Please refer to ‘TIC Card Principles’ to understand the concept of ‘Commonness’ between TIC cards.
Objective: To build a flat pyramid on the table by laying down one card at a time to try and make the most Singles and Tics. The more Singles and Tics the more points. The player with the most points at the end of the game – when the pyramid is fully built - wins.
Setup: Determine how big the pyramid is going to be before starting. We recommend 10 rows. For example, in a 10-row pyramid, there will be 1 card at the peak (row 1), 2 in the second row, and thus 10 cards at the base (the 10th row). Each player is dealt 5 cards and must maintain at least 5 cards in their hand. To start, a card is flipped off the deck and placed on the table as the ‘top’ of the pyramid. All subsequent plays will be below this card.
Play: Players each pull a random card from the deck to see who goes first. Highest value card goes first. The first player starts row two of the pyramid. Players lay one card at a time. Depending on what is achieved, a player may get to play again (more below). The first card in row 2 is played to the left or right of the top card in a staggered formation (see pictures below). A player can play a card if it makes at least a Single with every other card it touches at the time of playing. For example, if a played card touches three adjacent cards, the played card must at least Single with all three cards. Tics are worth more points. Use this point scheme:
Each Single = 1 point
Each Tic = 2 points. If one Tic is achieved we like to say: “a Tic for two”
Special Score: If a played card creates two Tics that are "the same" i.e. all three cards are Ticking, this is worth 6 points.
If a played card creates three Tics that are "the same" i.e. all four cards are Ticking, this is worth 10 points.
More information on "same" vs "different" Tics is below if needed.
Multiple plays: If a player plays a card that only makes Singles or makes only one Tic (and maybe other Singles too), the turn is over; the points are tallied and the player picks up from the deck to maintain 5 cards in their hand. However, if a player lays a card that makes two or three Tics with the surrounding cards (the Tics can be of the same type or different), the player gets to play again. A player can keep playing if multiple Tics are achieved with each play. A player can only draw replacement cards to maintain 5 cards at the end of their turn (either when they cannot play more, or when they run out of cards). If a player cannot play at all (no Singles or Tics) they must pick up from the deck, even if they have 5 or more cards in their hand. If a player creates multiple Tics but then cannot play, they must pick up a card from the deck.
Rules on starting a row: To start a new row, a card can be played anywhere along the row. However, all subsequent cards played on this row must touch the growing chain from the first card (i.e. there can be no gap created in a row because this can kill the game). Finally, when the pyramid finishes, any cards left in a player’s hand above 5 cards, count against the final score:
Subtract 2 points for every card left in your hand above 5 cards. For example, if you finished the game with 8 cards, (3 x 2 points) = 6 points are subtracted from your total.
More information on "same" vs "different" Tic scoring: Tics of "the same type" occur when the two common properties are the same across all three to five cards Ticking. For example, the cards are all Ticking together if they all have the number 4 and the color yellow in common, OR if they all have the crescent shape and the color violet in common. Tics that are "different" occur more often and are less special. For example, a played card may Tic with one adjacent card with the number 5 and the color red, whereas it may Tic with a different adjacent with the triangle shape and the color red. If multiple different Tics are made on a play the 2 point scores are simply added, but if multiple Tics are made of the "same type", the points compound, as above. Both scores can coexist too: a played card could create two Tics that are the same (8 points) and one Tic that is different (2 points) = 10 points.
Variation: Instead of building a pyramid, trying building a diamond or an hourglass shape. The hourglass is especially good because it doubles the potential places to play, creating less stalls where nothing seem to play. In this version, build an upright pyramid below and an inverted pyramid above the center starting card. Here you can have two active rows at a time all players are building. This can also be good when having more players.
Number of players: 2-4
Age range: 10 and up
Length: 8 row game = 30min
Point Tallying: Yes
Please refer to ‘TIC Card Principles’ to understand the concept of ‘Commonness’ between TIC cards.
Objective: To build a flat pyramid on the table by laying down one card at a time to try and make the most Singles and Tics. The more Singles and Tics the more points. The player with the most points at the end of the game – when the pyramid is fully built - wins.
Setup: Determine how big the pyramid is going to be before starting. We recommend 10 rows. For example, in a 10-row pyramid, there will be 1 card at the peak (row 1), 2 in the second row, and thus 10 cards at the base (the 10th row). Each player is dealt 5 cards and must maintain at least 5 cards in their hand. To start, a card is flipped off the deck and placed on the table as the ‘top’ of the pyramid. All subsequent plays will be below this card.
Play: Players each pull a random card from the deck to see who goes first. Highest value card goes first. The first player starts row two of the pyramid. Players lay one card at a time. Depending on what is achieved, a player may get to play again (more below). The first card in row 2 is played to the left or right of the top card in a staggered formation (see pictures below). A player can play a card if it makes at least a Single with every other card it touches at the time of playing. For example, if a played card touches three adjacent cards, the played card must at least Single with all three cards. Tics are worth more points. Use this point scheme:
Each Single = 1 point
Each Tic = 2 points. If one Tic is achieved we like to say: “a Tic for two”
Special Score: If a played card creates two Tics that are "the same" i.e. all three cards are Ticking, this is worth 6 points.
If a played card creates three Tics that are "the same" i.e. all four cards are Ticking, this is worth 10 points.
More information on "same" vs "different" Tics is below if needed.
Multiple plays: If a player plays a card that only makes Singles or makes only one Tic (and maybe other Singles too), the turn is over; the points are tallied and the player picks up from the deck to maintain 5 cards in their hand. However, if a player lays a card that makes two or three Tics with the surrounding cards (the Tics can be of the same type or different), the player gets to play again. A player can keep playing if multiple Tics are achieved with each play. A player can only draw replacement cards to maintain 5 cards at the end of their turn (either when they cannot play more, or when they run out of cards). If a player cannot play at all (no Singles or Tics) they must pick up from the deck, even if they have 5 or more cards in their hand. If a player creates multiple Tics but then cannot play, they must pick up a card from the deck.
Rules on starting a row: To start a new row, a card can be played anywhere along the row. However, all subsequent cards played on this row must touch the growing chain from the first card (i.e. there can be no gap created in a row because this can kill the game). Finally, when the pyramid finishes, any cards left in a player’s hand above 5 cards, count against the final score:
Subtract 2 points for every card left in your hand above 5 cards. For example, if you finished the game with 8 cards, (3 x 2 points) = 6 points are subtracted from your total.
More information on "same" vs "different" Tic scoring: Tics of "the same type" occur when the two common properties are the same across all three to five cards Ticking. For example, the cards are all Ticking together if they all have the number 4 and the color yellow in common, OR if they all have the crescent shape and the color violet in common. Tics that are "different" occur more often and are less special. For example, a played card may Tic with one adjacent card with the number 5 and the color red, whereas it may Tic with a different adjacent with the triangle shape and the color red. If multiple different Tics are made on a play the 2 point scores are simply added, but if multiple Tics are made of the "same type", the points compound, as above. Both scores can coexist too: a played card could create two Tics that are the same (8 points) and one Tic that is different (2 points) = 10 points.
Variation: Instead of building a pyramid, trying building a diamond or an hourglass shape. The hourglass is especially good because it doubles the potential places to play, creating less stalls where nothing seem to play. In this version, build an upright pyramid below and an inverted pyramid above the center starting card. Here you can have two active rows at a time all players are building. This can also be good when having more players.
Queen of the Ticcitories
Difficulty: Medium
Number of players: 2 to 6
Age range: 9 and up
Length: 15-25min
Point Tallying: yes
Style: Patterned laydown
Please refer to ‘TIC Principles’ to understand the concept of ‘Commonness’
Objective: Make the most points by maximizing the number of Tics and minimizing the number of Nics, in a 4 by 4 grid of cards that is built one card at a time. Singles are not worth any points in the grid.
Setup: First each player needs their own unique token such as a coin, paper clip or small figurine. Then determine who will play first, second, third etc. by having each player pull one card from the deck; highest number and shape value goes first, lowest value goes last. These cards then go to the bottom of the deck and the deck is placed in the center of the table (but a little to one side). Next, lay cards out faceup in a line in the center of the table beside the deck, equal to the number of players. For example, if playing with 4 players layout 4 cards in a line. Make the card closest to the deck be card #1, the next one card #2, moving to higher numbers away from the deck. This sequence determines the order of play. Next, flip a card off the top of the deck for each player and place it face up in front of them. This card will be the start of their 4x4 grid that they must build on.
Play: The player to go first places their token on the card they want in the center line. Their choice depends on picking the best card to maximize the number of Tics they can create in their grid, and the order that they will get to play: picking card #1 gets to play first, picking card #2 gets to go second etc. The next player does the same, placing their token on the card they want. After all players have placed their token on a card, place another row of cards face up above or below (not covering) these existing ones. The player that chose card #1 with their token takes this card and places faceup it in their grid by touching some side of an existing card. The player then takes their token and places it on the next card they want in the center (in the second row). All players take turns doing the same thing.
When building the grid, each player is trying to make Tics and avoid making Nics. A laid card must touch an existing card in the grid at an edge (not only a corner). Also, the boundary created by a 4 card x 4 card ‘square’ cannot be exceeded i.e. cannot have a row or column 5 cards or more. However, a ‘hole’ in the grid can still be created while following these placement rules, and is allowed, just be aware that it can be more difficult to avoid Nics when you are forced to fill a hole. The game ends when everyone has finished making their 4x4 grid, at which point the score is tallied. Whoever has the highest score is Queen of the Ticcitories (or King as the case may be).
Scoring: For every edge-to-edge interaction in the grid that is a Tic, the player scores 2 points. For every Nic, minus 1 point. Singles score nothing. After this is tallied, next assess if there are any special scores in the grid: if a line or cluster of 3 or more cards are all ‘Ticking’ together i.e. they are all the same type of Tic (for example, they are all yellow-square, all 4-triangles, or all circle-red), add points equal to the number of cards in the line or cluster. For instance, if 4 cards are all Ticking together, add 4 points to the score.
Variation 1: Once a game, any player can suddenly choose to play their card on an opponent’s grid to try and create Nics and lower their opponent’s score. After one player initiates this move, all subsequent players on this round must also lay their card on an opponent’s grid, the last player being forced to play on the last remaining grid that hasn’t yet been played on.
Variation 2: For a two player game, play with 3 or 4 cards in the center to increase the amount of choice. After both players place their token on the two cards they want to play, discard the unused card(s) to the side.
Variation 3: For a longer or shorter game, the size of the grid can be varied, such as 3x3 or 5x5.
Number of players: 2 to 6
Age range: 9 and up
Length: 15-25min
Point Tallying: yes
Style: Patterned laydown
Please refer to ‘TIC Principles’ to understand the concept of ‘Commonness’
Objective: Make the most points by maximizing the number of Tics and minimizing the number of Nics, in a 4 by 4 grid of cards that is built one card at a time. Singles are not worth any points in the grid.
Setup: First each player needs their own unique token such as a coin, paper clip or small figurine. Then determine who will play first, second, third etc. by having each player pull one card from the deck; highest number and shape value goes first, lowest value goes last. These cards then go to the bottom of the deck and the deck is placed in the center of the table (but a little to one side). Next, lay cards out faceup in a line in the center of the table beside the deck, equal to the number of players. For example, if playing with 4 players layout 4 cards in a line. Make the card closest to the deck be card #1, the next one card #2, moving to higher numbers away from the deck. This sequence determines the order of play. Next, flip a card off the top of the deck for each player and place it face up in front of them. This card will be the start of their 4x4 grid that they must build on.
Play: The player to go first places their token on the card they want in the center line. Their choice depends on picking the best card to maximize the number of Tics they can create in their grid, and the order that they will get to play: picking card #1 gets to play first, picking card #2 gets to go second etc. The next player does the same, placing their token on the card they want. After all players have placed their token on a card, place another row of cards face up above or below (not covering) these existing ones. The player that chose card #1 with their token takes this card and places faceup it in their grid by touching some side of an existing card. The player then takes their token and places it on the next card they want in the center (in the second row). All players take turns doing the same thing.
When building the grid, each player is trying to make Tics and avoid making Nics. A laid card must touch an existing card in the grid at an edge (not only a corner). Also, the boundary created by a 4 card x 4 card ‘square’ cannot be exceeded i.e. cannot have a row or column 5 cards or more. However, a ‘hole’ in the grid can still be created while following these placement rules, and is allowed, just be aware that it can be more difficult to avoid Nics when you are forced to fill a hole. The game ends when everyone has finished making their 4x4 grid, at which point the score is tallied. Whoever has the highest score is Queen of the Ticcitories (or King as the case may be).
Scoring: For every edge-to-edge interaction in the grid that is a Tic, the player scores 2 points. For every Nic, minus 1 point. Singles score nothing. After this is tallied, next assess if there are any special scores in the grid: if a line or cluster of 3 or more cards are all ‘Ticking’ together i.e. they are all the same type of Tic (for example, they are all yellow-square, all 4-triangles, or all circle-red), add points equal to the number of cards in the line or cluster. For instance, if 4 cards are all Ticking together, add 4 points to the score.
Variation 1: Once a game, any player can suddenly choose to play their card on an opponent’s grid to try and create Nics and lower their opponent’s score. After one player initiates this move, all subsequent players on this round must also lay their card on an opponent’s grid, the last player being forced to play on the last remaining grid that hasn’t yet been played on.
Variation 2: For a two player game, play with 3 or 4 cards in the center to increase the amount of choice. After both players place their token on the two cards they want to play, discard the unused card(s) to the side.
Variation 3: For a longer or shorter game, the size of the grid can be varied, such as 3x3 or 5x5.
example of complete 4x4 grid and how to score
Tic Squared
Difficulty: Medium
Number of players: 2-4
Age range: 10 and up
Length: 10-40min
Point Tallying: No
Note: you will need a large playing surface for this game
Please refer to TIC Card Principles to understand the concept of ‘Commonness’.
Objective: There are two ways to win this game: 1) Be the first player to lay down all your cards by building square shaped grids on the table; 2) If no one gets rid of all their cards and the whole deck is used, the player who builds the largest square grid of cards wins.
Setup: It is more likely for a player to lay down all their cards before going through the whole deck; therefore, use approximately 1/3rd of the deck when playing with two players; half of the deck when playing with three players and 2/3rds of the deck when playing with four players. This will better balance the two different ways of winning. Each player is dealt 12 cards. The remaining deck is placed face-down in the middle.
Play: Start by having every player lay one card down to start their individual grid all at the same time. Players then take turns laying down one card at a time in a grid pattern, progressively building a square larger with each turn. Each player has their own grid of cards, but all players are allowed to lay cards on any grid. However, a players is allowed to play on their own grid and only one other opponent's grid on a given turn (when playing with 3 or 4 players). Furthermore, when playing on an opponent's grid, one or more cards can be played at any point in the turn (beginning, middle or end), but it must occur all at one time. In other words, one cannot play on an opponents grid, play on their own grid, and then go back to play on the opponent's grid for a second time on a single turn.
In any given grid of cards, one row or one column is completed at a time before moving onto the next. If the grid is, for example, 3 rows high and 4 columns wide, the next addition must be a row either on top or below. A new row or a column can be started on any side if the grid is already a square, for example: 3 x 3 or 6 x 6. A card laid into the grid is going to touch one or two other cards at its edges. To start a new row or column in a square, a card can be laid at the corner or in the middle, but all subsequent cards must touch and build off the first card laid. In other words, there can be no isolated cards if a row or column is already started, or rather, there can be no gaps created by multiple cards along a line.
A card can only be laid if it creates Singles and/or Tics with adjacent card(s). Nics are not allowed at any card-card edge interaction. If only a Single or Singles are made by a player, their turn is over. If one Tic is achieved the player gets to play again. If two Tics are achieved, the player gets to play again and all other players must pick up cards from the deck equal to the number on the card that was laid. For example, if a player lays a card with a 4 which makes two Tics with adjacent cards, all other players must pick up four cards. If a player cannot play, they must pick up from the deck. If they create a Tic but then cannot play, they must pick up from the deck. If the pick up enables a play, they can play it to try and keep the turn going. Finally, a player is not obligated to play a card if they have something in their hand that plays. They can instead choose to pick up, or end their turn, as appropriate.
To 'go out' as one of the ways to win, a player cannot just play one card that creates a Single or Singles, they must play a Tic, a double Tic, or a Single that follows a Tic. If no one goes fully out of cards and instead the deck is exhausted, the player with the largest gird wins; simply count the number of cards in the grid. However, any cards left in hand must be subtracted from the total. For example, if a grid has 15 cards, but 3 cards are left in hand, the final score is 12.
Other rules or comments: When a player chooses not to play and instead pick up for strategic reasons, if the player intends to play after the pickup, they must play the picked up card and not another card in their hand.
Variation: Tic = mc squared
The same game can be played like a race, where players do NOT take turns. All players work simultaneously to lay down cards in any square, but try to optimize the size of their own square.
Difficulty: Medium
Number of players: 2-4
Age range: 10 and up
Length: 10-40min
Point Tallying: No
Note: you will need a large playing surface for this game
Please refer to TIC Card Principles to understand the concept of ‘Commonness’.
Objective: There are two ways to win this game: 1) Be the first player to lay down all your cards by building square shaped grids on the table; 2) If no one gets rid of all their cards and the whole deck is used, the player who builds the largest square grid of cards wins.
Setup: It is more likely for a player to lay down all their cards before going through the whole deck; therefore, use approximately 1/3rd of the deck when playing with two players; half of the deck when playing with three players and 2/3rds of the deck when playing with four players. This will better balance the two different ways of winning. Each player is dealt 12 cards. The remaining deck is placed face-down in the middle.
Play: Start by having every player lay one card down to start their individual grid all at the same time. Players then take turns laying down one card at a time in a grid pattern, progressively building a square larger with each turn. Each player has their own grid of cards, but all players are allowed to lay cards on any grid. However, a players is allowed to play on their own grid and only one other opponent's grid on a given turn (when playing with 3 or 4 players). Furthermore, when playing on an opponent's grid, one or more cards can be played at any point in the turn (beginning, middle or end), but it must occur all at one time. In other words, one cannot play on an opponents grid, play on their own grid, and then go back to play on the opponent's grid for a second time on a single turn.
In any given grid of cards, one row or one column is completed at a time before moving onto the next. If the grid is, for example, 3 rows high and 4 columns wide, the next addition must be a row either on top or below. A new row or a column can be started on any side if the grid is already a square, for example: 3 x 3 or 6 x 6. A card laid into the grid is going to touch one or two other cards at its edges. To start a new row or column in a square, a card can be laid at the corner or in the middle, but all subsequent cards must touch and build off the first card laid. In other words, there can be no isolated cards if a row or column is already started, or rather, there can be no gaps created by multiple cards along a line.
A card can only be laid if it creates Singles and/or Tics with adjacent card(s). Nics are not allowed at any card-card edge interaction. If only a Single or Singles are made by a player, their turn is over. If one Tic is achieved the player gets to play again. If two Tics are achieved, the player gets to play again and all other players must pick up cards from the deck equal to the number on the card that was laid. For example, if a player lays a card with a 4 which makes two Tics with adjacent cards, all other players must pick up four cards. If a player cannot play, they must pick up from the deck. If they create a Tic but then cannot play, they must pick up from the deck. If the pick up enables a play, they can play it to try and keep the turn going. Finally, a player is not obligated to play a card if they have something in their hand that plays. They can instead choose to pick up, or end their turn, as appropriate.
To 'go out' as one of the ways to win, a player cannot just play one card that creates a Single or Singles, they must play a Tic, a double Tic, or a Single that follows a Tic. If no one goes fully out of cards and instead the deck is exhausted, the player with the largest gird wins; simply count the number of cards in the grid. However, any cards left in hand must be subtracted from the total. For example, if a grid has 15 cards, but 3 cards are left in hand, the final score is 12.
Other rules or comments: When a player chooses not to play and instead pick up for strategic reasons, if the player intends to play after the pickup, they must play the picked up card and not another card in their hand.
Variation: Tic = mc squared
The same game can be played like a race, where players do NOT take turns. All players work simultaneously to lay down cards in any square, but try to optimize the size of their own square.
Pentic
Difficulty: medium
Number of players: 2 to 4
Age range: 10 and up Length: 10-30min
Point Tallying: Yes
Style: Laying down onto common piles
Please refer to ‘TIC Card Principles’ to understand the concept of ‘commonness’ between TIC cards.
Objective: To earn the highest possible points on each play to be the first to reach a pre-set score. Players play a single card at a time and try to maximize the number of Tics and Singles that the played card touches or interacts with.
Setup: Lay 9 cards face-up in the centre in a 3x3 square. The remaining deck is placed to the side of the face-up cards. All players are dealt 5 cards which they hold as a hand.
Play: Players take turns moving clockwise. A player plays one card face-up each turn onto one of the 9 face-up cards in the center. The card played card must Single or Tic with the chosen face-up card (except for the special case when all interactions are Nics, see point scheme). The player then tallies the points from all the Singles and Tics created by what
the played card touches at the edges, including the card underneath (see point scheme below). After playing, the player picks up a card from the deck to maintain 5 cards in their hand at all times.
Other rules or comments: A card can be laid anywhere on the 3x3 grid, but the middle can create the most points as there are the most card-card edge interactions (four). Cards across on the diagonal (corner to corner) do not count as an interaction. A score keeper tracks everyone’s points and the game ends once the first person crosses a pre-determined score, such as 250, ensuring all players get an equal number of plays.
Point Scheme: There 2-4 edge interactions a played card has.
1 Single = 1 point
2 Singles = 2 points
3 Singles = 5 points
4 Singles = 8 points
1 Tic = 2 points
2 Tics = 8 points
3 Tics = 15 points
4 Tics = 25 points
4 Nics = 25 points
There is one on top-underneath interaction:
If the card played created a single with the card underneath, times the score by x1.
If the card played created a Tic with the card underneath, times the score by x2.
If 4 Nics are created at the edges and the played card also creates a Nic with the underneath card, times the score by x3.
Difficulty: medium
Number of players: 2 to 4
Age range: 10 and up Length: 10-30min
Point Tallying: Yes
Style: Laying down onto common piles
Please refer to ‘TIC Card Principles’ to understand the concept of ‘commonness’ between TIC cards.
Objective: To earn the highest possible points on each play to be the first to reach a pre-set score. Players play a single card at a time and try to maximize the number of Tics and Singles that the played card touches or interacts with.
Setup: Lay 9 cards face-up in the centre in a 3x3 square. The remaining deck is placed to the side of the face-up cards. All players are dealt 5 cards which they hold as a hand.
Play: Players take turns moving clockwise. A player plays one card face-up each turn onto one of the 9 face-up cards in the center. The card played card must Single or Tic with the chosen face-up card (except for the special case when all interactions are Nics, see point scheme). The player then tallies the points from all the Singles and Tics created by what
the played card touches at the edges, including the card underneath (see point scheme below). After playing, the player picks up a card from the deck to maintain 5 cards in their hand at all times.
Other rules or comments: A card can be laid anywhere on the 3x3 grid, but the middle can create the most points as there are the most card-card edge interactions (four). Cards across on the diagonal (corner to corner) do not count as an interaction. A score keeper tracks everyone’s points and the game ends once the first person crosses a pre-determined score, such as 250, ensuring all players get an equal number of plays.
Point Scheme: There 2-4 edge interactions a played card has.
1 Single = 1 point
2 Singles = 2 points
3 Singles = 5 points
4 Singles = 8 points
1 Tic = 2 points
2 Tics = 8 points
3 Tics = 15 points
4 Tics = 25 points
4 Nics = 25 points
There is one on top-underneath interaction:
If the card played created a single with the card underneath, times the score by x1.
If the card played created a Tic with the card underneath, times the score by x2.
If 4 Nics are created at the edges and the played card also creates a Nic with the underneath card, times the score by x3.
Gridsy
Difficulty: Medium
Number of players: 1 or 2-4 player head-to-head
Age range: 10 and up
Length: 5 – 15 min
Point Tallying: No
Please refer to ‘TIC Card Principles’ to understand the concept of ‘Commonness’ between the cards.
Objective: To create a 4 x 4 grid of cards where all the card interactions (edges where adjacent cards touch) make Singles or Tics. Nics are not allowed.
-For 1 player, the objective is to try and make this grid by taking as few extra cards as possible from the deck.
-For multi-player head-to-head, the objective is to be the first to complete their 4 x 4 grid.
Setup and Play: For one player, deal out 16 cards face-up. Place the remaining deck to the side. The Player can continually rearrange their cards on the table to try and complete the grid. However, with some cards the 4 x 4 grid is impossible. In this case, take a 17th card (or more) from the deck to see if extra card(s) allows creation of the grid.
For multi-player, deal 16 cards to each player face-down. Place 4 cards face-up in the middle that all players can reach. On a ‘go’ signal, players flip over their cards and start building their 4 x 4 grid. In addition to continually rearranging their 16 cards to try and complete the grid, players are able swap one card at a time with the middle four cards. The first person to complete their grid wins.
It is fun to play multiple rounds. Play best 3 out of 5 or best 4 out 7 etc. for a full game.
Variation: For a faster/easier game, use a 3x3 grid. For head to head, make the swapping card pool 3 cards. For a harder/slower game, try a 5x5 grid. For head to head, make the swapping card pool 5 cards.
Difficulty: Medium
Number of players: 1 or 2-4 player head-to-head
Age range: 10 and up
Length: 5 – 15 min
Point Tallying: No
Please refer to ‘TIC Card Principles’ to understand the concept of ‘Commonness’ between the cards.
Objective: To create a 4 x 4 grid of cards where all the card interactions (edges where adjacent cards touch) make Singles or Tics. Nics are not allowed.
-For 1 player, the objective is to try and make this grid by taking as few extra cards as possible from the deck.
-For multi-player head-to-head, the objective is to be the first to complete their 4 x 4 grid.
Setup and Play: For one player, deal out 16 cards face-up. Place the remaining deck to the side. The Player can continually rearrange their cards on the table to try and complete the grid. However, with some cards the 4 x 4 grid is impossible. In this case, take a 17th card (or more) from the deck to see if extra card(s) allows creation of the grid.
For multi-player, deal 16 cards to each player face-down. Place 4 cards face-up in the middle that all players can reach. On a ‘go’ signal, players flip over their cards and start building their 4 x 4 grid. In addition to continually rearranging their 16 cards to try and complete the grid, players are able swap one card at a time with the middle four cards. The first person to complete their grid wins.
It is fun to play multiple rounds. Play best 3 out of 5 or best 4 out 7 etc. for a full game.
Variation: For a faster/easier game, use a 3x3 grid. For head to head, make the swapping card pool 3 cards. For a harder/slower game, try a 5x5 grid. For head to head, make the swapping card pool 5 cards.