Brain Waves (medium games)
Games on this page:
Tic-of-a-Kind
Spectrum
Tri Up Tri Down
Ticataire
Toker
Games on this page:
Tic-of-a-Kind
Spectrum
Tri Up Tri Down
Ticataire
Toker
Tic-of-a-Kind
This the full version of the game ArithmeTic found in the classroom section
Difficulty: Medium
Number of players: 2 to 8
Age range: 10 and up
Length: 2-10 minutes per round
Point Tallying: Yes
Please refer to ‘TIC Card Principles’ to understand the concept of ‘Commonness’ between TIC cards.
Objective: Build a 5-card hand worth the most points. The hand consists of the best 3, 4 or 5 cards. The scheme is:
Single hands
3 cards with one property in common = 5 points
4 cards with one property in common = 10 points
5 cards with one property in common = 15 points
Tic hands
3 cards with two properties in common = 30 points
4 cards with two properties in common = 40 points
5 cards with two properties in common = 50 points
We call these the "base hands" and the "base points".
Additionally, the number and shape value of each card is counted.
Numbers: valued at their face value.
Shapes: circle =1 point, crescent =2, triangle =3, square =4 and star =5 points.
*Cards not used in the base sequence count against the total score. For example, if a hand consists of 3 cards “Ticking”, the value of the remaining two cards are subtracted from the total.
Setup: All players are dealt 5 cards. The remaining cards are placed face-down in the middle. The top card is flipped over and placed beside the deck to create the discard pile.
Play: The player to the left of the dealer starts (or the youngest person). To start, a player picks up from either the face-up discard pile or chooses to pick up from the face-down deck. A player tries to organize their hand into the best 3, 4 or 5 card base-hand and then discard their worst card onto the discard pile to end their turn. Play moves in a clockwise direction. When a player thinks they have a winning hand, instead of picking up a card, they knock on the table. All other players have one more turn to improve their hand with a pickup and discard, before everyone lays their cards down for all to see. Players count the value of their hand. Start by determining the base points of the 3, 4, or 5 card base-hand. Then count the value of the individual cards in the base-hand: the ‘number score’ and then the ‘shape score’. Finally, subtract the value of any cards in your hand not involved in your base-hand, coming to a total score from all categories.
Other rules or comments: A score keeper writes down the scores and subsequent rounds are played. Set a pre-determined number of rounds (such as 5 or 10) and whomever has the highest score at the end of the rounds wins.
Strategy Tip: For the base score, Tics are obviously worth more points, however, do not underestimate the value of high scoring cards that Single. Do not forget that spare cards count against your 3 and 4 card base-hands.
Variation: 10 card version
Difficulty: Hard
Number of players: 2 to 5
Age range: 12 and up
Length: 3-15min per round.
All the same principles apply as the 5-card game, except players are striving for two base-hands of 3, 4 or 5 cards. No one base-hand can be greater than 5 cards in this game.
This the full version of the game ArithmeTic found in the classroom section
Difficulty: Medium
Number of players: 2 to 8
Age range: 10 and up
Length: 2-10 minutes per round
Point Tallying: Yes
Please refer to ‘TIC Card Principles’ to understand the concept of ‘Commonness’ between TIC cards.
Objective: Build a 5-card hand worth the most points. The hand consists of the best 3, 4 or 5 cards. The scheme is:
Single hands
3 cards with one property in common = 5 points
4 cards with one property in common = 10 points
5 cards with one property in common = 15 points
Tic hands
3 cards with two properties in common = 30 points
4 cards with two properties in common = 40 points
5 cards with two properties in common = 50 points
We call these the "base hands" and the "base points".
Additionally, the number and shape value of each card is counted.
Numbers: valued at their face value.
Shapes: circle =1 point, crescent =2, triangle =3, square =4 and star =5 points.
*Cards not used in the base sequence count against the total score. For example, if a hand consists of 3 cards “Ticking”, the value of the remaining two cards are subtracted from the total.
Setup: All players are dealt 5 cards. The remaining cards are placed face-down in the middle. The top card is flipped over and placed beside the deck to create the discard pile.
Play: The player to the left of the dealer starts (or the youngest person). To start, a player picks up from either the face-up discard pile or chooses to pick up from the face-down deck. A player tries to organize their hand into the best 3, 4 or 5 card base-hand and then discard their worst card onto the discard pile to end their turn. Play moves in a clockwise direction. When a player thinks they have a winning hand, instead of picking up a card, they knock on the table. All other players have one more turn to improve their hand with a pickup and discard, before everyone lays their cards down for all to see. Players count the value of their hand. Start by determining the base points of the 3, 4, or 5 card base-hand. Then count the value of the individual cards in the base-hand: the ‘number score’ and then the ‘shape score’. Finally, subtract the value of any cards in your hand not involved in your base-hand, coming to a total score from all categories.
Other rules or comments: A score keeper writes down the scores and subsequent rounds are played. Set a pre-determined number of rounds (such as 5 or 10) and whomever has the highest score at the end of the rounds wins.
Strategy Tip: For the base score, Tics are obviously worth more points, however, do not underestimate the value of high scoring cards that Single. Do not forget that spare cards count against your 3 and 4 card base-hands.
Variation: 10 card version
Difficulty: Hard
Number of players: 2 to 5
Age range: 12 and up
Length: 3-15min per round.
All the same principles apply as the 5-card game, except players are striving for two base-hands of 3, 4 or 5 cards. No one base-hand can be greater than 5 cards in this game.
Spectrum
Difficulty: Medium
Number of players: 2 to 6
Age range: 10 and up
Length: 1-10 minutes per round
Point Tallying: Yes
Please refer to ‘TIC Card Principles’ to understand the concept of ‘Sequences’ between the cards.
Objective: Progressively build the best 5 card hand worth the most points. One is trying to acquire all the different numbers, shapes and colors and in doing so, achieve a 5 card Mono, Duo or Tripo sequence. See the different hands and associated points in the picture examples below.
Setup: All players are dealt 5 cards. The remaining cards are dealt into 4 equal piles placed face-down in the middle. The top cards in each pile are flipped over and placed on top of the pile (face-up).
Play: The player to the left of the dealer starts (or the youngest person). Play moves clockwise. To start, a player must pick up any one of the face-up cards they can see in the middle. Then flip over the face-down card that is revealed by the pickup. A player tries to organize their hand into the best sequence (see examples below) then discards their worst card to create a new face-up pile in the center (the 5th face-up pile: the discard pile). The next player in turn does the same thing but can now choose a card from any of the 5 piles (discard pile included). As soon as someone thinks they have a winning hand, instead of picking up a card they knock on the table. All other players have one more turn, before everyone lays their cards down. Players each count the value of their hand.
Other rules or comments: A score keeper writes down all the scores and subsequent rounds are played. Set a pre-determined number of rounds, such as 5 or 10 and whomever has the highest score at the end wins.
Variation 1: Players are not limited to only picking up a single card from the middle on their turn, but instead can acquire up to 5 cards at a time from the 5 face-up piles in the center (i.e. picking up all currently face-up cards), then subsequently discarding as many cards as they picked up. This increases the chance of building high scoring sequences.
Variation 2: 10 card version
Difficulty: Hard
Number of players: 2 to 4
Age range: 12 and up
Length: 3-15min per round
All the same principles apply as the 5-card game, accept players are striving for two 5 card sequences.
Difficulty: Medium
Number of players: 2 to 6
Age range: 10 and up
Length: 1-10 minutes per round
Point Tallying: Yes
Please refer to ‘TIC Card Principles’ to understand the concept of ‘Sequences’ between the cards.
Objective: Progressively build the best 5 card hand worth the most points. One is trying to acquire all the different numbers, shapes and colors and in doing so, achieve a 5 card Mono, Duo or Tripo sequence. See the different hands and associated points in the picture examples below.
Setup: All players are dealt 5 cards. The remaining cards are dealt into 4 equal piles placed face-down in the middle. The top cards in each pile are flipped over and placed on top of the pile (face-up).
Play: The player to the left of the dealer starts (or the youngest person). Play moves clockwise. To start, a player must pick up any one of the face-up cards they can see in the middle. Then flip over the face-down card that is revealed by the pickup. A player tries to organize their hand into the best sequence (see examples below) then discards their worst card to create a new face-up pile in the center (the 5th face-up pile: the discard pile). The next player in turn does the same thing but can now choose a card from any of the 5 piles (discard pile included). As soon as someone thinks they have a winning hand, instead of picking up a card they knock on the table. All other players have one more turn, before everyone lays their cards down. Players each count the value of their hand.
Other rules or comments: A score keeper writes down all the scores and subsequent rounds are played. Set a pre-determined number of rounds, such as 5 or 10 and whomever has the highest score at the end wins.
Variation 1: Players are not limited to only picking up a single card from the middle on their turn, but instead can acquire up to 5 cards at a time from the 5 face-up piles in the center (i.e. picking up all currently face-up cards), then subsequently discarding as many cards as they picked up. This increases the chance of building high scoring sequences.
Variation 2: 10 card version
Difficulty: Hard
Number of players: 2 to 4
Age range: 12 and up
Length: 3-15min per round
All the same principles apply as the 5-card game, accept players are striving for two 5 card sequences.
Tri Up Tri Down
Difficulty: Medium
Number of players: 2 - 6
Age range: 10 and up
Length: One round is 5 - 30 min
Point Tallying: No
Please refer to ‘TIC Card Principles’ to understand the concept of 'Sequences’ between the cards.
Objective: To be the first one to discard all their cards.
In this game, knowing the forwards and backwards progression of the numbers, shapes and colors is important. Refer to the back of any TIC card for the shape and color progressions.
1-2-3-4-5
circle-crescent-triangle-square-star
violet-cyan-yellow-orange-red
Setup: Each player is dealt 10 cards. If kids are playing, or if you are playing with many players, reduce the number to what is necessary without going less than 6 each. For longer games, try holding up to 14 cards. The deck is placed in the middle of the table, face-down. Flip the top card over and place beside the deck. This face-up card is what everyone plays on: the discard pile.
Play: The player to the left of the dealer starts (or the youngest). Play moves clockwise. A player can play a card on the center face-up card, if it increases or decreases a single property (its number, color or shape) by one increment, a "Mono". For example, if 4-square-cyan is face-up in the center, a player can play any card that increases or decreases the number by 1, the shape by 1 or the color by 1, such as playing 3-square-cyan (number decreased by 1), or 4-square-yellow (color increased by 1), or 4-star-cyan (shape increased by 1) etc. If so, their turn ends and it is the next players turn. If a player plays a card that changes two properties by 1 increment, a "Duo", the player gets to play again. If this player cannot play again they must pickup a card from the deck. If a player cannot play at the beginning of their turn, they must pickup from the deck. If a picked-up card plays, the player can play it. If a player plays a card that changes three properties by 1 increment, a "Tripo", all opponents must pick up two cards from the deck (If four or more players, opponents pick up only one card).
For a player to play their last card and ‘go out’ to win, they either must play a card that makes a Tripo or a Duo, or play a Mono only after playing multiple cards on that turn. In other words, a player cannot go out by playing only one Mono on their turn. If a player cannot go out, they must pickup from the deck.
Other rules or comments: If a player is left with one card at the end of their turn, they must say “last card” immediately. If not, and noticed by another player, the player in error must pick up two cards from the deck. Finally, if the face-up card in the center is showing the very bottom value in the sequence (1, circle or violet), the increment can only go one larger. If the center card is showing the very top value in the sequence (5, star or red), the increment can only go one smaller.
Strategy Tip: Leaving your opponent with a card that has very low or high values, such as 1-circle-violet or 5-star-red, limits their play.
Variation: To increase the fun, try having players take turns (on successive rounds) choosing a particular type of card to affect the play before the deal. For example, one player may decide: if someone ends their turn by playing a card with a 2, the next player must pick up two cards from the deck. The next round, another player may choose: if a player ends their turn by laying a card with stars, the next player must pickup the number of cards equal to the number of stars etc.
Difficulty: Medium
Number of players: 2 - 6
Age range: 10 and up
Length: One round is 5 - 30 min
Point Tallying: No
Please refer to ‘TIC Card Principles’ to understand the concept of 'Sequences’ between the cards.
Objective: To be the first one to discard all their cards.
In this game, knowing the forwards and backwards progression of the numbers, shapes and colors is important. Refer to the back of any TIC card for the shape and color progressions.
1-2-3-4-5
circle-crescent-triangle-square-star
violet-cyan-yellow-orange-red
Setup: Each player is dealt 10 cards. If kids are playing, or if you are playing with many players, reduce the number to what is necessary without going less than 6 each. For longer games, try holding up to 14 cards. The deck is placed in the middle of the table, face-down. Flip the top card over and place beside the deck. This face-up card is what everyone plays on: the discard pile.
Play: The player to the left of the dealer starts (or the youngest). Play moves clockwise. A player can play a card on the center face-up card, if it increases or decreases a single property (its number, color or shape) by one increment, a "Mono". For example, if 4-square-cyan is face-up in the center, a player can play any card that increases or decreases the number by 1, the shape by 1 or the color by 1, such as playing 3-square-cyan (number decreased by 1), or 4-square-yellow (color increased by 1), or 4-star-cyan (shape increased by 1) etc. If so, their turn ends and it is the next players turn. If a player plays a card that changes two properties by 1 increment, a "Duo", the player gets to play again. If this player cannot play again they must pickup a card from the deck. If a player cannot play at the beginning of their turn, they must pickup from the deck. If a picked-up card plays, the player can play it. If a player plays a card that changes three properties by 1 increment, a "Tripo", all opponents must pick up two cards from the deck (If four or more players, opponents pick up only one card).
For a player to play their last card and ‘go out’ to win, they either must play a card that makes a Tripo or a Duo, or play a Mono only after playing multiple cards on that turn. In other words, a player cannot go out by playing only one Mono on their turn. If a player cannot go out, they must pickup from the deck.
Other rules or comments: If a player is left with one card at the end of their turn, they must say “last card” immediately. If not, and noticed by another player, the player in error must pick up two cards from the deck. Finally, if the face-up card in the center is showing the very bottom value in the sequence (1, circle or violet), the increment can only go one larger. If the center card is showing the very top value in the sequence (5, star or red), the increment can only go one smaller.
Strategy Tip: Leaving your opponent with a card that has very low or high values, such as 1-circle-violet or 5-star-red, limits their play.
Variation: To increase the fun, try having players take turns (on successive rounds) choosing a particular type of card to affect the play before the deal. For example, one player may decide: if someone ends their turn by playing a card with a 2, the next player must pick up two cards from the deck. The next round, another player may choose: if a player ends their turn by laying a card with stars, the next player must pickup the number of cards equal to the number of stars etc.
Ticataire
Difficulty: medium
Number of players: 1 (not including the person looking over your shoulder telling you what to move)
Age range: 10 and up
Length: 15-30min
Point Tallying: No
Please refer to TIC Card Principles to understand the concept of ‘Commonness’ and ‘Sequences’.
Objective: To uncover all face-down buried cards and to have all cards in the deck in play. This is done by creating columns of cards that Tic and by moving cards to and from these Ticking columns to ‘sequencing piles’ that accept Duos and Tripos. This game is similar to the classic card game Solitaire or Patience.
Setup: Create 7 piles of face-down cards in a row, each pile containing 7 cards. An eighth card is place face-up on top of each pile. The remaining deck is kept with the player. During the play, two ‘sequence piles’ will be created above the main row of seven (see picture example below).
Play: Any individual card (not apart of a column) can be moved below another card to start making a column or adding to an existing column if a Tic is created. Once laid into a column, a card cannot be moved to another column. However, an entire column can be moved if the top card in the column Tics with a bottom card in another column. When buried cards are uncovered, they are flipped over and can be moved if able.
A player is allowed to create two piles above the main row called ‘sequence piles’. One pile is started with a card having two properties at the lowest value (1 and circle, or circle an violet, or 1 and violet), while the other pile is started with a card having two properties at the highest value (5 and star, or star and red, or 5 and red). Once a sequence pile is started. A player can move any isolated card or card at the bottom of a column to a sequence pile if a Duo or Tripo can be made (two or three properties change by one increment in sequence. For example, if 5-triangle-red card is showing, a 4-square-red can be laid on top (Duo). Here, the number changed by one and the shape changed by one (see the game Tri Up Tri Down for more examples here). Any card on top of a sequence pile can be move down into a column if a Tic is made. Such back and forth movements can facilitate uncovering buried cards or allow cards from the deck to play.
When stuck or when the player wants to generate new options, they can flip over a card from the deck to see if it plays on a column, or in one of the sequence piles.
If one of the 7 columns become empty, any card with a number 5 can be used fill this space and start a new column. This includes moving an entire existing column into the empty space if the top card in the column is a 5.
Difficulty: medium
Number of players: 1 (not including the person looking over your shoulder telling you what to move)
Age range: 10 and up
Length: 15-30min
Point Tallying: No
Please refer to TIC Card Principles to understand the concept of ‘Commonness’ and ‘Sequences’.
Objective: To uncover all face-down buried cards and to have all cards in the deck in play. This is done by creating columns of cards that Tic and by moving cards to and from these Ticking columns to ‘sequencing piles’ that accept Duos and Tripos. This game is similar to the classic card game Solitaire or Patience.
Setup: Create 7 piles of face-down cards in a row, each pile containing 7 cards. An eighth card is place face-up on top of each pile. The remaining deck is kept with the player. During the play, two ‘sequence piles’ will be created above the main row of seven (see picture example below).
Play: Any individual card (not apart of a column) can be moved below another card to start making a column or adding to an existing column if a Tic is created. Once laid into a column, a card cannot be moved to another column. However, an entire column can be moved if the top card in the column Tics with a bottom card in another column. When buried cards are uncovered, they are flipped over and can be moved if able.
A player is allowed to create two piles above the main row called ‘sequence piles’. One pile is started with a card having two properties at the lowest value (1 and circle, or circle an violet, or 1 and violet), while the other pile is started with a card having two properties at the highest value (5 and star, or star and red, or 5 and red). Once a sequence pile is started. A player can move any isolated card or card at the bottom of a column to a sequence pile if a Duo or Tripo can be made (two or three properties change by one increment in sequence. For example, if 5-triangle-red card is showing, a 4-square-red can be laid on top (Duo). Here, the number changed by one and the shape changed by one (see the game Tri Up Tri Down for more examples here). Any card on top of a sequence pile can be move down into a column if a Tic is made. Such back and forth movements can facilitate uncovering buried cards or allow cards from the deck to play.
When stuck or when the player wants to generate new options, they can flip over a card from the deck to see if it plays on a column, or in one of the sequence piles.
If one of the 7 columns become empty, any card with a number 5 can be used fill this space and start a new column. This includes moving an entire existing column into the empty space if the top card in the column is a 5.
Toker
Difficulty: Medium
Number of players: 2 to 8
Age range: 10 and up
Length: 2-10 min per round.
Point Tallying: No
Refer to TIC Card Principles to understand the concept of ‘Commonness’ between TIC cards.
Objective: Build a 5 card hand with the highest rank. See the different hands in the list and picture examples below.
Setup: All players are dealt 3 cards. Two cards are placed face-up in the middle. The middle cards are common and used by all players. The remaining deck is kept with the dealer.
Play: To start, all players choose one card to discard (if they want) in exchange for a new card form the dealer. Exchanges move in the clockwise direction around the table. To finish the round, a new card is added to the center face-up beside the existing cards. All players again choose a single card they want to discard in exchange for a new card from the dealer. This repeats until there are 5 cards in the center. Now all players lay down their hands and try to make the best 5 card hand from their cards and the cards in the middle. A single card cannot be used in more than one way to make the best hand.
At any point if a player thinks they have a winning hand, they can ‘call’ instead of exchanging a card. All other players that still need to play in the round have one more opportunity to improve their hand with an exchange. Then, one final card is added to the center before everyone lays down.
The best hand wins. If multiple players have the same type of hand, use the ‘value’ of the highest card held in hand to determine the winner (count-up the number, shape and color). If the totals are the same, number trumps shape, shape trumps color.
How to win the game: Have the number of possible points won by a player on a given round equal the number of players. If playing with four players, the winner receives 4 points, the next best hand wins 3 points, the next best hand wins 2 points etc. Play a predetermined number of rounds like 5 or 10 and see who has the most points at the end.
Variation 1: Instead of having players exclusively exchange their own cards with the dealer, each player takes a turn either exchanging one of the common cards in the middle with the dealer, or one of their own cards. After everyone gets a turn, everyone shows their cards. In this game, it is advantageous to be the last to exchange a common card; thus, everyone needs to have equal opportunity to deal, and be the last to exchange a card. Rotate clockwise around the table accordingly.
Variation 2: Instead of having common cards in the middle, players are dealt 5 cards. Each round players are allowed to exchange up to two cards with the dealer on each round. All other rules are the same as above.
Variation 3: Use betting following standard poker rules. Even when playing with the family, it is fun to use worthless poker chips. Only with betting does bluffing become an important aspect of the game.
Hand rank order (lowest to highest):
1) Highest value card (add number, shape and color value)
2) Three cards that Single
3) Two cards that Tic
4) Four cards that Single
5) Two cards that Tic and three cards that Single (little house)
6) Five cards that Single
7) Two pairs of Tics
8) Three cards that Tic
9) Three cards that Tic and two other cards that Tic (big house)
10) Four cards that Tic
11) Five cards that Tic
Part of the skill in this game is knowing what hand you have. For example, a player may think they have a lower ranking hand than they actually do (i.e. they do not see the best card combination); thus, each player is responsible for stating the rank of their own hand.
Difficulty: Medium
Number of players: 2 to 8
Age range: 10 and up
Length: 2-10 min per round.
Point Tallying: No
Refer to TIC Card Principles to understand the concept of ‘Commonness’ between TIC cards.
Objective: Build a 5 card hand with the highest rank. See the different hands in the list and picture examples below.
Setup: All players are dealt 3 cards. Two cards are placed face-up in the middle. The middle cards are common and used by all players. The remaining deck is kept with the dealer.
Play: To start, all players choose one card to discard (if they want) in exchange for a new card form the dealer. Exchanges move in the clockwise direction around the table. To finish the round, a new card is added to the center face-up beside the existing cards. All players again choose a single card they want to discard in exchange for a new card from the dealer. This repeats until there are 5 cards in the center. Now all players lay down their hands and try to make the best 5 card hand from their cards and the cards in the middle. A single card cannot be used in more than one way to make the best hand.
At any point if a player thinks they have a winning hand, they can ‘call’ instead of exchanging a card. All other players that still need to play in the round have one more opportunity to improve their hand with an exchange. Then, one final card is added to the center before everyone lays down.
The best hand wins. If multiple players have the same type of hand, use the ‘value’ of the highest card held in hand to determine the winner (count-up the number, shape and color). If the totals are the same, number trumps shape, shape trumps color.
How to win the game: Have the number of possible points won by a player on a given round equal the number of players. If playing with four players, the winner receives 4 points, the next best hand wins 3 points, the next best hand wins 2 points etc. Play a predetermined number of rounds like 5 or 10 and see who has the most points at the end.
Variation 1: Instead of having players exclusively exchange their own cards with the dealer, each player takes a turn either exchanging one of the common cards in the middle with the dealer, or one of their own cards. After everyone gets a turn, everyone shows their cards. In this game, it is advantageous to be the last to exchange a common card; thus, everyone needs to have equal opportunity to deal, and be the last to exchange a card. Rotate clockwise around the table accordingly.
Variation 2: Instead of having common cards in the middle, players are dealt 5 cards. Each round players are allowed to exchange up to two cards with the dealer on each round. All other rules are the same as above.
Variation 3: Use betting following standard poker rules. Even when playing with the family, it is fun to use worthless poker chips. Only with betting does bluffing become an important aspect of the game.
Hand rank order (lowest to highest):
1) Highest value card (add number, shape and color value)
2) Three cards that Single
3) Two cards that Tic
4) Four cards that Single
5) Two cards that Tic and three cards that Single (little house)
6) Five cards that Single
7) Two pairs of Tics
8) Three cards that Tic
9) Three cards that Tic and two other cards that Tic (big house)
10) Four cards that Tic
11) Five cards that Tic
Part of the skill in this game is knowing what hand you have. For example, a player may think they have a lower ranking hand than they actually do (i.e. they do not see the best card combination); thus, each player is responsible for stating the rank of their own hand.