Box Cards is a variation of "When the Chips are Down" from the book Raptor by Sam Sikes (get your copy at (DoingWorks). Since I carry around my playing cards wherever I go, I use them instead of the colorful chips Sam has for this one. After using Box Cards for a while my AdvEd students and I came up with a nice set of variations using the cards that allows for a few interactive challenges.
Needs & Numbers: One box of playing cards - any size can work, but we like the big ones. You'll also need a timing device of some sort. Plays well with most ages - the youngest we've tried this with is fourth-graders. (Nine-year-olds are so incredibly creative!) Groups of 12 to 24 participants.
Set-Up & Prep: You'll want to set up a square boundary area for this one. Place something at each corner like a game spot, a cone, or a webbing length. The larger the square the more movement. Initially the empty card box will be placed in the center of the square (see Variations for another card box suggestion). Before trying Straight Suit divide out and shuffle each suit of the deck - hearts, diamonds, spades, and clubs. If you are doing one of the other challenges simply shuffle all 52 cards together before play.
Straight Suits (easy challenge): Divide your group into four smaller sub-groups (you can call them "teams" if working on the mental model of language is part of the group's goals). Put one group at each corner and give someone in each group a full suit of cards - tell all the groups they should not look at the face of the cards until you start the activity. Share the objective before completing the rules. Objective: On the word "GO!" (time starts). Place down each suit of cards in ascending order off the card box - from Ace to King. The Ace of each suit must be touching the box. The remaining 12 cards of each suit must be in a straight line off the Ace of the same suit. When all cards have been placed down, following the required rules, time stops.
With the objective clearly understood, you will tell each sub-group that after 90-seconds given for planning each person in each sub-group must have at least one card in his or her hand (not looking at the faces of the cards until "GO"). In other words, the person given the cards will deal them out to his/her group-mates. The number of cards each person receives will be determined by the plan established by each sub-group (or, large group if they plan together). Each person must place down the cards he/she was given - cards cannot be given away to another player once "GO" is called.
Okay, game on! You can play a few rounds at this level if it proves to be a good challenge for the group. Hopefully times will improve as they get better at the process developed. And, if sub-groups share ideas with each other wouldn't that be cool!
Mixed Up (moderate challenge): Plays the same as Straight Suits with a different start. Instead of giving each sub-group the same suit of 13 cards, shuffle the entire deck together. Then, while the sub-groups are planning their strategy count 13 cards off the top of the deck and give each group a set of 13 random cards. As in Straight Suits every player in each sub-group must have at least one card in hand before play can begin. At this level it is pretty obvious that sub-groups will need to communicate with each other (however, I have seen groups just go for it on the first round to see what happens - then they usually plan prior to additional attempts).
Okay, game on!
Mixed Up In the Dark (difficult challenge): Plays the same as Mixed Up with the un-sighted challenge. When players enter into the square boundary area they must close their eyes until their card(s) is(are) placed down. To exit the square players can have their eyes open (I found this to be safer and it does speed things up a bit). NOTE: So far we've only used this version with smaller groups of 12 to 14 players working on trust-related goals.
Variations for All Levels:
Let us know how it goes for you. Leave us a comment below.
All the best,
Chris Cavert (and his AdvEd students)
This blog is a space for hands-on programable fun - energetic activities and ideas that can be used as a means to bring people together; activities and ideas we as educators can add to our social development curriculums.
Dr. Chris Cavert is an internationally known author, speaker, and trainer in the area of adventure-based activity programming and its relation to community and pro-social behavior development.