Keith's Card Game
1. The person with the birthday closest to November 2 goes first. In a dispute, the person born nearest to 1990 goes first. A further dispute is to be settled by duelling.
2. Put one or two jokers in the deck (two for a shorter game). When a joker is drawn, the game ends and everybody wins. If the deck is missing jokers, use the ace of spades and/or diamonds.
3. Play goes clockwise during a time of peace and counter-clockwise during war.
4. The deck is shuffled and placed in the center of the circle. Two other piles, the gift pile and the challenge pile are initially empty. Each player gets something to write on.
5. At one's turn, a card is to be drawn from the deck:
- If a HEART is drawn, the player must think of something they would like (a hug, a beer, a pair of clean socks, olives). They write it on their paper as Gift 2
or Gift 3
or The King Gift
, depending on which heart was drawn. The card is then put in the gifts pile.
- If a DIAMOND is drawn, the player must think of a challenge (pushups, a dare, a chore). It can not be a favor or anything beneficial to the diamond-holder, because that would be a gift. The player writes this challenge on his pad as Challenge 4
or The Ace Challenge
or whatever. The card is then put in the challenge pile.
- If a CLUBS is drawn, and the gift pile is empty, the player puts the clubs at the bottom of the deck and draws another card. If the gift pile is not empty, however, the player looks through the gift pile for the gift numerically closest to the club drawn. The player asks whom this gift is owed. The drawer of the clubs must then give the hearts-drawer the gift. Both cards are then put at the bottom of the deck.
- If a SPADES is drawn, and the challenge pile is empty, the player puts the spades at the bottom of the deck and draws another card. If the challenge pile is not empty, then the drawer must look through the challenges pile for the challenge numerically closest to the spade that was drawn, and then the diamond-drawer's challenge must be done. Both cards are then put at the bottom of the deck.
6. The last rule is that everyone playing sticks together. If somebody must leave to get a gift or complete a challenge, everyone must come, bringing the cards if necessary.
7. The moral of the game is that some people get all the gifts and some people do all the challenges, but everybody wins.