Take or pay, then group runs
Pay to decline a card or take it with its tokens; at the end score only the smallest value in each owned consecutive run.
Logic & rule checking · Cooperation & communication
- Players
- 3–5 players
- Time
- 12–20 minutes
- Materials and quantities
- Cards 3–17 once each, seven large tokens per player, score sheet.
3–5 players
Prepare
Shuffle the fifteen different cards 3 through 17 face down. Give each player seven tokens and display the first card in the middle with zero tokens on it. Choose a starting player and keep clockwise turn order. This is a separately specified small-number version.
Play
On your turn either pay one token onto the current card and decline it, or take the card plus every token on it. Taking is always allowed; a player with no tokens must take. After a take, reveal the next card and pass the turn clockwise as usual. Do not let the taker skip the next player or secretly discard a card.
Score example
After all cards are taken, sort your cards. A maximal consecutive run contributes only its smallest number. Cards 4,5,6,9,11,12 contribute 4+9+11=24. Subtract remaining tokens: three tokens give 21. A lone card is a run of one, so its whole value counts.
End
Lowest final total wins; ties share. Negative totals are allowed. Tokens spent and cards collected are public, and nobody is eliminated. Do not change the deck, token supply or scoring after seeing a disadvantage.
Adapt
Lay each player’s numbers in ascending order before counting runs and use a helper to total them. Use oversized tokens with children and adult preparation. This is a paper game without cash, purchases or betting.
Aim: Pay to decline a card or take it with its tokens; at the end score only the smallest value in each owned consecutive run.
Practice within this activity: Pay to decline a card or take it with its tokens; at the end score only the smallest value in each owned consecutive run.
Adult observation: Ask the participant to explain one legal choice. Accept passing and a partner writing; do not infer a lasting ability from a single round.
Mechanism and adaptation: A separately written PartyPageKit version of the mechanism described below, with original examples and materials. The earliest inventor is not established here.
Goals describe observable activity choices, not measured long-term gains or institutional endorsement.
Free alternatives: Write fifteen numbered cards on scrap paper and draw large token circles on card stock.
Buying recommendations reserved; no purchase required.
Printable materials
Preview at 100% scale, with browser headers and footers off. Cut with suitable help. Keep host keys separate. This is a manual tabletop kit, not an online opponent, automatic judge or solver.
Player numbered cards · one each
Each person starts with 7 large tokens. Supply them from adult-prepared paper circles; do not cut tiny counters.
Player final score log
| Player | Cards in order | Run minima sum | Tokens | Total = sum−tokens |
|---|---|---|---|---|
| ________ | ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ | ________ |
Teacher instructions and checked example · separate
3–5 players
Cards 3–17 once each, seven large tokens per player, score sheet.
Write fifteen numbered cards on scrap paper and draw large token circles on card stock.
Print only the relevant player pages; keep this teacher page separate. Read the full web rules before leading. A helper may write or move pieces, and anyone may pause or pass. No classroom or physical-printer trial is claimed.
Pay one to refuse, or take card plus tokens. Empty token supply forces a take. After every take reveal next card and pass clockwise. Example cards 4,5,6 / 9 / 11,12 contribute 4+9+11=24; three tokens give 21. Lowest wins, ties share, negative totals legal.