# 50 Quick-Play Artic Games.qxd

```1-12-1
(also known as Ohio)
Number of Players:
two or more
Materials:
three dice, a copy of the grid on page 58, a pencil, a different
color/type marker for each player, articulation cards
Object of the Game:
to be the first to move your marker from the number 1 to 12 and
back to number 1
Articulation Practice
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Before the game, have the players say the words on all the cards.
On each turn, have the player say the word on a card before rolling
the dice.
Preparation:
Place the stack of articulation cards facedown on the table. Make a
copy of the grid on the next page.
To Play:
Players roll one die. The player who rolls the highest number goes first.
Play proceeds clockwise. The first player turns over the top card, says
the word on the card, and rolls all three dice. If one of the dice has a
1 on it, the player moves his marker to the first square. If he doesn't
roll a 1, he passes the dice to the next player. Each player must move
his marker from square to square in sequence (1, 2, 3, etc.). On each
turn, the player tries to throw the number on the next square. The
number can be on any one of the dice or reached by adding any or all
of the dice together. For example, if a player is on square 3 and he
rolls a 1-2-2, he can move to square 4 (2+2). The first player to move
from square 1 to square 12 and then back to square 1 is the winner.
Variations:
If the player misarticulates the target sound, the next player gets a
chance to say it correctly and roll the dice. Play continues clockwise.
For a faster game, allow the players to make several consecutive moves
by using all the number options on the dice. (Players must still move
from square to square in sequence.) For example, if a player rolls a
1-2-2, he could move to the 1, then the 2, then the 3 (1+2), then the
4 (2+2), and finally the 5 (1+2+2) before play passes to the next
player.
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1-12-1 Gameboard
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Boxes
Number of Players:
two or more
Materials:
a sheet of paper, pencils, articulation cards
Object of the Game:
to put your initial in the most boxes
Articulation Practice
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Before the game, have the players say the words on all the cards.
Have each player say the word on a card before connecting two dots.
Preparation:
Draw rows and columns of dots on a sheet of paper. Make the grid as
big as your playing time will allow. Give each player a pencil and
place the stack of articulation cards facedown on the table.
To Play:
Choose a player to go first. This player turns over the top card, says
the word on the card, and draws a line between two dots. The next
player does the same. Players can connect any two dots across or
down, but not diagonally. Players take turns until one of them
completes a box. When a player completes a box, she puts her initials
inside and takes another turn. When all the dots have been connected,
count up the number of boxes per player. The player with the most
boxes is the winner.
Variations:
If a player says the word on a card correctly, she keeps the card. The
winner is the one who has the most cards once all the dots have been
connected. Players don’t put their initials in the boxes as they complete
them, but they do get another turn and a chance to earn another card.
For articulation practice after the game, have the players say the words
on the cards that they collect.
Triangles: Make a triangular grid of dots. Instead
of making boxes, players connect the dots to make
triangles.
Snakes: Instead of making boxes, players make a
continuous line that “snakes” back and forth inside the grid. The goal
is to avoid connecting the line back to itself. On each turn, the player
can connect either end of the continuous line to a dot above, below, or
across from it (never diagonally). The player who makes the snake
“bite” itself loses the game.
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Bugs
Number of Players:
two or more
Materials:
one die, a sheet of paper for each player, a pencil or crayon for each
player, articulation cards
Object of the Game:
to be the first to draw a bug (Encourage creativity!)
Articulation Practice
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Before the game, have the players say the words on all the cards.
Before throwing the die, have the player say the word on a card.
After the game, have each player pass his cards to his left. Then have each
player say the words on the new cards.
Preparation:
Give each player a sheet of paper and a crayon or pencil. Place a set
of articulation cards facedown on the table.
To Play:
Choose a player to go first. This player turns over the top articulation
card and says the word on the card. If he is correct, he keeps the card
and throws the die. If he is incorrect, play passes to the next player.
On each turn, a player draws the part of the bug that corresponds to
the number on the die. See the chart below. The first player to
complete a bug is the winner.
1=body
3=one leg
4=one eye
5=one antenna
6=tail
A complete bug is 1 head, 1 body, 2
eyes, 2 antennae, 6 legs, and 1 tail.
Note: A player must throw a 1 (body) to start and a 2 (head) before he
can draw an eye or an antenna.
Variations:
For a faster game, use two dice. The player can use either number on
the dice or add the numbers together to match a body part he still
needs to draw to win. For example, if he rolls a 1 and a 2, he can
use the 1 and draw the body or add the 1 and 2 to draw a leg if he
already has the body. Players can only draw one body part per turn.
For extra fun, allow the player to draw whatever part he rolls on the
dice ignoring the rule to get a 1 or 2 first. Many players will find it a
challenge to draw a leg before drawing the body—resulting in some
really crazy-looking bugs!
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Crazy Eights
Number of Players:
two to five
Materials:
four color-coded copies of any sound grid
Object of the Game:
be the first player to get rid of all of your cards
Articulation Practice
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Have the player say the word on the card or use the word on the card in a sentence
each time she plays one.
Have players practice the words on all of their cards before playing the game.
Have a player say eight words/sentences with her target sound any time she plays
an (eight) 8.
After the game, turn the cards in the discard pile over one at a time for players to
take turns saying.
Preparation:
If more than two players, deal five cards facedown to each player. If
only two players, deal seven cards facedown to each player. Place the
remaining cards facedown in a pile in the center. This is called the
stockpile. Turn the top card faceup beside the stockpile. If the top
card is an 8, return it to the stockpile (mix it in with the other cards in
the stockpile) and turn over the next card.
To Play:
Each player looks at the cards in her hand. The player to the left of the
dealer goes first. She begins by laying a card from her hand onto the
starter card that matches either by suit or denomination. For example,
if the starter card is a red 6, the first player can play any other red
card or a 6.
In this game, 8s are wild. A player can play an 8 at any time. When
a player lays down an 8, she names a new color (red, blue, yellow,
green). The following player must then play a card with the new color
or an 8.
If the player cannot play a card, she takes cards from the stockpile until
she gets a card she can play. (You may want to put a limit of three
cards drawn from the stockpile to keep the game moving.) If the
stockpile is gone, the player passes.
Play continues until a player has played her last card or until the
stockpile is gone and no one can play any more cards.
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Crazy Eights, continued
Variation:
Go Boom!: This game is played much like Crazy Eights, but there are
no wild cards and you take tricks.
Deal seven cards facedown to each person. The remaining cards are
placed facedown in a pile in the center. The player to the left of the
dealer goes first, playing any card she chooses. Each player then plays
a card that matches either the color or the denomination of the card
led. For example, if the starter card is a green 9, players may play
any other green card or any 9.
The highest card of the color led wins the trick. If there is more than
one card with the same denomination (e.g., two 9s), the first one played
wins. The winner of the trick plays the first card of the next round.
If a player does not have a card with the correct color or denomination,
she draws from the stockpile until she gets a card she can play. (You
may want to put a limit of 3 cards drawn from the stockpile to keep the
game moving.) If the stockpile is gone, the player passes.
Play continues until one player has played her last card. When a
player plays her last card, she calls out “Boom!” The winner is the first
person to get rid of all of her cards.
For articulation practice, have the winner of each trick say the words on
the cards she wins in the trick. You can also have players practice the
words on the cards they hold in their hands at the end of the game.
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Fan Tan
(also known as 7-Up)
Number of Players:
three to six
Materials:
four copies of any sound grid (aces low; kings high)
Object of the Game:
to get rid of all your cards
Articulation Practice
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Have the players say the words on all the cards in the deck before dealing.
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Have each player say the word on each card (or use it in a sentence) he lays down.
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Have each player say the word the same number of times as the rank (e.g., 10 times
for a 10, 11 for a jack, 12 for a queen, and 13 for a king).
At the end of each hand, have the players who are still holding cards say the word
on each of the cards or use the words in sentences.
Preparation:
Dealer deals the entire deck. Unless there are four players, some
players will have more cards than others. As the deal rotates clockwise,
this “inequity” will even out in future hands.
To Play:
A player can only play a 7 or build up or down on cards already
played, according to the suit. The player on the dealer’s left begins
and places a 7 faceup in the center of the table. If the player doesn’t
have a 7, he passes to the next player on his left. Once a 7 is played,
a card higher or lower can be played (on the top half or lower half of
the 7 respectively) in the same suit. Each player only plays one card
at a time.
The first player to run out of cards is the winner.
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Fan Tan, continued
For a shorter game, allow players to play straights (several cards in
order of the same suit) or multiples (cards on more than one suit) on the
same turn.
Variation:
Crazy Tan: This game is a combination of Crazy Eights and Fan Tan.
It is fun if you have a small group of two or three players. To play, the
dealer deals seven cards to each player and places the rest of the
deck facedown in the middle of the table as a stockpile. The game is
played like Fan Tan, except when a player cannot play, he draws a
card. If that card is playable, he plays it on this turn. Play then
passes to the left as usual and continues until a player runs out of cards
and is declared the winner.
To speed this game up, play with incremental drawing. For example,
the first player to draw draws one card. If the next player doesn’t
have any playable cards, he draws two cards. If the next player can’t
play either, she draws three cards, and so on until one of the players is
able to play. As soon as a card is played, the number of cards to
draw goes back to one and the sequence repeats.
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Go Fish
Number of Players:
two to five
Materials:
two copies of any sound grid
Object of the Game:
to be the first player to get rid of all your cards
Articulation Practice
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Have the players practice the words on the cards before dealing.
On each turn, have the player say the word on the card or use the word in the
question, Do you have a ____?.
At the end of the game, have the players who still have cards in their hands say the
word on each of the cards or use them in sentences.
After the game, turn the cards in the discard pile over one at a time for players to
take turns saying.
Preparation:
Deal all the cards facedown to the players, one hand for each player
plus an extra. Place the extra hand in the center of the table. This is
the Go Fish pond. If any of the players holds one or more pairs of
cards, he places them faceup on the table in front of him.
To Play:
The player to the left of the dealer goes first. He asks any player for
a specific picture card (e.g., Mia, do you have a ____?). If the player
has the requested card, she must hand it over. Player one then places
the pair of cards on the table and continues his turn by asking any
player for another card. If this player doesn’t have the requested card,
she says, “Go fish.” Player one then draws a card from the Go Fish
pond. If that card is the one requested (i.e., He fished what he wished),
he lays the pair down and continues his turn. If not, play passes to the
player who said, “Go fish.”
If the Go Fish pond runs out of cards, play continues the same except
that no one draws a card when told to “Go fish.”
The first player to get rid of all his cards by laying down pairs is the
winner.
Variation:
Make four copies of the cards and lay down sets of four cards. With
this variation, players ask, “Do you have any ____?” and the other
player must surrender all matching cards.
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Memory
(also known as Concentration)
Number of Players:
two to five
Materials:
two copies of any sound grid
Object of the Game:
to collect cards by matching pairs
Articulation Practice
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Have players practice the words on the cards before playing the game.
Have the player say the word on the card or use the word on the card in a sentence
each time she turns one over.
At the end of the game, have players name each card they correctly matched.
Preparation:
Mix up the cards and spread them out randomly facedown in front of
all the players. Make sure no cards are overlapping.
To Play:
Players take turns turning over two cards, looking for a match. If the
cards match, the player takes another turn. If the cards do not match,
the player turns the cards facedown in exactly the same spot and play
passes to the left. Players try to remember where the cards are so they
can make matches.
Play ends when all of the cards are matched. The player with the most
pairs wins.
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Michigan
Number of Players:
three to eight
Materials:
four color-coded copies of any sound grid sheet, the sheet of pay cards
on page 68, 20 counters (e.g., poker chips, pennies) per player
Object of the Game:
to be the first player to get rid of all of your cards
Articulation Practice
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Have players practice the words on the cards in their hands before playing the game.
Have the player say the word on the card or use the word on the card in a sentence
each time he plays one in a sequence.
Whenever a player wins the counters from a pay card, have him count the counters
and then practice words/sentences that many times (e.g., If he wins 6 counters, he
says six words or uses six words in a sentence).
Preparation:
Copy the sheet with the pay cards on page 68 and place it in the
center of the table. (The pay cards are an ace, king, queen, and jack.)
Give each player 20 counters. Before the deal, each player antes one
counter on each pay card. The dealer then shuffles the cards and
deals one hand to each player and one spare hand. All of the cards
are dealt facedown, one at a time. (The deal may not come out evenly,
but it doesn’t matter.) The spare hand is left facedown and is not used
in the game.
To Play:
Each player looks at his hand. The person to the left of the dealer
plays the lowest card he has in any color and names it out loud (e.g.,
“yellow 3”). The person with the next card in sequence with that color
plays it and names the card (e.g., “yellow 4”). Then the player with the
yellow 5 lays down her card and so on until either the ace is reached
or no one can play because no one holds the next higher card in the
sequence. (It might have been played earlier or it is in the spare hand.)
At that point, the person who played last chooses a new color and
plays her lowest card with that color.
Whenever a player lays down a pay card, she wins the counters on
that pay card. If she forgets to collect her counters before the next
player plays a card, she forfeits the counters.
When the cards are all played out, the hand is over. The deal passes
to the left, the cards are shuffled, everyone antes, and a new hand is
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Michigan, continued
dealt. Play continues until one player is bankrupt (in which case, he
loses and everyone else wins) or until one player gets rid of all of his
cards (in which case, he wins).
Pay Cards
A
K
Q
J
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Oops!
Number of Players:
two or more
Materials:
copies of one or more sound grids, the sheet of Oops! cards
on page 70
Object of the Game:
to win the most cards
Articulation Practice
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Before the game, have the players say the words on all the cards.
If the player is at the word level, have her say the word on the card a number of
times for each turn. (You might set a certain number, or roll a die to determine the
number each time.)
If the player is at the sentence level, have her use the word on the card in a
phrase/sentence.
Preparation:
Put articulation cards in a box or bag along with the three Oops! cards
(page 70).
To Play:
Have students take turns pulling out a card and saying the word on the
card. They keep the cards that they say correctly. If they get an Oops!
card, they say “Oops!” and put all of their cards except the Oops! card
back in the box or bag. Play continues until all of the articulation cards
are out of the bag.
The player with the most cards is the winner.
Variation:
Add any or all of the other cards on page 70 to the cards in the bag.
Have students do what the card says like “Practice the words on all of
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Oops! Cards
Oops!
Oops!
Oops!
Practice the
words on all
Choose a
card from
Say it in a
sentence.
Choose a
card from
Say it
5 times.
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Practice the
words on all
of another
student’s
cards.
Pay Up!
(also called Beggar My Neighbor or
Beat Your Neighbor Out of Doors)
Number of Players:
two
Materials:
four copies of any sound grid
Object of the Game:
to win all the cards in the deck
Articulation Practice
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Have the players say the words on all the cards in the deck before dealing.
On each turn, have the player say the word on the card (or use it in a sentence) as
he lays down the card.
Have the players say the words on the cards they take in each trick and/or the cards
they take each time they win a ‘pay.’
Preparation:
Deal all the cards facedown to the players. Each player stacks his
cards in a pile in front of him (without looking at them) and keeps the
cards facedown.
To Play:
The player who did not deal goes first. He turns over his top card in
the center of the table. If it is a pay card (ace, king, queen, or jack),
the other player must “pay” accordingly:
ace—four cards
king—three cards
queen—two cards
jack—one card
To pay, the player lays the appropriate number of cards faceup on the
pay card. If in paying, she turns up another pay card, the original pay
card is immediately canceled and the other player must now pay. This
can continue as long as a pay card is turned up. Once payment is
complete, the player who laid down the most recent pay card picks up
the entire pile and places it under his stack of cards.
If the first card is not a pay card, the other player turns over her top
card and places it on top of the other card in the middle of the table.
Players take turns playing a card face up in the middle until a pay
card is played.
The first player to win all the cards in the deck is the winner. If a
player runs out of cards in the middle of a payment, he forfeits the
cards and the other player is declared the winner.
Variation:
To shorten the game, set a time limit. At the end of the time period, the
player with the most cards is the winner.
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Play or Pay
Number of Players:
three to five
Materials:
four color-coded copies of any sound grid sheet, 20 counters
(e.g., poker chips, pennies) per player
Object of the Game:
to be the first player to get rid of all of your cards
to have the most counters after a set number of hands (or to reach
a predetermined number of counters first)
Articulation Practice
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Have players practice the words on the cards in their hands before playing the game.
Have the player say the word on the card or use the word on the card in a sentence
each time she plays one in a sequence.
When a person finishes a sequence, have her practice all of the words on the cards in
that sequence.
At the end of each game, have the “losers” practice the words on the cards they hold
in their hands.
Preparation:
Give each player 20 counters. Deal all the cards facedown to the
players. The deal may not come out evenly.
To Play:
The player to the left of the dealer chooses a card from her hand and
puts it faceup in the center of the playing area. The person to her left
puts down the next card in the sequence (e.g., blue 4, blue 5). If that
player does not have the next card in the sequence, he “pays” one of
his counters into the middle of the playing area. The player to his left
then takes a turn.
If the first player doesn’t start with an ace, and the sequence gets to a
king, the next card in the sequence is the ace, then the two (2), etc.
When a whole sequence is finished, the person who plays the last card
in the sequence puts down a new card in the middle to begin a new
sequence.
Players continue to play or “pay” until one player runs out of cards.
The player who runs out of cards first wins all the counters in the middle
as well as a counter for each card each opponent holds (e.g., A player
with three cards left pays the winner three counters). The winner is the
player who has the most counters after a set number of hands or who
reaches a predetermined number first (e.g., 50 counters).
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Red Out
(also called Hearts)
Number of Players:
three to six
Materials:
four color-coded copies of any sound grid (aces high)
Object of the Game:
to get the lowest score
to get rid of your red cards
Articulation Practice
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Have the players say the words on all the cards in the deck before dealing.
On each turn, have the player say the word on the card (or use it in a sentence)
as he lays down the card.
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Have the players say the words on the cards they take in each trick.
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At the end of each round, have each player say the words on all his cards.
Preparation:
Choose a dealer and a scorekeeper. The dealer deals the cards
evenly. In a four-player game, each player gets 13 cards. In games
with numbers other than four players, remove card(s) as follows to make
the deal come out evenly.
# Players
3
4
5
6
To Play:
blue 2
none
blue 2, green 2
blue 2, green 2, yellow 2
Red Out is played as a series of hands and points are tallied after
each hand. The player with the blue 2 (or lowest blue card) plays first.
Play proceeds clockwise, each player playing a blue card if possible.
If a player doesn’t have a blue card, he may play any card. Usually
a player in this situation would play a red card to get rid of point
cards. No one can lead with a red card until a red card has been
played as a discard. The player who plays the highest card in the
initially led suit wins the trick. This player leads the next round. Play
continues until all players are out of cards. At the end of each hand,
the scorekeeper records the points for each player according to the
number of red cards taken in tricks (one point per red card).
The player with the lowest point total when another player reaches 50
points is the winner.
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Red Out, continued
Variations:
To shorten the game: Set a time limit. At the end of the time period,
the player with the lowest score is declared the winner.
Yellow Queen: All red cards and the yellow queen are penalty cards.
The player who takes the yellow queen in a round receives 13
points. Each red card is still worth 1 point. Play continues until a
player reaches 100 points or the time limit ends. The winner is the
player with the lowest score.
Shoot the Moon: If a player takes all the red cards and the yellow
queen, he gets 0 points for the hand, but every other player gets 26
points. Play continues until a player reaches 100 points or the time
limit ends. The winner is the player with the lowest score.
Spot Hearts: Points are awarded based on the rank of the red card.
For example, if a player takes the red 10, he gets 10 points added to
his score. The king counts 13, the queen 12, and the jack 11. The
winner is the player with the lowest score.
Passing Red Out: This is a game for four players. After each deal,
each player selects three cards from his hand and passes them to
another player facedown. Players must select and pass their cards
before they pick up the cards passed to them. The direction they pass
their cards depends on the hand. On the first hand they pass to the
left, on the second hand to the right, on the third hand across the table,
and on the fourth hand they don’t pass any cards. The passing
sequence resumes for the fifth hand and so on. Play continues until a
player reaches 100 points or the time limit ends. The winner is the
player with the lowest score.
Domino Red Out: The dealer deals 6 cards to each player and places
the rest of the cards in the middle of the table facedown. If a player
cannot follow suit, he draws cards from the stock until he gets the
necessary suit. Once the stock cards are depleted, play reverts to the
regular Red Out play. Players drop out as they run out of cards and
the last player with cards in his hands scores points for red cards in his
hand as well as taken in tricks. All the other players score points
normally. The winner is the player with the least points when another
player reaches 31 points.
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Solitaire
Number of Players:
one or two
Materials:
four color-coded copies of any sound grid
Object of the Game:
to move the four aces, as they appear, to the foundation piles
to build on the aces in the foundation piles going from ace to king
Articulation Practice
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Have players practice the words on the cards before playing the game.
Have the player say the word on the card or use the word on the card in a
sentence each time she turns one over.
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Each time a player moves a card, have her practice the word on the card.
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At the end of the game, have players practice the words in the foundation piles.
Preparation:
Lay out the cards in seven columns, with the first column containing one
card, the second column two cards, etc. The top card in each column is
faceup and the remainder of the cards are facedown. Place the rest of
the deck facedown in front of the player to form the stockpile.
To Play:
Have the player turn one card at a time faceup from the stockpile.
If the card is an ace, it goes above the columns as one of the
foundation piles. If the card is not an ace, it may be played on
the foundations (e.g., a red 10 on a red 9) or on the cards in the
columns (e.g., a red 10 on a yellow jack). The card turned up may
not be playable. In that case, it goes facedown on the wastepile.
If you play with two players, have them take turns turning over cards.
Cards in the columns may be built down in sequence and in different
colors (e.g., red 8, green 7, yellow 6, red 5).
A sequence of cards (or one card) can be moved as a unit from one
pile to another. When a facedown card is exposed as a result of
moving a sequence of cards, turn it faceup. That card may then be
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Solitaire, continued
playable on a foundation pile or on another column. If a space is
created in a column as a result of moving a sequence of cards, it may
only be filled with a king.
The stockpile can be reused as many times as necessary. Play continues
until the player fills all foundations (in which case, she won) or when no
more moves are possible (in which case, she lost).
Variation:
Clock Solitaire: Put 13 cards facedown in a circle, with one card
representing each number on a clock (e.g., one card at the one o’clock
spot, another card at the two o’clock spot, etc.). The 13th card goes
facedown in the center. Go around the circle three more times, placing
cards facedown to create 13 piles of four cards each. In this game, the
face value of the card represents a time on the clock (e.g., aces
represent one o’clock, jacks represent 11 o’clock).
Have the player take the top card off the pile in the center of the circle
and place the card faceup under the pile of cards representing the
“time” on the card (e.g., queen = 12 o’clock). Then the player takes
the top facedown card off that pile and plays it the same way. If two
players are playing, have them take turns turning over cards.
Play continues until the player gets all four kings (in which case, she lost)
or when all piles of cards have all four colors and a king is the last
card (in which case, she won).
For articulation practice, the player can say the word on the card (or
use it in a sentence) each time she turns one faceup. At the end of the
game, have the player name all of the cards around the “clock.”
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Tic-Tac-Toe
Number of Players:
two
Materials:
paper, pencils, nine articulation cards, two different groups of five
tokens (e.g., coins, poker chips)
Object of the Game:
get three across, down, or diagonally
Articulation Practice
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Before the game, have the players say the words on all the cards.
On each turn, have the player say the word on the card before he covers it
with a token.
After the game, have each player say the word on each card as he takes off the
other player’s tokens.
Preparation:
Select nine articulation cards and lay them out in a 3 X 3 grid. Give
each player five tokens, choosing them so one player’s tokens can be
distinguished from the other player’s tokens.
To Play:
Choose a player to go first. This player says the word on a card and
covers it with a token. The other player does the same. A player can
place his token so that the other player is blocked from getting three in
a row. Play continues until a player has covered three cards across,
down, or diagonally.
Variations:
If a player misarticulates his target sound, he doesn’t place a token on
the card and play passes to the other player.
If a player misarticulates his target sound, the other player has a
chance to say the word correctly and place his token on that card.
Then it is the first player’s turn again.
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50 Quick-Play Articulation Games
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War
Number of Players:
two
Materials:
four copies of any sound grid
Object of the Game:
to win all the cards in the deck
Articulation Practice
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Have the players practice all the words in the deck of cards before dealing.
On each turn, have the player say the word on the card (or use it in a sentence)
as she lays down the card.
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Have the players say the words on the cards they take in each trick.
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When a player wins a “war,” have her say the words on all the cards she takes in.
Preparation:
Deal all the cards facedown to the players. Each player stacks her
cards in a pile in front of her (without looking at them) and keeps the
cards facedown.
To Play:
Each player turns over the top card of her stack of cards, names it,
and places it in the middle of the table. The player with the higher
card takes both cards and places them in a discard pile beside her.
(Aces are high.) Whenever a player runs out of cards, she takes her
discard pile (without shuffling them or looking at them) and continues
play by turning over the top card. Players continue flipping over their
top cards, naming them, and taking tricks until they both turn over a
card with the same rank (e.g., 2 queens). Then it’s war. At the same
time, players place their top two cards facedown and the third card
faceup in front of them. To add drama, they can chant “1, 2, 3!” as
they turn over their cards. Whoever has the highest faceup card, takes
all of the cards in that round (the two original cards, the four facedown
cards and the final two faceup cards). This sequence is repeated if the
new faceup cards are also the same rank.
The first player to win all the cards in the deck is the winner. If a
player doesn’t have enough cards to finish a round of war, she must
surrender her cards to the other player and he wins by default.
Note: This game can take a long time, so you may want to set a time
limit. At the end of the time period, the player with the most cards is
declared the winner.
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War, continued
Variations:
There are other ways to play when players get a “war”:
1. Each player puts one card facedown and one card faceup.
2. Each player puts three cards facedown and one card faceup.
3. The number of cards placed facedown depends on the rank of
the faceup cards that caused the war (e.g., Players put five cards
facedown for a 5, 11 for a jack).
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