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original games

These games were originally meant to be car games, but really, you could play them anywhere.

Note: though these games can be played anywhere, many of them are stupid and should only be attempted on long road trips if you have nothing else to do.

Note again: these games are really stupid and pointless. be forewarned.



1. 10 Card Pig

10 card pig is a card game. that means, you'll need a pack of cards... or 2 or 3. actually, the more decks involved, the more fun the game becomes. the perfect amount would probably be 3 decks.

10 Card Pig is a variation of poker. The object of the game is to, of course, win with the best hand. Betting is optional, based on your financial stature...

each player is dealt 10 cards. they must then pick out the best hand that they can think of. however, the hands are not limited to traditional poker hands. one of the great things about this game is that you can make up your own hands. popular 'Pig' hands are the full castle, the alphabetical order, and the ever popular 5 pair.

after players are dealt their cards, a round of (optional) betting takes place, and then the players are allowed to draw cards. IMPORTANT: before drawing cards, you must exclaim: "I would like to buy a vowel". you can draw as many cards as you like, as long as you put down the same amount, give or take... you are not allowed to look through the deck for certain cards. next, another round of betting occurs, and then players must lay down their hands.

next, the players must argue over whose hand is the winner. the dealer, of course gets the final and ultimate vote, that is, he decides whose hand is the best, whether by common knowledge, bribery, or pure maniacal humor.

additional rules:
if a player is caught cheating, the dealer must grab that players cards from his hands, yell "citizen's arrest!", and fling the cards towards the nearest window... or floor or something. it is important to be 100% sure this player is cheating before "arresting" him. otherwise, he will be forced to forfeit and will most likely be quite steamed from the whole idea.

other variations include 15 Card Crap, and 20 Card Go-Screw-Yourself, and Blank Card Whatever, in which the game is played with the remnants of a deck, where you can see that there are not enough cards to play with, but are not exactly sure how many are available. In Blank Card Whatever, it is important to sit as close to the dealer's left as possible, as to be sure that you will be dealt in. (Sometimes, there are only 2 or 3 cards left in the deck after a game of 20 Card Go-Screw-Yourself).



2. Boing Boeing

well the object of this game is fairly simple. it can be played with any number of people. basically, one person starts by saying any two-word combination of "boing" or "boeing" or both. the other person or persons have to guess at what the combination was by saying "1" for boeing and "2" for boing.

Example:

player 1: boing boeing

player 2: 2, 1

in this case, player two would win the round, and would then proceed to say his own combination. players who are speaking the combinations may speak softly or change the tone of their voice, but not so much that the other players can not hear them.

for more than one player, the first person to guess the correct combination wins the round.



3. Guess That Letter

This is a game for two people but it can be modified for larger groups.

the main idea is for player 2 to guess player 1's letter.

first, player 1 chooses a letter and keeps it secret. next, player two gets 3 lifelines, that is, he gets to ask three questions about the letter that can be answered by "yes" or "no".

example questions: is the letter round? in the alphabet, does the letter come before or after a certain letter? is the letter a vowel? is the letter in my name? etc, etc, etc...

after these three questions are asked, the player gets 1 guess. if he guesses right, it is his turn to pick a letter and he gains one point, but if he guesses wrong, the other player gets to pick a new number and gains 1 point. if the right questions are asked, this game can be relatively easy. but if the wrong questions are asked, you're in trouble.

scores may be kept, or for long trips, you can just play for fun, though it is unlikely that any of these games will amount to much fun.



4. Guess That Number

this game is actually very similar to Guess That Letter.

player 1 picks a number between 1 and 100. player 2 gets 3 lifelines, that is, 3 chances to ask if the number is higher or lower than a certain number. next, he gets 3 guesses for the number itself.

scoring is the same as Guess That Letter. if player 2 answers correctly , he gains 1 point and gets to pick the next number, but if he answers wrong, player 1 gains a point and picks the next number.

again, keeping score is optional, based on level of boredom.



5. Is It Two-able? (too-uh-bal)

this game is simple. it can be played by any number of people and must be played in a car or anywhere else that has a digital clock with a LED display. each player must watch the clock and try to be the first person to say whether the time is two-able or not.

"two-able" is a number process. what you do is add up the digits if the resulting number still has more than 1 digit, add those digits. when you get to a single digit number, double it. then repeat the process. keep repeating until you get to the number 2. if it gets to 2, it is two-able. the first person to determine this wins the round. however, if it is determined un-two-able, he first person to determine this wins the round.

example: clock reads 2:35

2 + 3 + 5 = 10

1 + 0 = 1

1 + 1 = 2

therefore, the time is two-able


example 2: clock reads 2:10

2 + 1 + 0 = 3

3 + 3 = 6

6 + 6 = 12

1 + 2 = 3

the sequence is a repetition, and is therefore un-two-able


you will find there to be a pattern to the game, and it will become extremely simple to determine the two-ability in a very short time. I'm talking kindergarten simple within seconds. but his only makes the game more interesting. at first, the key to the game is fast adding, but as you get the idea, the key becomes thinking ahead, keeping a sharp eye, and blurting out the two-ablility as soon as the clock changes.

scoring:

call a two-able: 2
call an un-two-able: 1
a wrong call: -1
premature calling (before the time changes): -2

- email/IM me with any questions/comments

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