Wildcat & Dinohistoria – Additional Games

Wildcat game box

For Ages 5+ Pairs & Snap. Progress to Wildcat for Age 7+ with 3 levels of play.

Wildcat & Dinohistoria Box

see Website www.educationallearning.co.uk for additonal games that can be played with these games from AGE 5+.

Image of DINOHISTORIA box

Dinosaurs appeal to each generation and there are many familiar ones in this game and Animals past from 4.6 billion to 10,000 years ago.

‘Wildcat’ and ‘Dinohistoria’  
Two different entertaining card games, for all the Family and Friends.  Educational Learning aims to provide exciting quality games for children and adults, which are fun interesting and entertaining besides being educational.
Games to make you roar with success! 

Additional games for Ages 5+

Wildcat (see rules below)
The Big Cat Game
King of the Jungle
Pairs & Snap (Rules in single packs)

Dinohistoria (see rules below)
Pairs
Snap
Roar of the Dinosaurs

To BUY these games please CLICK HERE

WILDCAT

Game Includes: Instructions for ‘Wildcat’ with 3 levels of play. 
                             Also Rules for ‘Pairs’ & ‘Snap’
 (in the Single packs)

2 ADDITIONAL GAMES


The BIG CAT Game (2-4 players)

Deal
The dealer shuffles the cards and deals them in a clockwise direction to all of the players. When three players one player will have an extra card. Each player places his cards face down in front of them, which is called a stack. 

Play
The player on the dealers left goes first taking their top card and starting a new pile by placing face up in the middle. Play then continues in a clockwise direction. Each player on their turn, turns over the top card from their stack placing it on top of the pile.

Reward cards
These are: -

  • (50) Lion       – 5 cards
  • (30) Tiger      - 3 cards
  • (20) Wildcat   - 2 cards
  • (10) Jaguar    – 1 card

Cards numbered 1 to 9 are ordinary cards.

When a reward card is played the next player must lay the number of cards shown, unless they lay a reward card, then the next player must lay the number of cards shown below.  This continues until no reward card is laid and the person who laid the last one wins the pile and adds them to the bottom of their pile face down. This player then restarts the game as before.

Example:     
Player A lays a Lion on the pile,
Player B then has to turn over and lay 5 cards on the Lion, one at a time.   He turns over and lays a two, five and then a (20) Wildcat (Reward card);  
Then the next player has to turn over and lay 2 cards, playing a nine followed by a six.  
As player B was the last player to play a reward card they take the centre pile and add them to the bottom of their pile face down.

When a player runs out of cards they are out of the game.

Additional Rule (For 3 or 4 player game)
If a player runs out of cards when laying cards on a reward card e.g. As above player A lays a Lion card on the pile and player B can only lay 3 ordinary cards, a one, four & nine (having no cards left);  Then player B is out of the game and player C has to lay two cards (which makes up the 5 five cards).  If no reward card is laid then player A takes the centre pile and adds them to the bottom of their pile face down.

Winner
The player who wins all the cards is the winner.

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King of the Jungle      (3 or 4 players)

 

Object
Cats they say have 9 lives. 
To be the first player to score 90 points or more.

Cards
3 players use any 3 suits.
4 players use all 4 suits.

Deal
Deal the cards to the players, so each player will have 13 cards.

Bidding
Each player states how many tricks they will win.  The winner of the trick is the player who lays the highest numbered card of the suit originally laid.

The total number of tricks MUST total: 12 or less; or 14 or more. (This means that when all 13 tricks have been won at least one player will have at least 1 more or less trick, than they bid). 

e.g. 4 players: Player A bids 4, B bids 0, C bids 5 (Total 4+0+5 = 9) then player D can bid 0-3 or 5 or more. 

Play
The player on the dealer’s left starts play by laying any card from their hand.  All players must follow suit but if unable to follow then must discard a card from their hand. 
Play continues with the winner of the trick in a clockwise direction laying any card as before. Again all players must follow suit but if unable to follow then must discard a card from their hand. 

Game ends when all 13 tricks have been won. 

Scoring
Cat Life = 10 points

Each player starts with 20 points.
Players who make their number of tricks scores 10 points + 2 points for each trick, therefore player A would score 18 points.

Players who do not make their number of tricks deduct 1 point for every trick over or under from their points total.  Therefore, if player A wins 2 or 6 tricks, they would deduct 2 points from their total points. 

If a player bids ‘0’ (zero) tricks and succeeds in not winning a trick they score 20 points.  For every trick scored they deduct 1 point from their points total.

Winner
To be the first player to score 90 (9 lives).  If more than one player scores 90 or more then the winner is the player with the highest score.

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SNAP (Rules are in the single packs)

Deal: The dealer shuffles the cards and deals them in a clockwise direction to all of the players. Some players may have one card more than other players. Each player places his cards face down.

Play: The player on the dealers left goes first taking their top card and starting a new pile by placing face up in the middle.  Play then continues in a clockwise direction. Each player on their turn, turns over the top card quickly from their pile placing it on top of the previous card so all players have the same chance to call “Snap”. When a card matches a card already face up, the first player to call “Snap” wins the pile and adds them to the bottom of their pile face down. This player then restarts the game as before.

When a player runs out of cards they are out of the game unless they are the next player to call “Snap” and win the pile.

Winning: The winner of the game is the player who wins all the cards.

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 PAIRS (Rules are in the single packs)

Object: The aim is to find two cards that match (same number e.g. 2 x number 50 – 2 Lion cards).

Deal: Shuffle the cards and place them all face down on the table.

Play: Each player on their turn, turns over two cards and keeps them if the cards match. By matching a pair the player has another turn and continues until two cards are not matched, those cards are turned face down again in their original places. It then becomes the next players turn and proceeds in a clockwise direction. 

Winner: The player with the most pairs wins the game.

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DINOHISTORIA

Game Includes:  Instructions for ‘Dinohistoria’
 
3 ADDITIONAL GAMES  
 
 Pairs   (for 2+ Players)
 Object:   The aim is to find two cards that match (Same number e.g. 2 x number 10).

Cards:     Select any 4 of the suits numbered 1- 10 & 25 (44 cards in total)

Deal:      Shuffle the cards and place them face down on the table in 4 rows of 11.

Play:      Each player on their turn, turns over two cards and keeps them if the cards number matches. By matching a pair the player has another turn and continues until two cards are not matched, those cards are turned face down again in their original places. It then becomes the next players turn and proceeds in a clockwise direction.

Winner
The player with the most pairs wins the game.

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Snap    (for 2+ Players) 

Cards:      Select any 4 of the suits numbered 1- 10 & 25 (44 cards in total). 

Deal:        The dealer shuffles the cards and deals them in a clockwise direction to all of the players. Some players may have one card more than other players. Each player places his cards face down. 

Play:        The player on the dealers left goes first taking their top card and starting a new pile by placing face up in the middle. Play then continues in a clockwise direction. Each player on their turn, turns over the top card quickly from their pile placing it on top of the previous card so all players have the same chance to call “Snap”. When a card matches a card already face up, the first player to call “Snap” wins the pile and adds them to the bottom of their pile face down. This player then restarts the game as before. 

When a player runs out of cards they are out of the game unless they are the next player to call “Snap” and win the pile.

Winner
The player who wins all the cards wins the game.

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Roar of the Dinosaurs      (3 – 5 players)

Object
To be the first player to score 60 points or more. 

Cards
3 players use any 3 suits.
4 players use any 4 suits.
5 players use all   5 suits. 

Deal
Deal the cards to the players, so each player will have 11 cards.

Bidding
Each player states how many tricks they will win.  The winner of the trick is the player who lays the highest numbered card of the suit originally laid.

The total number of tricks bid MUST total: 10 or less; or 12 or more.  (This means that when all 11 tricks have been won at least one player will have at least 1 more or less trick, than they bid). 

e.g. 4 players: Player A bids 4, B bids 0, C bids 3 (Total 4+0+3 = 7) then player D can bid 0-3 or 5 or more. 

Play
The player on the dealer’s left starts play by laying any card from their hand.  All players must follow suit but if unable to follow then must discard a card from their hand.  The winner of the trick is the player who lays the highest numbered card of the suit originally laid.
Play continues with the winner of the trick in a clockwise direction laying any card as before. Again all players must follow suit but if unable to follow then must discard a card from their hand. 

Game ends when all 11 tricks have been won. 

Scoring
Each player starts with 20 points.
Players who make their number of tricks scores 10 points + 2 points for each trick, therefore player A would score 18 points.

Players who do not make their number of tricks deduct 1 point for every trick over or under from their points total.  Therefore, if player A wins 2 or 6 tricks, they would deduct 2 points from their total points. 

If a player bids ‘0’ (zero) tricks and succeeds in not winning a trick they score 20 points.  For every trick scored they deduct 1 point from their points total.

Winner
To be the first player to score 60 points.  If more than one player scores 60 or more then the winner is the player with the highest score.