Games & group activities

Below is a list with a brief description of the games that you can play with your grouping cards.

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Games with groups using your Grouping Cards

Match-it (Players: 2 to 5)

To be left with the fewest cards while making the other players pick up cards. If you are the first to have no cards left you are the winner, otherwise the person with the fewest cards is the winner. Find it on page 2 of the manual.

Fish (Players: 2-5)

To get the most "pairs of cards". This is also a good activity to use for understanding probability and conditional probability when using the more challenging version of this game. Find it on page 4 of the manual.

Snap (Players: 2-5)

To get the most cards. Find it on page 6 of the manual.

Domino Card Game (Players: 2-5)

To be left with no cards. Find it on page 8 of the manual.

Games to play by yourself using your Grouping Cards

Domino Patience(Players: 1)

To place all the Grouping Cards down in 5 rows of 10 cards, so that every adjacent card has a matching symbol or pattern. Find it on page 9 of the manual.

7 Pile Patience (Players: 1)

To distribute all the cards onto matching pairs. This is also a good activity to shuffle the cards. Find it on page 11 of the manual.

Ice-breakers, warm-ups and energisers usng grouping cards

The following activities were designed to be used with the Grouping Cards, usually assuming that each person has already been allocated a Grouping Card. The suggested use for the activities is in brackets beside the activity name.

Lining up your numbers (ice-breaker/warm-up/energiser)

This exercise gets people to interact with other people in gentle manner. Find it on page 12 of the manual.

The re-grouping race (ice-breaker/warm-up/energiser)

This exercise gets people moving around and interacting with many of the people in the class. Find it on page 13 of the manual.

Playing Grouping Card snap (energiser)

This activity sharpens concentration and reaction time by focusing on different aspects of the Grouping Cards quickly at the same time. Find it on page 13 of the manual.

The memory game (energiser)

Challenges people's short term memory. Find it on page 13 of the manual.

Charades (energiser)

Creates a bit of fun, activity and group involvement, and gets people a little out of their comfort zone. Find it on page 14 of the manual.

Creating a character on the card (warm-up/energiser)

This exercise is a bit of fun, gets people moving and being creative. Find it on page 14 of the manual.

Creative story telling (energiser)

Exercises the creative mind, and suitable for people who already spent some time with each other. Find it on page 15 of the manual.

Participants expressing their progress through the cards (warm-up/energiser)

To help people debrief and express themselves about their participation in the course.