Classics

Tichu

Tichu took much of its rules and mechanics from Zheng Fen. It is a partnership climbing card game, and the object of play is to rid yourself of your hand, preferably while scoring points in the process.

The deck is a standard 52-card pack with four special cards added: dog, phoenix, dragon and Mah Jong (1). When it's your turn, you may either beat the current top card combination — single card, pair of cards, sequence of pairs, full house, etc. — or pass. If play passes all the way back to the player who laid the top cards, he wins the trick, clears the cards, and can lead the next one. The card led determines the only combination of cards that can be played on that trick, so if a single card is led, then only single cards are played; if a straight of seven cards is led, then only straights of seven cards can be played, etc.

The last player out in a round gives all the cards he won to the player who exited first, and the last player's unplayed cards are handed to the opposite team. Fives, tens and Kings are worth 5, 10 and 10 points, with each hand worth one hundred points without bonuses — but the bonuses are what drive the game. At the start of a round, each player can call "Tichu" prior to her playing any card. This indicates that she thinks that she can empty her hand first this round; if she does so, her team scores 100 points, and if not, it loses 100 points. Cards are dealt at the start of a round in a group of eight and a group of six; a player can call "Grand Tichu" after looking at only her first eight cards for a ±200 point bonus. If both players on a team exit a round prior to either player on the opposite team, then no points are scored for cards and the winning team earns 200 points (with Tichu/Grand Tichu bonuses and penalties being applied as normal).

The first team to 1,000 points wins.

UNO: Eye-Eye SpongeBob!

Nickelodeon UNO Eye-Eye SpongeBob! Card Game Soak up the fun of UNO SpongeBob style! Game includes one deck of UNO cards with colorful graphics of your Bikini Bottom favorites in a cool SpongeBob tray. One tip of SpongeBob's yellow nose and his spinning eyes direct the play and decide who will sink and who will swim in the game. It's fast-paced fun that will keep the entire family absorbed!

By Pressing SpongeBob's nose, the left eye will indicate who has to perform the action, while the right eye will indicate which action to take. You, someone else, or possibly no one could draw 4 cards, discard 1 card, or draw until a blue/yellow/wild card is drawn.

Publisher's Website + User Summary

Checkers

Abstract strategy game where players move disc-shaped pieces across an 8 by 8 cross-hatched ("checker") board.
Pieces only move diagonally, and only one space at a time. If a player can move one of his pieces so that it jumps over an adjacent piece of their opponent and into an empty space, that player captures the opponent's disc. Jumping moves must be taken when possible, thereby creating a strategy game where players offer up jumps in exchange for setting up the board so that they jump even more pieces on their turn. A player wins by removing all of his opponent's pieces from the board or by blocking the opponent so that he has no more moves.
This game, also known as Draughts, is part of the Checkers family.

The Official Checker Board to be used in tournaments and official matches of associations like international WCDF, ACF, and APCA usually shall be colored of green and off-white (buff). Board squares shall be not less than 2 inches nor more than 2½ inches wide. Tournament pieces are Red and White, but called Black and White in game related literature.

Sources:

American Pool Checker Association (APCA)
World Checkers and Draughts Federations (WCDF)
"The Standard Laws of Checkers", with comments by Jim Loy
Tournament Rules for Checkers, www.ehow.com

'Online Play

Boardspace.net (real time play against humans, or play against the computer)