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RULES FOR THE
'FAMOUS FIVE'
CARD GAME
This game is based on four of the books about the adventures of the "Five", and the pictures on the cards are all of exciting incidents from the books. There are four complete sets of pictures and each set, when laid out in the correct order (which is the object of the game) tells the story, in pictures, of the book from which it is taken.
The cards with Yellow circles are from "Five on a Treasure Island".
The cards with Blue circles are from 'Five go to Smuggler's Top."
The cards with Purple circles are from "Five go off in a Caravan."
The cards with Pink circles are from "Five get into Trouble."
In each set of "ADVENTURE" cards the No. 1 card is the "START" card. Those numbered 2 to 8 continue to tell the story. No. 8 in every case illustrating the happy ending.
The "Famous Five" is a game for 2, 3 or 4 players with original rules and one of the best features of the game is that every hand is varied and although very simple to play, a lot of skill can be used. It is just as exciting for 2 or 3 players as it is for 4 players.
The game has 44 cards consisting of:-
1. Four sets of 8 "ADVENTURE" cards, numbered 1 to 8, each set distinguished by different coloured numbered circles = 32 cards
2. Four "DANGER" cards, each relating specially to one of the 4 adventures and marked with the letter "D" on the coloured circle matching the adventure sets = 4 cards
3. Two "GENERAL DANGER" cards relating to any of the adventures each marked "G.D." = 2 cards
4. Six "ALL SAFE" cards relating to any of the adventures each marked "ALL SAFE." = 6 cards
THE OBJECT OF THE GAME
is to be the first player to complete any set of ADVENTURE cards by playing the No. 8 card.
THE DEAL
Choose a dealer who takes out the four No. 8 ("HAPPY ENDING") cards. He shuffles these four cards, and if there are 4 players, he deals one to each, face down, and places the remainder in the pack. This ensures that each player has at least one "HAPPY ENDING card.
The dealer then shuffles all the cards, and, if there are 4 players, deals five cards, face-down, to each player, placing the remainder of the pack face-down in the centre of the table. If less than four players, deal six cards to each. The players take up their cards (including the No. 8 card which was dealt to them at first) and examine them.
THE PLAY
1 .Drawing and Discarding. The player on the left of the dealer begins by taking into his hand the top card from the pack. He then plays, if he can, one card as described in paragraphs 2 to 7, or discards one card face-upwards by the side of the pack in the centre. This completes his turn.
Note that he cannot both play a card and discard a card at the same time.
Play passes to the player on his left who has the choice of drawing:-
(a) The top card of the face-down pack.(b) The first player's discard (if he discarded).
Play passes to the left and whenever there are sufficient discards by the side of the face-down pack, a player, at his turn, may. if he wishes, draw either-
(a) The top card of the face-down pack or(b) The top 1, 2 or 3 cards of the discard stack. (Remember that never more than one card may be discarded).
To make it easier for players to see the discards, do not place them exactly on top of each other, but when discarding, only partly cover the card underneath.
When a player has taken the last card of the face-down pack (and before that player plays or discards), the dealer must take up from the table all the discards, shuffle them well and replace them face-down in the centre of the table.
If it happens that all the face-down pack and all the discards have been taken up and none is left, play continues as before except that discarding (and therefore drawing) ceases.2. The No. 1 (or START) cards: A player at his turn must play a No. 1 (START) card if he has one in his hand and this completes his turn. These cards are placed face-upwards in the middle of the table.
3. Cards Numbered 2 to 8 (the ADVENTURE cards): these cards when played are placed on any set in correct order after their own START card.
Players must play one ADVENTURE card if they have one which can be played in its correct order. The only exception is when they play a START card.
4. DANGER cards: These cards may be played to hold up the completion of an ADVENTURE set. They cannot be played in addition to an ADVENTURE card and only one can be played at one turn. DANGER cards are played as follows.-
(a) They can be played at any stage of the game, but only upon the numbered (ADVENTURE) cards which have the same coloured circle. When played, no further numbered cards may be played on that set until the ALL SAFE card has been played on the DANGER card.
(b) A DANGER card may not be played on an ALL SAFE card.
5. GENERAL DANGER cards: These cards are played exactly as DANGER cards except that they can be played upon any set of numbered cards.
6. ALL SAFE CARDS: Any of these cards can be played on any DANGER or GENERAL DANGER card to clear the way for further ADVENTURE cards. They cannot be played in addition to other cards.
7. The No. 8 (or HAPPY ENDING) cards: These are the final cards of the numbered sets and are played after the No. 7 card of the set has been played. If someone has played a DANGER card on the No 7, the HAPPY ENDING card can only be played after the necessary ALL SAFE card has been played.
END OF GAME
The game ends when any player completes any set by playing a HAPPY ENDING card.
The completed set tells a story in pictures from the book to which the set relates.
SCORING
The player who plays the HAPPY ENDING card scores 20 points less one point for each card left in his hand. The other players each score 10 points less 1 point for each card left in their hands. On the very rare occasions when a player is left with more than 10 cards, that player will have a minus score.
THE WINNER
The winner is the player who has the most points after an agreed number of games or may be the first player to obtain 100 points, whichever is desired.
CASTELL LARBY LTD.
Dataday House, Deer Park Road, London SW19 3UT.
Made in Great Britain