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#PowerON Games with Ontario Power Generation

Clarington Public Library and Ontario Power Generation (OPG) want to make sure you have a fantastic time at home, no screens required!

Register for your activity kit to pick-up on Tuesday, July 14 at the Darlington Waterfront Trail [REGISTRATION SOLD OUT], generously provided by OPG (quantities are limited). For more information, including a map of the pick-up location, please see OPG's PowerON Tuesdays website!

No worries if you miss out, you can download or print our Library Bingo of Games! See how many you can play this week - you likely have everything you need right at home! Not familiar with all the games? Check out simple rules for all the games from each category below!

 

Playing Cards icon.

Paper and pen icon.

Balloon icon.

Thought bubble imagination icon.

Dice icon

 

Playing cards icon.

Cards

For these games, you'll need at least one deck of cards.

Go Fish

  1. Deal 5 cards to each player (2 - 4 players is best). The remaining cards are placed in a deck facing down. Be sure to hold your cards so no one else can see them.
  2. All players should put any pairs they have in their hand down, face up on the table.
  3. Starting with the youngest player and moving clockwise, the player asks one of their opponents "Do you have any ____?" The card requested should be one the player has in their hand. (Ex. "Do you have any Queens?")
  4. If the opponent has the card, they must give it to the player, who puts their pair down.  If the opponent does not have the card they say "Go Fish!". A players turn continues until they are told to Go Fish!
  5. The player must then pick a single card from the remaining deck of cards. If they make a pair, they place it down.
  6. If a player runs out of cards, they pick five from the deck.
  7. The player with the most pairs wins once there are no more cards left.
     

Crazy Eights

  1. Deal 5 cards to each player (2 - 4 players is best). The remaining cards are placed in a deck facing down. The dealer turns up the top card and places it in a separate pile; this card is the “starter.” If an eight is turned, it is buried in the middle of the pack and the next card is turned.
  2. Starting to the dealer’s left, each player must place one card face up on the starter pile. Each card played (other than an eight) must match the card showing on the starter pile, either in suit or in denomination. (Ex. If the Queen of Clubs is the starter, any club may be played on it or any Queen.)
  3. If unable to play, cards are drawn from the top of the stock until a play is possible, or until the stock is exhausted. If unable to play when the stock is exhausted, the player must pass. A player may choose to draw from the stock, even though there may be a playable card in the player’s hand.
  4. All eights are wild! That is, an eight may be played at any time in turn, and the player need only specify a suit for it (but never a number). The next player must play either a card of the specified suit or an eight.
  5. The goal is to be the first player to get rid of all your cards.

Variations: Some versions of this game have special rules for certain cards. For example, some people play that the Queen of Spades played means the next player has to pick up 5 cards, or a Jack means the next player loses their turn!
 

Memory

This game works best with two decks of cards, but you can adjust your play for just one deck by only matching denominations and not suits (Ex. Two Queens make a match, regardless of suit).

  1. If you're using two decks, you might want to pick out matches in advance - or just go wild and use all 104 cards! 
  2. Mix the cards up and lay them in rows, face down. Aim for a grid pattern - if you're using 104 cards, an 8 by 13 grid works well. 
  3. The first player turns over two cards. If they match, they keep them and can try again. If not, they turn them back over and it’s the next player’s turn. 
  4. When it’s not your turn, try to remember what cards other players turned over and where they are. It can help you make matches when it is your turn!
  5. The game is done when all the cards have been matched up, and whoever has the most matches is the winner!
     

Snap!

  1. Deal out all cards face down, one at a time, beginning to the dealer’s left. It does not matter if some players have more cards than others. Each player puts their cards in a pile, face down in front of them.
  2. The player on the dealer’s left turns over the top card of his pile and puts it face up starting a pile of cards next to their face down cards. The next player to the left does the same and so on around the table.
  3. When someone turns up a card that matches a card already face up on another player’s pile, the first person to notice the two matched cards calls out “Snap!” and wins both piles. This player adds the cards to the bottom of their face-down pile.
  4. When two players shout “Snap!” at the same time, the two piles are combined and placed in the center of the table face up. These cards form a “Snap Pot.” Play continues where it left off with the player to the left of the last player who turned over a card. If a player spots a card that matches the card on top of the Snap Pot, they shout “Snap Pot!” and win all of those cards. During the game, if a player runs out of cards in their face-down pile, the cards in the face up pile are turned down and the player continues to play.
  5. The goal is to be the player who wins all the cards!
     

Pig

For this game you will also need a pen and paper, and it works best with three or more players.

  1. For each player, remove all four suits of one denomination of card and put the rest aside (ex. For 3 players, you pick out all the eights, queens, and aces, for a total of 12 cards). Shuffle these cards and deal four to each player.
  2. Write each player’s name on the piece of paper, leaving room underneath.
  3. Look at your hand of cards and choose one to pass to the left.
  4. Then, pick up the card to your right. Continue passing cards back and forth as quickly as possible. Go fast enough so it’s hard to keep up!
  5. When one player has collected four of a kind, they shout "Oink!". All other players should then shout "Oink!", whether they have a matching set of four or not.  
  6. The last person to shout "Oink!" is the pig! Put a “P” under their name on the paper. The second time a player is last, they get an “I” and then a “G”. Try not to be the pig!

 

Paper and Pen icon.

Paper & Pen

These games require paper and a pencil (or pen, pencil crayon, marker...you choose)!

Tic Tac Toe

  1. The game is played on a grid that's 3 squares by 3 squares. Make two vertical lines and two horizontal lines across, to make a large number sign (or hashtag).
  2. One player gets the symbol X and the other player gets the symbol O. Players take turns putting their marks in empty squares.
  3. The first player to get 3 of her marks in a row (vertical, horizontal, or diagonal) is the winner.
  4. When all 9 squares are full, the game is over. If no player has 3 marks in a row, the game ends in a tie.
     

Dots & Boxes

This game is best with a different colour used by each player.

  1. Draw a grid of 8 x 8 evenly spaced dots, or 5 x 5 for younger players. 
  2. Choose a player to go first. On their turn, each player connects two adjacent dots with either a horizontal or vertical line. Diagonal lines are not allowed! Players are trying to create a box.
  3. When one player completes a box, they put their initials inside the box and take another turn. You can use other players lines to complete boxes for yourself!
  4. The game stops when no more boxes can be made. The player who makes the most boxes on a grid wins.
     

Connect Four

  1. Draw a 7 x 8 grid. Then, draw an arrow to show the direction of “gravity”.
  2. Assign each player a colour (or assign one player to be X and one to be O if you only have one colour of pencil on hand). Choose which player goes first. 
  3. The first player chooses a spot to place their marker. Your mark must be placed following the direction of “gravity”; you must choose the lowest empty spot in the column. If there is already a mark in the column, the next piece will fall on top of it.
  4. When a player lines up four of their pieces in a row (vertical, horizontal, or diagonal) they put a line through them and give themselves one point
  5. Play continues until the board is filled or no more points can be scored. The player with the most points wins!
     

S.O.S.

This game is best with a different colour used by each player. 

  1. Draw a 7 x 7 grid (you can use bigger or smaller grids to make it harder or easier). 
  2. Each turn players have the option to put either S or O at an empty square.
  3. If a player makes an SOS sequence (horizontal, vertical or diagonal), draw a line through the three letters that create the sequence, and that player plays another turn.
  4. The player which will make the most SOS sequences wins.
     

Sprouts

This game is best with a different colour used by each player.

  1. Draw a few dots on a page; they don't need to be in a grid, or even equally spaced!
  2. The first player draws a line between two of the dots, or from one dot around to itself to form a loop. The line can be straight or curved. Then, the same player places a new dot somewhere on the line they jut drew (it cannot be on one of the end points). Play then passes to the next player.
  3. The next player repeats the turns the first took: connecting two dots or one dot to itself, and adding a new dot to the new line.
  4. Lines must not cross each other, and any dot can only have three line ends coming from it. 
  5. Play continues until no more lines can be drawn. The last player able to make a move wins!

 

Balloon icon.

Balloons

These games need at least one balloon - some are fun with more than one!

Waddle Race

This game works best outdoors with two or more players, but you can play with just one if you time yourself!

  1. Setup starting and finish lines, like for a regular race. Have players line up along the line. 
  2. Each player places a balloon between their knees and must race to the finish line without dropping or bursting their balloon. 
  3. The player who makes it to the finish line first wins!

Variations: Have players go to the finish line and back again - or setup a route through the yard or room; turning corners with a balloon can be tough!
 

Balloon Volleyball

  1. Suspend a piece of string or a streamer across the room at approximately head height, or in the middle of the height of the shortest and tallest players.
  2. Divide players into two teams and position them on either side of the string.
  3. One team serves by hitting the balloon over the string and the other team must return the balloon without allowing it to fall to the ground.
  4. If a team lets the balloon touch the ground on their side of the string, the other team scores a point.
  5. The first team to reach 10 points wins.
     

Keep Up

  1. With the balloon blown up, one person tosses it into the air towards someone else. 
  2. The second person has to hit it back/towards someone else, trying to keep it from touching the floor.
  3. See how long you can go without the balloon hitting the ground. 

Variations: You can do this with points for players - a player who lets the balloon hits the ground gets a point, and the first to five points loses!
 

Balloon Egg Race

  1. Decide a starting and finish line for your race.
  2. Line up participants and have each balance their balloon on a spoon. Balloons must be carried on the spoon, and cannot be held there with your hand!
  3. Participants must get to the end the fastest without losing their balloon. The first player to carry their balloon across the finish line on their spoon wins. If you drop your balloon and it does not break, you can stop where you are and put it back on the spoon before continuing towards the finish line.

Variations: Head outdoors and try it with water balloons on a hot day! Not enough balloons for all players? Divide your group into pairs and turn your game into a relay race. Have one player bring the balloon and spoon to the finish line where their partner is, and have their partner run back.

 

Thought bubble imagination icon.

Just Imagine

You don't need anything for these games except your imagination (and maybe some family or friends)!

I Spy

  1. To begin, one person spies something and keeps it a secret. The item must be something that all the other players can see, and preferably something that will stay in sight for the time it takes to complete a round. For example, a motorcycle that whizzes by and disappears around a bend is not an ideal item to "spy."
  2. The "It" player recites the line "I spy with my little eye, something that..." and ends with a descriptive clue, such as "...is red" or "...begins with the letter B."
  3. The other players then take turns asking one question each. "Is it inside the car?" "Is it round?" "Does it have wheels?"
  4. The player who is "It" can only respond with "yes" or "no."
  5. If a player thinks he knows what the mystery item is, he can use his question to guess directly: "Is it that barn?" "Is it that pickup truck?" "Is it Dad's sunglasses?"
  6. When somebody guesses correctly, then he or she becomes "It." The game moves forward with the new "It" spying a different item and beginning by reciting "I spy with my little eye, something that..."
     

Simon Says

  1. One person is designated Simon, the others are the players. Standing in front of the group, Simon tells players what they must do. 
  2. However, the players must only obey commands that begin with the words “Simon Says.”
  3. If Simon says, “Simon says touch your nose,” then players must touch their nose. 
  4. But, if Simon simply says, “jump,” without first saying “Simon says,” players must not jump. Those that do jump are out.
  5. The last person left without getting out wins!
     

Charades

  1. You can choose what to act out yourself, or you can write down suggestions beforehand and put them in a bowl to pick from. 
  2. Once you’ve chosen your phrase or thing, set the timer for your chosen amount of time (Five minutes is a good time to start with) and let the game begin. Take turns acting out clues for the others to guess. 
  3. Here are some common clues people use when playing charades:
    • To indicate a book, pretend to read a book; to indicate a song, pretend to sing; and to indicate a movie, pretend to crank an old movie camera. 
    • To indicate the number of words, hold up that many fingers. (Then hold up one finger before pantomiming the first word, two fingers before the second, and so on.)
    • To pantomime a word that rhymes with the word you want players to guess, first tug on your ear to say "sounds like."
       

I Went to Market

  1. The first player says “I went to market and I bought…” and choose a food item (ex. “I went to market and I bought some bananas”).
  2. The next player must repeat the previous items in the list and add a new food item of their own (“I went to market and I bought some bananas and some plums”).
  3. You must repeat all the items in the correct order without forgetting any. If you forget an item or miss an item, you’re out. Last player remaining wins!
     

20 Questions

  1. Choose one player to be the answerer. The answerer thinks of an object, but does not tell the other players what it is. 
  2. Players take turns asking the answerer Yes or No questions to try and figure out what the object is. E.g. “Is it a fruit or vegetable?” “Is it bigger than a cat?” “Is it a mailbox?”
  3. Players only have 20 questions to use to guess the object. If someone is correct, they win and become the answerer!

 

Dice icon.

Dice

All these games are based on rolling dice!

Beat That

This game needs two dice.

  1. Decide who will go first. The first player rolls both dice and arranges them to make the highest number possible, without adding them. For example, if you were to roll a five and a one, your highest number would be 51. 
  2. Challenge your opponent(s) to “Beat that!” The next player would roll both their dice and try to make a higher number. For example, if player two rolled a six and a two, they would make 62 to beat player one’s roll. You may want to write down each player’s rolled number if you have a lot of players.
  3. Continue until all players have rolled. The player who rolls the highest number wins a point for that round. The first player to win five rounds (or any chosen number) wins.
  4. To make the game harder, add more dice rolled per round. Harder games are played with up to seven dice per roll!
     

Block Out

For this game you will need one die, paper divided into squares (like graph paper), pencil crayons in different colours (one colour per player).

  1. Players choose colors, then take turns rolling the dice, and shading in a rectangle given by the dice rolls. If you roll a 2 and a 5, you can shade in a 2 by 5 (or 5 by 2) rectangle. No one can shade in a square that has already been colored.
  2. If there is no room to fit the rectangle you rolled on the board, you pass. If all players pass in a row, the game is over.
  3. Players get a point for each square they have colored in at the end of the game.
  4. You can play in groups of 2-4. It is also possible to play individually or collaboratively. For a collaborative or solitaire game, players roll and try to cooperatively fill up as much of the board as possible. If every player must pass in a row, the game is over. The fewer the number of leftover squares, the better the game.
     

Beetle

This game needs one die, paper, and pencil.

  1. Draw your beetle template and label each insect part with a number. Your beetle should have one body (#6), one head (#5), two wings (#4), six legs (#3), two antennae (#2), and two eyes (#1)
  2. Each player takes turn rolling the die. The aim is to be the first to draw the entire beetle, based on the number rolled. You must draw certain body parts before others: the body must be drawn before the head, wings, and legs as these parts attach to the body, and the head must be drawn before the antennae and eyes as these attach to the head.
  3. The player rolls the die and draws the body part rolled (if possible). The number rolled determines which part you may draw. For example, you must roll a six before any other number. After rolling a six, the player gets to draw their beetle’s body. On their next turn, the player could now draw the head, legs or wings if they roll a 5, 4, or 3; but cannot draw the eyes or antennae until they have rolled a 5 to draw the head.
  4. Keep taking turns rolling the dice. The first player to draw their entire beetle wins. 
     

Knock Out

For this game you will need two dice, a pencil, and paper.

  1. Choose a player to go first and roll both dice.
  2. If the player’s two dice add up to seven, the player is out for the round and play passes to the next player.
  3. The last player remaining wins the round. Choose a set number of rounds to play and see who becomes the Knock Out champion!
     

Going to Boston

For this game you need 3 dice, paper, pencil. Check other board games you have at home to borrow dice if you need them!

  1. Choose a player to go first and roll all three dice. The player keeps their highest die and rolls the other two (if two dice are tied for the highest, only keep one). The highest of the two dice is kept and the last die is rolled again. Add all the numbers together and record the score.
  2. The next player then takes their turn and repeats the process. The player who scores the highest number wins the round
  3. Decide a number of rounds to play to determine the winner, e.g. best of 5. 

Variations: Players can race to get to a certain score, such as 100 points or 500 points for a longer game. Older kids may wish to substitute in dice with more sides if you have one, like 10 or 20 sided dice for more fun.