Flinch is a Parker Brothers numerical card game played by two to eight people. It was introduced in 1905, and is surprisingly difficult. The winner is the first player to get rid of all of the cards dealt to him as a "game pile" by playing them in proper sequence to the center of the table. When more than four people play, it's often more enjoyable to use two decks of cards for your game.
Shuffle the deck and deal 10 cards face down to each player. Each player places his or her cards in a pile in front of them and turns the top card face up. These are the Game Piles. The next five cards dealt to each player constitutes the player's Hand, which is kept secret. The remaining cards become the Stack.
Divide the Stack into five-card groups and place them in the Flinch holder in criss-cross fashion.
Start the game with the player to the left of the dealer. If that player has a 1 card exposed on his Game Pile, he plays it to the center of the table. This is the beginning of the first Play Pile. The player then turns up the next card in his Game Pile. If that card is also a 1 card, he plays it to the center of the table alongside the first card, starting the second Play Pile.
Look for a 1 card: When the first player's first Game Pile card is not a 1, he looks at his hand for a 1 card and plays it on top of any 1 card that has already been played. He may continue to play as long as he can build up in sequence on top of the cards that have been played. When a player exhausts his or her hand, he or she draws a new Hand of five cards from the Stack and continues to play. "When he cannot make or does not wish to make any further plays, he selects a card from his hand and places it on the table face up to start a Reserve Pile," according to the official rules.
Pass if you do not have a 1 card If no player can play a 1 card, all place their entire hand in their Reserve Piles, distributing them as they wish, and draw a new hand from the Stack. After the first 1 card has been played, each player ends her turn by placing a card on one of her Reserve Piles.
Place your entire hand in your own Reserve Pile if you cannot play a 1 card. Distribute them as you wish. After the first 1 card has been played, each player ends his turn by placing a card on one of his Reserve Piles.
Play from a Reserve Pile after you have played all of your 1 cards. However, 1 cards may never be played to a Reserve Pile.
Memorize what cards are in your Reserve Piles. To make this easier, build Reserve Piles in reverse sequence. This also makes it possible to play more cards in a single turn. When a Reserve Pile is exhausted, begin a new one with your next discard. Bring the number of Reserve Piles up to five as quickly as possible.
Don't move cards that have been played from one Reserve Pile to another.
Remove the Playing Piles from the table when they number 15. When the Stack is depleted and the game isn't finished, shuffle and re-deal the cards that have been removed from the table.
Play from the Game Pile first on each turn if possible. If you don't, any opponent may call "Challenge." A challenged player must draw a card from the Game Pile of the opponent who challenged, and place it at the bottom of his own Game Pile. A player may also challenge an opponent if he believes he is holding a 1 card in his hand after it should have been played. If he is correct, the player challenged must draw a card from the Game Pile of the opponent who challenged, and place it at the bottom of his own Game Pile. If the challenger is not correct, he draws the penalty.
If you have been successfully challenged, you aren't allowed to discard to your Reserve Pile on that turn. If two players call a challenge at the same time, the caller to the left of the challenged player is the successful challenger.
Win the game by using all of the cards from your Game Pile first.
Shuffle the deck and deal 10 cards face down to each player. Each player places his or her cards in a pile in front of them and turns the top card face up. These are the Game Piles. The next five cards dealt to each player constitutes the player's Hand, which is kept secret. The remaining cards become the Stack.
Divide the Stack into five-card groups and place them in the Flinch holder in criss-cross fashion.
Start the game with the player to the left of the dealer. If that player has a 1 card exposed on his Game Pile, he plays it to the center of the table. This is the beginning of the first Play Pile. The player then turns up the next card in his Game Pile. If that card is also a 1 card, he plays it to the center of the table alongside the first card, starting the second Play Pile.
Look for a 1 card: When the first player's first Game Pile card is not a 1, he looks at his hand for a 1 card and plays it on top of any 1 card that has already been played. He may continue to play as long as he can build up in sequence on top of the cards that have been played. When a player exhausts his or her hand, he or she draws a new Hand of five cards from the Stack and continues to play. "When he cannot make or does not wish to make any further plays, he selects a card from his hand and places it on the table face up to start a Reserve Pile," according to the official rules.
Pass if you do not have a 1 card If no player can play a 1 card, all place their entire hand in their Reserve Piles, distributing them as they wish, and draw a new hand from the Stack. After the first 1 card has been played, each player ends her turn by placing a card on one of her Reserve Piles.
Place your entire hand in your own Reserve Pile if you cannot play a 1 card. Distribute them as you wish. After the first 1 card has been played, each player ends his turn by placing a card on one of his Reserve Piles.
Play from a Reserve Pile after you have played all of your 1 cards. However, 1 cards may never be played to a Reserve Pile.
Memorize what cards are in your Reserve Piles. To make this easier, build Reserve Piles in reverse sequence. This also makes it possible to play more cards in a single turn. When a Reserve Pile is exhausted, begin a new one with your next discard. Bring the number of Reserve Piles up to five as quickly as possible.
Don't move cards that have been played from one Reserve Pile to another.
Remove the Playing Piles from the table when they number 15. When the Stack is depleted and the game isn't finished, shuffle and re-deal the cards that have been removed from the table.
Play from the Game Pile first on each turn if possible. If you don't, any opponent may call "Challenge." A challenged player must draw a card from the Game Pile of the opponent who challenged, and place it at the bottom of his own Game Pile. A player may also challenge an opponent if he believes he is holding a 1 card in his hand after it should have been played. If he is correct, the player challenged must draw a card from the Game Pile of the opponent who challenged, and place it at the bottom of his own Game Pile. If the challenger is not correct, he draws the penalty.
If you have been successfully challenged, you aren't allowed to discard to your Reserve Pile on that turn. If two players call a challenge at the same time, the caller to the left of the challenged player is the successful challenger.
Win the game by using all of the cards from your Game Pile first.