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Memo steal

Find the pairs and steal them from your opponents

Carlo A. Rossi

Product: Teaching tools

ISBN: 9788859019664

Publication date: 01/10/2019


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Created by Carlo Rossi, author of many internationally recognized children’s games, Memo Steal stimulates memory, emotional self-control and speed.

To be as quick as the thief Arsène Lupin and win the whole prize, each player must show that he/she has an iron-clad memory and is able to be quick enough to steal not only the cards on the table, but also those already won by the other players.

How to play

Player 1 finds a matching pair of cards (cats) and adds it to his/her pile.

Player 2 turns over a card (telephone) and remembers that player 1 has already won a card with a telephone on it.

Player 2 steals that card from player 1.

The objective of the game is to collect the most number of cards, beating your opponents.

The memory: an invisible, but important “muscle”

The memory is a function that is at the base of all the elaborations that our brain is able to carry out.

By training it everyday with quick and fun activities, we will improve our cognitive abilities, obtaining a more active and creative mind.



  • 21 cards with a red background (not-precious objects)

  • 21 cards with a blue background (precious objects)



MEMO STEAL


MEMO STEAL

Find the pairs and steal them from your opponents

A fun and easy game that stimulates memory, emotional self-control and speed.

To be named "King of thieves" and overcome the notorious Arsène Lupin, each player will have to show that he/she has an iron memory and be quick enough to steal not only the cards on the table, but also those already won by the opponents.

The game is designed for 2-4 players, from 5 years of age onwards. Each game lasts about 10 minutes.

Find out more!

MATERIALS

21 cards with a red background representing not-precious objects

21 cards with a blue background representing precious objects

GAME OBJECTIVE

Be the first player to win 2 challenges. To win a challenge you need to collect as many cards as possible. If a challenge ends in a tie, victory is not awarded.

 

PREPARATION

For the first challenge, mix the 21 cards with the red background and spread them face-down in the centre of the table. For each challenge, cards with a different background are used alternately (cards with a blue background for the second challenge, cards with a red background for the third challenge, and so on).

HOW TO PLAY

Play begins clockwise. Each turn, the player can choose to:

  1. Turn over two cards If 2 identical images appear on the cards, the player can put the cards face-down in front of him and the turn passes to the next player.

If there is no match, the cards are turned back over and the turn passes to the next player. 

  1. Turn over one card and ask another player for a card The player turns over a card in the centre of the table and points to one of the two images, saying the name of the opponent who he/she thinks has a piece with the same image.

The opponent checks his/her cards to see if he/she has the indicated image:

  • IF IT IS PRESENT, the opponent has to give the card to the player who requested it.
  • IF IT ISN’T PRESENT, the card in the middle of the table is turned face-down and play continues.  

Each challenge finishes when there are no more cards left at the centre of the table.

WHO WINS

The winner of the round is the player with the most number of cards.   The overall winner is the best of the 3 rounds, so the winner is the person who wins 2 rounds

To make the rounds more challenging, the players can choose to follow some of the variations proposed in the instruction booklet. 

THE AUTHOR

Carlo A. Rossi is author of 31 games currently published by the main German publishing houses. He is specialised in quick-play games and has received 2 nominations for the prestigious Kinder Spiel des Jahres award in 2010 and 2017.