Find the pairs and steal them from your opponents
Product: Teaching tools
ISBN: 9788859019664
Publication date: 01/10/2019
REQUEST A SAMPLE OR MORE INFORMATION
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.
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.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:
If there is no match, the cards are turned back over and the turn passes to the next player.
The opponent checks his/her cards to see if he/she has the indicated image:
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.