ElderWit Senior Games › All kinds of games
Card and Board Games for Seniors
Solitaire, checkers, dominoes and other old favorites. Play at your own pace with large cards, clear pieces and big buttons.
120 games. Each one has three levels: Easy, Medium and Harder. Tap a name to play.
Open Cards and Boards
- Klondike Solitaire The classic card game. Build each suit from Ace up.
- FreeCell Move cards with the help of four free spaces. Build each suit from Ace up.
- Spider Solitaire One suit. Build runs from King down to Ace to clear them.
- Pyramid Take away two cards that add up to 13. Clear the pyramid.
- Golf Solitaire Move cards one higher or one lower onto the pile. Clear the table.
- TriPeaks Clear the peaks. Move cards one higher or one lower onto the pile.
- Checkers Play checkers against a gentle computer. Jump to take pieces.
- Tic-Tac-Toe Get three in a row before the computer does. Three rounds.
- Four in a Row Drop your discs. Get four in a row across, down or on a slant.
- Dominoes Match the ends of the line. Play all your dominoes to win.
- Tile Matching Find two tiles that match and take them away. Clear the board.
- Reversi Trap the computer's discs between yours to turn them over.
- Dots and Boxes Take turns drawing lines. Close a box to win it and go again.
- High or Low Will the next card be higher or lower? Make your guess.
- Crazy Eights Match the suit or the number. An eight lets you pick a new suit.
- Go Fish Ask the computer for cards. Collect all four of a kind to make a book.
- Odd Card Out Take turns drawing from each other's hand. Make pairs. Try not to be left with the one card that has no partner.
- Rummy Draw and throw away one card each turn. Turn your whole hand into sets and runs.
- Fifteens Find every group of cards in the hand that adds up to 15. Picture cards count 10.
- Accordion Cards sit in a line. Move a pile onto its neighbor, or onto the pile three places back, when the suit or the rank matches.
- Clock Solitaire Cards are dealt in a circle like a clock. Turn a card, then put it on the hour that matches it.
- Aces Up Four piles in a row. Throw out any card that is lower than another top card of the same suit. Leave only the four Aces.
- Sevens Build each suit out from its Seven, up and down. The first to play all their cards wins.
- Tricks Each of you plays one card. The higher card of the suit that was led takes the trick. Follow suit when you can.
- Mills Put your pieces on the board and line up three in a row. A line of three lets you take one of the computer's pieces.
- Mancala Scoop the seeds from one of your cups and drop them one by one around the board. Fill your store on the right.
- Peg Solitaire Jump one peg over another into an empty hole. The peg you jump over comes off. Finish with one peg.
- Bear Off The last part of a backgammon race. Roll two dice and take your checkers off the board before the computer does.
- Ladders and Slides Roll the die and move along the board. Climb up the ladders, slide down the slides. The first to the last square wins.
- Race Home Move your counters once around the board and into home. Land on a computer counter to send it back to start.
- Find the Boats Boats are hidden on the computer's sea. Tap squares to find them before the computer finds yours.
- Mate in One Small chess puzzles. You have the light pieces. Find the one move that traps the dark King.
- Five Dice Roll five dice up to three times a turn. Keep the ones you like, then score them in one box on the sheet.
- Last Stick Take turns picking up sticks. Whoever takes the very last stick wins.
- Guess the Code The computer hides a row of colored pegs. Make guesses. After each one you learn how close you are.
- Beleaguered Castle The Aces start in the middle. Build each suit up on its Ace. In the rows, a card may go on a card one higher, any suit.
- Calculation Each pile counts in its own steps. One goes up by ones, the next by twos, then threes and fours. Park cards you cannot use on the spare piles.
- Monte Carlo Take away two cards of the same rank that touch, even corner to corner. The cards then close up and new ones fill in.
- Gaps Put each row in order, Two upward, one suit per row. A gap takes the next card up from the card on its left. A gap at the start of a row takes a Two.
- Card Square Place each card you turn into the square. Rows and columns score for pairs, runs and cards of one suit.
- Sum Catch Play a card to catch table cards. Catch one card of the same value, or a few cards that add up to it. Whoever catches more cards wins.
- Count to 31 Take turns laying a card and saying the new total. Score for making 15 or 31, for pairs and for runs. Never go past 31.
- Six Card Swap Your cards lie face down. Swap them for lower cards, one turn at a time. Two cards of the same rank in one column count nothing. Lowest total wins.
- Corner Hop Move all your counters to the far corner. Step one square, or hop over any counter, again and again in one turn. Nothing is captured.
- Fox and Geese You are the fox. Jump over a goose to catch it. The geese try to hem you in so you cannot move.
- King's Escape Help your king reach a corner. Pieces slide in straight lines like a rook. Trap an enemy between two of yours to take it.
- Hex Take turns filling cells. You join the top and bottom sides with a path of your color. The computer joins left and right. Someone always wins.
- Pawn Push Only pawns. Move one square forward, or take a pawn one square forward on a slant. Reach the far row, or leave the other side with no move.
- Capture Stones Take turns placing stones. Surround a group of the other color so it has no open point next to it. The first capture wins.
- Four Alike You choose the piece the other player must place. Make a full line where every piece shares one thing: color, shape, size or a hole.
- Roll and Hold Roll as often as you like and add up your points. Hold to bank them. Roll a one and you lose the points from that turn.
- Last Move Move your piece one square in any direction. The square you leave is closed for good. Whoever cannot move loses.
- Tall and Wide You lay dominoes standing up, two squares tall. The computer lays them flat, two squares wide. Whoever cannot lay one loses.
- Kings Corner Four piles sit around the deck. Play cards down by one, red on black or black on red. Kings go in the corners. Empty your hand first.
- Mini Chess Chess on a small five by five board. The pieces move as usual. Here you win by taking the other king.
- Yukon Build down in red and black. Any face up card can move, and every card on top of it goes along.
- Baker's Dozen Short piles of cards. Move one card at a time onto a card one higher, any suit. Kings start at the bottom.
- Fan Solitaire The cards lie in small fans of three. Move the top card of a fan onto a card one higher of the same suit.
- Forty Thieves Build down in the same suit, one card at a time. Turn the stock one card at a time when you need more.
- Scorpion Build down in the same suit. Any face up card can move with the cards on top of it. Make four runs from King down to Ace.
- Osmosis Four rows, one suit in each. A card may join a lower row only when its rank is already in the row above.
- Flower Garden Cards grow in beds. A bouquet of free cards can be played at any time, but nothing goes back into it.
- Beehive Gather the four cards of each rank. Move a garden card onto another of the same rank. Four alike fly away. The hive pile fills any gap.
- Canfield The home piles start at the rank of the first card dealt and go round past the King. Play out the reserve pile too.
- Little Spider Two home piles go up from the Ace and two go down from the top card. Deal eight cards at a time, then build any way you can.
- Four Seasons Five piles of one card. Build down on any suit, one card at a time. The home piles start at the first card and go round past the King.
- I Doubt It Put cards face down and say what they are. You may fib. If you think the computer fibbed, say I doubt it. Get rid of all your cards first.
- Call Your Tricks Before each hand, say how many tricks you will take. You score ten extra only if you take exactly that many. Three hands.
- Hearts Away Three players take tricks. Every heart you take is a point against you. The lowest score wins.
- Top It Play a card higher than the last one, or pass. When someone passes, the other leads again. Empty your hand first.
- Ninety-Nine Each card adds to the total. A Ten takes off ten, and a King jumps the total to 99. If you cannot play without going past 99, you lose the round.
- Swap Shop Trade cards with two traders. Offer some cards of one kind, face down. A trader who has the same number to spare swaps with you. Collect a full set of one kind.
- Five in a Row Take turns placing stones. The first to make an unbroken line wins: across, down or slanting.
- Trap the Hare Your three hounds chase the hare. Hounds move forward or up and down along the lines, never back. Corner the hare so it cannot move.
- Gather Your Pieces Bring all your pieces together into one touching group. A piece moves in a straight line exactly as many squares as there are pieces on that line.
- Konane A Hawaiian jumping game. Jump one of your pieces over a neighbor into an empty square, and take the piece you jumped. Whoever cannot jump loses.
- Clobber Move one of your pieces onto a neighboring computer piece and take its place. You must take a piece every move. Whoever makes the last move wins.
- No Triangles Take turns joining two dots with a line in your color. If your lines make a triangle on three dots, you lose. The computer starts.
- Chomp Take turns biting the chocolate bar. A bite takes the square you pick and every square above it and to its right. Whoever must take the sour square at the bottom left loses.
- Wall Race Race your piece to the far side. On your turn, step one square, or drop a stone to block the computer's path. You may never close a path off completely.
- Three Men's Morris Place your pieces one at a time, then slide them along the lines. Make three in a row to win.
- Fives and Threes Match dominoes end to end. When the two open ends add up to five, ten or fifteen you score points. A double counts both halves.
- Turn a Corner Place a marble, then turn one corner of the board a quarter turn. Make a line of your marbles across, down or slanting.
- Row Blockers Each row has your counter and the computer's. Move your counter along its row, but never past the other one. Whoever cannot move loses.
- Ship, Captain and Crew Roll five dice. Find a six for the ship, a five for the captain and a four for the crew. The other two dice are your cargo. Load as much cargo as you can.
- Cars Across Your dark cars drive off the right side. The computer's light cars drive off the top. Get all your cars off first. Never box the other side in: if they cannot move, they win.
- Big Covers Small Make three in a row with your pieces showing on top. A bigger piece may cover a smaller one, yours or the computer's.
- Odds and Evens You place odd numbers, the computer places even numbers. Whoever completes a line of three that adds up to exactly 15 wins.
- Bid for Prizes A prize card turns up. You and the computer each pick one card from your hand as a bid. The higher bid takes the prize. Each card can be used once, so spend them wisely.
- Scat Hold three cards. Each turn, draw one card and throw one away. Try to get the highest total in a single suit. Picture cards count 10 and an Ace counts 11. Knock when you are happy.
- Take the Pile Take turns playing one card onto the middle pile. If your card matches the rank of the top card, you take the whole pile. A Jack takes the pile too. Collect the most cards.
- Elevens Cards lie face up on the table. Take away two cards that add up to 11, or a Jack, a Queen and a King together. New cards fill the gaps. Clear the whole deck.
- Grandfather's Clock Twelve cards sit round a clock face. Build each one up in its own suit until it shows its hour. Eight piles below feed the clock. Move the top card of a pile onto a card one higher.
- Draw the Beetle Roll the die to earn the parts of a beetle drawing. A six gives the body and a five the head. Fours give legs, threes eyes, twos feelers and a one the tail. The first to finish the beetle wins.
- Oware A seed game played in Ghana and across the Caribbean. Pick up the seeds from one of your cups and sow them one by one around the board. If your last seed makes two or three in a cup across the board, you take them.
- Seed Solitaire Cups of seeds sit in a row beside a store. You may sow a cup only when its seeds reach the store exactly, one seed per cup on the way. Put every seed in the store.
- Mu Torere A board game of the Māori people of New Zealand. Four pieces each sit on the points of a star. Slide a piece to the one empty spot. If the computer has no move, you win.
- Pong Hau A tiny board of five spots. Each side has two pieces. Slide a piece along a line into the empty spot. Leave the computer with no move to win.
- Sandwich Capture Pieces slide in straight lines like a rook. Trap a dark piece between two of your light pieces, in a row or a column, and it comes off the board.
- Three Guards You have three guards on a board full of dark pieces. A guard moves one square onto a dark piece and takes it. The dark pieces try to make your three guards stand in one row or one column. If your guards can no longer move, you win.
- Nine Boards Nine small games of noughts and crosses make one big board. The square you pick in a small board sends the computer to the matching small board. Win small boards to win the big one.
- Hidden Marbles Marbles are hidden in the box. Send a ray in from any edge and see where it comes out. A ray that meets a marble head on stops. Near a marble it turns away. Then mark where you think the marbles are and check.
- Button Piles A few rows of buttons sit on the table. Take as many as you like from one row. Whoever takes the last button wins.
- Skittles in a Row A row of skittles stands on the lane. Take turns knocking down one skittle, or two that stand side by side. Whoever knocks down the last skittle wins.
- Corner the Queen A queen stands on the board. Take turns moving her left, down, or on a slant down to the left, as far as you like. Whoever puts her in the corner wins.
- Color the Map Take turns coloring the regions of a small map. You may not color a region that touches one of your own color. Whoever colors the last region wins.
- Snip the Branches Little plants grow from the ground. You snip blue branches and the computer snips red ones. When a branch is snipped, anything above it that no longer joins the ground falls away. Whoever makes the last snip wins.
- Matador Dominoes In this domino game the touching ends must add up to seven, not match. A four goes next to a three, a six next to a one. The double blank and the dominoes that add up to seven may go on any end. Play all your dominoes first.
- Domino Trains Three trains of dominoes run from a double in the middle: yours, the computer's and a shared one. Match the open end of a train. If you cannot play, your own train opens and the computer may add to it.
- Table Shuffleboard Slide discs down a long table into the scoring zones at the far end. Pick a lane and how hard to push, then slide. A disc that goes past the end falls off and scores nothing.
- Crosses Only You and the computer both draw crosses. Whoever finishes a line of three loses. Think about which squares are safe.
- Dice to a Thousand Roll six dice. Set aside the dice that score, then roll the rest again or bank your points. If a roll has nothing that scores, the points from that turn are lost.
- Knight and Pawns Your knight faces a row of dark pawns. After each of your jumps, one pawn steps down the board. Jump onto the pawns to take them. Take them all before one reaches the bottom row.
- Pick Up Sticks A pile of sticks lies crossed on the table. Take one stick at a time, but only a stick with nothing lying on top of it. Tap the round handle at the end of a stick to lift it.
- Graph Paper Rally Drive a car around a track drawn on graph paper. Each turn your car moves as far as it did last time. Use the pad to speed up, slow down or steer by one square. Stay on the road and reach the checkered line.
- Win the Top Card A card lies face up on the deck. Win the trick and that card is yours. The loser takes the hidden card under it. When the deck is gone, play out your hands. Win the most tricks.
- Dice Bluff You and the computer each roll dice under a cup. Take turns saying how many dice of one number are on the whole table. Each guess must go higher. If you doubt a guess, call bluff and lift the cups.
- Animal Ranks Each side has animals of different strength. An animal steps one square and may take an animal of the same strength or weaker. The mouse is the one animal that can take the elephant. Step into the other den to win.
- Tens in a Row Deal cards into a row, one at a time. Whenever two or more cards side by side add up to 10, 20 or 30, you may take them away. Clear every card to win.
- Order and Chaos On every turn you choose to draw an X or an O. You want a line of the same mark. The computer also draws X or O, and it tries to stop you. If the board fills with no line, the computer wins.
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