Good news! We have a brand-new card game available. It is called The Networking Card Game and it is nothing like our previous card games. The goal is for players to get to know one another better. It can be played in professional settings, social settings, school settings, any other setting, and more.
Available for Pre-Order
Decks will retail at $60 plus shipping. Order now, receive your decks within two weeks and only pay $50/ deck.
Within the next week, you can download the Game manual at no extra charge. If you want a paper copy of the manual, the cost to you is just $10 plus shipping.
Synopsis of the Game
Players race to complete tasks on cards. If they complete the task properly, they get to “bank” the card (keep it for scoring purposes later). Through the tasks on the cards, players engage each other competing, exploring, collaborating, or clarifying—in other words, getting to know one another.
To Win the Game
While there are many variant ways to play, the player with the most points at the end of 30 minutes wins the game. Points are the value on the card. A 7 card is worth seven points. A 10 card is worth ten points. The jacks, queens, and kings are also all worth ten points. Aces are worth 12 points. Other ways to play the game include having the best poker hand. Or, having the highest value of cards. Or, having one card of each suit. Or, to collect the most cards.
Any number, using one deck for every ten players.
This game can be used alone in social settings, but certainly can be played in professional ones. Potential uses include:
- General Ice-Breaker
- Team Building
- Communication Skills
- Listening Skills
30-60 minutes depending on the variation of the game played.
How the Game Is Played
Players pick a card and read the task on it. Then, the player finds a partner and completes the task. Once the task is completed, the player banks the card. Banking the card means the players gets to keep the card. It will be one of the cards the player can apply to his or her point count at the end of the game.
Activities are broken into four categories by suit.
HEARTS ARE COLLABORATION CARDS
Players find partners willing to play. They do what each card tells them to do. If they complete the task on the card, the owner of the card banks it and works on the other player’s task.
DIAMONDS ARE COMPETE CARDS
When a player draws a diamond, he or she finds any other player and challenges that person to a duel. The players complete the task on the card. The winner banks the card.
CLUBS ARE EXPLORE CARDS
This card has a task related to learning about other people in the room. Once a task is complete, the player may bank the card. A task is complete once the other player agrees the task is complete.
SPADES ARE CLARIFICATION CARDS
These cards have different discussion questions around attitudes and values. The owner of the card finds a partner and they spend 2 to 3 minutes discussing the topic as deeply as possible. If the partner feels the topic was sufficiently covered, the owner of the card banks it. If not, he or she replaces it with another card from the deck.