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Note:The text of these rules are copied verbatim from the printed instructions, I only colored the logo to brighten up the page a bit. As far as I know this game is discontinued and International Games isn't around any more. I am only placing them here for that one person on earth who took them out of the bottom of the game drawer and saw that the instructions were gone.5 Alive Card Game
5 Alive Card Game

Avoid going above 21. If you do, you must pay the penalty and flip an "A-L-I-V-E" card. If you flip all "A-L-I-V-E" cards, you are eliminated. The last player left is the winner.

Place one set of "A-L-I-V-E" cards (color coded) in front of each player. Set aside unused "A-L-I-V-E" cards.
Shuffle the deck.
Deal out 10 cards to each player.
Place the remainder of the deck face-down in the center of the table.
Play proceeds clockwise, starting left of dealer.

Players take turns playing a card onto the discard pile.
If it is a number card, add it to the running total. If this would take the total above 21, instead of playing it, you must flip over an "A-L-I-V-E" card.
If it is a WILD card, follow the appropriate instructions.
If it is your last card, the hand is over. All other players flip over an "A-L-I-V-E" card.

DRAW: All other players must pick up 1 card from the face-down deck. Counts as 0 to the running total.

DRAW 2: All other players must pick up 2 cards from the face-down deck. Count as 0 to the runing total.

PASS ME BY: Play passes to the next player in the rotation. Count as 0 to the running total.

REVERSE: Play now proceeds in an opposite direction, left to right and vice versa. If played when only two players are left, it is treated as a PASS ME BY card. Counts as 0 to the running total.

SKIP: The next player is ignored and play proceeds to the following player. If played with only two players, the player of the card would get an immediate new turn. Counts as 0 to the running total.

=21: No matter what the total was, it is now 21. Can be played when the score is already 21, when it has no effect, but avoids a penalty.

=10: The running total is now 10.

HAND IN & RE-DEAL: All players hand their cards to the player of the card. He must shuffle all the hands, including his own and re-deal them to the players.
He does not include the face down deck or the discards. He should start dealing to his left. If new hands are unequal, bad luck. Play continues as normal, but the running total is reset to 0. If this card is the last card played from a players hand, the round is over.

BOMB: When played, all other players must immediately discard a 0. If they can't, they must flip an "A-L-I-V-E" card. Running total is reset to 0.
Note: other WILD cards with a value of 0 cannot be substituted.


The last player with an "A-L-I-V-E" CARD face up is the winner.

As soon as one player flips all "A-L-I-V-E" cards, the game ends. The player
with the most "A-L-I-V-E" cards remaining is the winner.
If there is a tie, the tied players add the total value of the number cards
remaining in their hand. The player with the lowest total wins.

Team members sit alternately around the table.
Each team uses only one set of "A-L-I-V-E" cards.
All WILD cards operate as before: For example, when playing the BOMB, your team might flip several "A-L-I-V-E" cards, if the players don't have a "0".
When a player plays his last card, the opposing team loses only one life.
Play continues as normal until a team flips all "A-L-I-V-E" cards.

108 Cards in total: 1 x 7, 2 x 6, 4 x 5, 8 x 4, 8 x 3, 8 x 2, 8 x 1, 8 x 0. WILD
cards: 1 x Bomb, 1 x Hand in and Re-deal, 3 x =0, 2 x =10, 2 x Draw 1, 2 x Draw 2, 4 x Reverse, 6 x Skip, 5 x =21, 4 x Pass Me By, 6 sets of "A-L-I-V-E" cards. 1 extra card.

International Games, Inc
A Mattel Comapny, Joliet IL 60435
(c) 1994 Mattel, Inc.
All rights reserved
(R) and TM designate US Trademarks of Mattel, Inc.

Under License from Waddington Games Ltd. England
(C) 1994 Waddington Games, Ltd.

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5 Five Alive Rules - How To Play 5 Alive Card Game