Classic Games

Classic Games are ideal memory boosters for learning or reviewing many music theory and music reading subjects. Each game is so versatile, it can be played using different materials to practice many different subject areas. This makes it easy for students, teachers and parents to play a variety of Music Mind Games. Once a game is learned, it's as easy as choosing a subject and picking up a different set of materials. Most of the Classic Games are in the book Music Mind Games, some have step-by-step descriptions and many have videos on our website.

Previously, this list was only available at Music Mind Games teacher training unit workshops since there is time to demonstrate the games, explain any new twists to the games, and of course, time to play the games. If you have not attended a workshop, but you understand the basic game from reading the book, experimenting with different materials may work just fine. An updated 2008 chart is included in the Music Mind Games Student Handbook. This chart describes the subject to study, the materials needed to play, brief tips for playing the games and page numbers where the games are found in the Music Mind Games book. Several of the Classic Games are also included in the card packets contained in the Music Mind Games Puppy Packet.

Music Mind Games Classic Games



Fix the Order: Page 43

Uses: Intervals, the position of clefs, notes and rests, Card Charts, dynamics, notes on the staff, tempos, scales and key signatures

Click here to see Fix the Order with Notes and Rests

Snake: Page 49

Uses: Intervals, reading rhythms, notes and rests, dynamics notes on the staff, tempos, scales and key signatures

Click here to see ABC Snake!

Chance Match: (New Game)

Uses: Notes and rests, Card Charts, notes on the staff, tempos, scales and key signatures

Easiest version: One row of cards is placed in order. The second row is dealt out randomly. Any matches are marked with magic notes. Unmatched cards from second row are picked up and randomly dealt again. Repeat until all cards match. Want trickier? Deal both rows randomly.

Click here to see Chance Match with Rhythm Playing Cards

War: Page 300

Uses: Intervals, notes and rests, Card Charts, notes on the staff, musical symbols, tempos, key signatures

Click here to see War with rhythm playing cards or Alphabet War in Denmark

Speed (Slow): Page 314

Uses: Intervals, notes and rests, notes on the staff, tempos, scales and key signatures

Click here to see Speed! with Notes and Rests

"Slow" is a slow version of "Speed" so younger students can play this fun game. Students are dealt three cards instead of five and turns are taken to discard cards into the two center piles. If a student can't play, he says, "Pass" and the other student can play. If both say "Pass", one card from each side is turned onto the discard piles.

21: (New Game)

Uses: Notes and rests, notes on the staff, tempos, key signatures

A point system is established for the cards (i.e. notes and rests use the magic note system, notes on the staff use scale degrees in a key signature of choice). Students are dealt two cards, the first face up, the second face down. The points in their hand may not go above 21 points. Students may request another card one at a time, but do not show face down cards to other players. Game ends when no one wants more cards. Student closest to 21, but not over, wins.

Fine: Page 52

Uses: Intervals, the position of clefs, notes and rests, Card Charts, dynamics, notes on the staff, tempos, scales and key signatures, order of sharps or flats

Click here to read an explanation for "Fine" on this site or see Fine with Dynamics

Play or Pass: Page 224

Uses: Notes and rests, Card Charts, dynamics, notes on the staff, tempos, key signatures

Students take turns around the circle fixing one thing. Switching two cards is two things, so a card is placed on top of another and someone else can move it on their turn. A student says "Pass" if he or she doesn't see anything to fix or thinks everything is correct. Once everyone says "Pass" around the circle, the game is complete. Group focus is excellent for this game.

Five Hiding: (New Game)

Uses: Notes and rests, quarter note values, notes on the staff, tempos, key signatures

Click here to see How to Play Five Hiding

Scrabble: Page 56

Uses: Intervals, notes and rests, notes on the staff, dynamics, tempos, triads and chords, key signatures

Three new rules will improve the game: 1) No block of four cards together, 2) No cards of the same color together, 3) No more than six cards in a row. These rules are fun and help students to think backwards more easily. Game is best explained and played in silence.

Click here to see Alphabet Scrabble

Suspense: Page 309

Uses: Notes and rests, notes on the staff, tempos, scales and key signatures

Click here to read an explanation for Suspense. Click here to see a brief video of Suspense With a Scale or Suspense with Notes and Rests

Solitaire: Page 303

Uses: Intervals, notes and rests, notes on the staff, key signatures

Check out the online version of Rhythm Solitaire on this website to learn the game.