This was first published as a children's game in 1983
under the title Memini, which I have since
come to think of as totally unmemorable. I did think of renaming it Casablanca,
from the 1942 film with Wilson Dooley singing "You must remember this", but
the connection seemed somewhat remote. Having next rejected the title Forget-me-not,
I then thought of Memorandom, which I rather liked for its word-play. But,
fearing people would merely think I couldn't spell, I finally went for the
safe option. (I don't actually like memory games, but have forgotten why.)
Cards
Use two separate 52-card packs differing in back design or colour.
One of these is the playing pack, the other the dealer's pack.
Deal
The dealer receives no cards but deals the playing pack around as far as
it will go until everyone else has the same number of cards. If any remain
undealt, leave them face down to one side.
Play
Everyone has about half a minute in which to memorise all their cards.
When the dealer calls "Time!", the others lay their hand of cards face down
on the table before them.
The dealer then turns the top card of the dealer's pack face up and clearly
announces its identity. Whoever thinks the called card matches one of those
they were dealt may claim it by announcing "Mine!". Then:
If exactly one person claims it, the dealer gives them the called card.
If no one claims it, the dealer adds it to a pile of unclaimed cards.
If more than one player claims it, the dealer adds it to a pile of disputed claims.
The second and all subsequent cards are then turned up one by one and the same
procedure followed for each until all 52 cards have been rightly or wrongly claimed.
Score
When all the dealer's cards have been called, everyone turns up their original
hand and scores 1 point for every card they correctly claimed
as belonging to them.
For each card in the Dispute Pile that should have gone to them, they score
p points, where p is the
number of players including the dealer.
Any card they received that should not have gone to them (but did so because
the true claimant failed to claim it) must be returned to the unclaimed pile.
Finally, the dealer scores p points for each card
left in the unclaimed pile.
Game
The turn to deal passes to the left and a game fiinishes when everybody
has dealt once. The winner is the player with the highest cumulated score.
Variations
You can, of course, vary the length of the packs according to the number
taking part. With four very young players you may wish to reduce them to
40 and deal 10 cards each. With six you could add a red and a black Joker and
deal nine each.