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Injury Care card No Help Called trouble card Cardsgive card game cover Action Plan fortune card Overdose wild card

The Cardsgive™

A CPR, AED & First Aid Learning Card Game

Complete the care sequence by collecting Scene Safety, Find the Problem, CPR & AED, Medical Care, and Injury Care in order, using the required number of actions for each card.

Cards Give is a Cards Wild-powered learning game that reinforces CPR, AED, and First Aid readiness concepts through a fast, family-friendly card game format. Players collect care skills in order while overcoming realistic response obstacles such as unsafe scenes, missing supplies, and uncertainty about what to do next. This game is designed as a supplemental learning and practice tool, not a certification course or substitute for instructor-led training.

How It Plays

Draw a card. Play a Care Card, fortune, safe, or trouble card. Block rivals, shout “Narcan!”, and race from Scene Safety to Injury Care.

1

Draw a card from the pile

2

Play Call 911, Certification, and Basic Supplies to prepare your complete

3

Lay down Care Card cards to reach each target count

4

Throw Trouble at rivals to halt their progress

5

Play Safe cards and shout “Narcan!” to bounce attacks back

6

First player to complete Scene Safety through Injury Care wins

Play a Free Round

Why Players Love It

Fast turns. Strategy. Trouble cards. Comebacks. One perfectly timed “Narcan!” can change the whole game.

Quick & Competitive

Games take 20–40 minutes. Every turn matters. Draw, play, and watch your rivals squirm.

Easy to Learn

Deal six cards and start playing. Kids pick it up in one round, adults get hooked by the second.

Delicious Sabotage

Play Trouble cards to halt a rival, steal Care Cards with the Overdose, and shout “Narcan!” to bounce attacks right back.

Perfect Anywhere

One compact deck. No board, no batteries, no WiFi. Built for kitchen tables, campfires, cabins, and game night.

Race through all five Care Cards, from Scene Safety to Injury Care, while dodging Trouble, blocking attacks, and shouting “Narcan!” at just the right moment.

The Cards

Every card drawn from the Colorado high country, rendered in the tradition of frontier engravings.

The Care Cards

Complete all five in order, from Scene Safety to Injury Care. Collect the required number of each before you advance.

Scene Safety
Find the Problem
CPR & AED
Medical Care
Injury Care

Scene Safety • Find the Problem • CPR & AED • Medical Care • Injury Care

Trouble

These red-bordered hazards halt a rival’s progress until overcome.

No Help Called
Unsafe Scene
What Now?
Equipment Failure
Permission Denied

No Help Called • Unsafe Scene • What Now? • Equipment Failure • Permission Denied

Good Fortune

Overcome Trouble, gear up, and keep the game alive.

Call 911
Scene Clear
Action Plan
Basic Supplies
Rescue Equipment
Certification

Call 911 • Scene Clear • Action Plan • Basic Supplies • Rescue Equipment • Certification

Safe

Blue-bordered wards of protection. Play them to block Trouble, or shout “Narcan!” to turn a rival’s Trouble right back on them.

It’s Safe
Full First Aid Kit
Certified Instructor

It’s Safe • Full First Aid Kit • Certified Instructor

The Wild

Steal any Care Card from an opponent. Cannot be drawn from the discard pile.

Overdose

Overdose

Instructions

Learn the rules and start playing.

How It Plays in One Minute

  1. Collect Care Cards in order: Scene Safety → Find the Problem → CPR & AED → Medical Care → Injury Care.
  2. You need Call 911, Certification, and the right Basic Supplies before you can complete.
  3. Rivals play Trouble cards to stop you.
  4. Fortune and Safe cards get you moving again.
  5. The Overdose can steal a rival’s Care Card.
  6. First player to finish Injury Care wins.

Object of the Game

Complete the care sequence by collecting Scene Safety, Find the Problem, CPR & AED, Medical Care, and Injury Care in order, using the required number of actions for each card. Each Care Card has a target count that must be reached before you advance to the next. The game unfolds training session by training session. Every time the draw pile runs out and is reshuffled, a new training session begins. Play continues until a player completes all five Care Cards or the table agrees on a stalemate.

2-4 Players • Ages 8+

About the Cards

Care Card Cards: The Care Cards

Five species, completed in order from lowest to highest. First Response requires Basic Supplies; Emergency Care requires Rescue Equipment (or Full First Aid Kit for either).

#Care CardCategoryRequired
1Scene SafetyFirst Response4
2Find the ProblemFirst Response3
3CPR & AEDEmergency Care2
4Medical CareEmergency Care1
5Injury CareEmergency Care1

Trouble Cards (Red Border)

Play these against another player to halt their progress. Only one Trouble card may affect a player at a time. The targeted player must overcome the Trouble with the matching Good Fortune or Safe card before continuing.

TroubleEffect
No Help CalledEmergency help has not been activated yet.
Unsafe SceneThe area is not safe enough to continue care.
What Now?You are unsure what step comes next.
Equipment FailureNeeded equipment or supplies are missing, damaged, or not ready.
Permission DeniedA responsive person declines or has not given permission for care.

Good Fortune Cards

  • Call 911: Required before collecting any Care Card. Remedies No Help Called.
  • Scene Clear: Remedies Unsafe Scene.
  • Action Plan: Remedies What Now?
  • Basic Supplies: Required for First Response Care Cards. Remedies Equipment Failure.
  • Rescue Equipment: Required for Emergency Care Cards. Remedies Equipment Failure.
  • Certification: Required before collecting any Care Card. Remedies Permission Denied.

Safe Cards (Blue Border)

Safe cards protect against specific Trouble. They may be played proactively (before Trouble arrives) or reactively. If a Safe card is already face-up and the matching Trouble is played against you, the Trouble has no effect. If the matching Safe card is still in your hand when Trouble is played, you may immediately call “Narcan!” and play the Safe card. The Trouble card is then turned back on the player who played it.

  • It’s Safe: Permanent protection against Unsafe Scene.
  • Full First Aid Kit: Works as both Basic Supplies and Rescue Equipment. Permanent protection against Equipment Failure.
  • Certified Instructor: Permanent protection against What Now? and Permission Denied.

Overdose (Gold Border)

Steal any Care Card from an opponent. Cannot be drawn from the discard pile. The Wild card may never be drawn from the face-up discard pile, but it is reshuffled into the draw pile at the start of each new training session.

Help Cards (Reference Only)

The Help cards are not used during play. Remove them from the deck before dealing. Players may keep a Help card nearby for quick reference.

Game Play

Setup

  1. Remove all Help cards from the deck and choose a dealer.
  2. Adjust the deck for your player count (see table below). For 4 players, use the full deck. For 2 or 3 players, remove the listed cards and set them aside. All Trouble, Safe, and Wild cards always remain in play.
  3. Shuffle the remaining cards thoroughly.
  4. Deal six cards face-down, one at a time, starting with the player to the dealer’s left.
  5. Place the remaining cards face-down in the center as the draw pile.
  6. Turn the top card of the draw pile face-up beside it to start the discard pile.

Deck Scaling by Player Count

For fewer than 4 players, remove the following cards before dealing:

Card3 Players
Remove
2 Players
Remove
Total removed00
Deck size00

On Your Turn

  1. Draw one card from either the draw pile or the top of the discard pile. (Exception: the Wild card may never be drawn from the face-up discard pile.)
  2. Play one card face-up into your response area, or play a Trouble card against another player.
  3. If you cannot or choose not to play, you must discard one card face-up to the discard pile.

Core Rules

  • Before playing any Care Card card, you must have Call 911, Certification, and the correct Basic Supplies face-up in your response area with no unresolved Trouble.
  • Basic Supplies may only be played while targeting First Response. Rescue Equipment may only be played while targeting Emergency Care. Full First Aid Kit works for either.
  • Care Cards must be collected in order: Scene Safety → Find the Problem → CPR & AED → Medical Care → Injury Care. Reach each target count before advancing.
  • Only one Trouble card may affect a player at a time.
  • Play passes to the left after each turn.

Seasons

When the draw pile is exhausted, shuffle the entire discard pile (including the Wild card) and place it face-down to form a new draw pile. A new training session has begun. The game continues across as many training sessions as needed.

Victory

The first player to complete all five Care Cards, Scene Safety through Injury Care, wins the game! If play becomes hopelessly locked, the table may agree to call a stalemate.

Quick Reference

Setup and Gameplay reference card Trouble and Remedies reference card Species Order reference card

Try It Free. No Download, No Signup

Play the full game free in your browser. Take on AI opponents, learn the rules fast, and see if you can complete all five Care Cards first.

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