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.
Draw a card. Play a Care Card, fortune, safe, or trouble card. Block rivals, shout “Narcan!”, and race from Scene Safety to Injury Care.
Draw a card from the pile
Play Call 911, Certification, and Basic Supplies to prepare your complete
Lay down Care Card cards to reach each target count
Throw Trouble at rivals to halt their progress
Play Safe cards and shout “Narcan!” to bounce attacks back
First player to complete Scene Safety through Injury Care wins
Fast turns. Strategy. Trouble cards. Comebacks. One perfectly timed “Narcan!” can change the whole game.
Games take 20–40 minutes. Every turn matters. Draw, play, and watch your rivals squirm.
Deal six cards and start playing. Kids pick it up in one round, adults get hooked by the second.
Play Trouble cards to halt a rival, steal Care Cards with the Overdose, and shout “Narcan!” to bounce attacks right back.
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.
Every card drawn from the Colorado high country, rendered in the tradition of frontier engravings.
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
These red-bordered hazards halt a rival’s progress until overcome.





No Help Called • Unsafe Scene • What Now? • Equipment Failure • Permission Denied
Overcome Trouble, gear up, and keep the game alive.






Call 911 • Scene Clear • Action Plan • Basic Supplies • Rescue Equipment • Certification
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
Steal any Care Card from an opponent. Cannot be drawn from the discard pile.

Overdose
Learn the rules and start playing.
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+
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 Card | Category | Required |
|---|---|---|---|
| 1 | Scene Safety | First Response | 4 |
| 2 | Find the Problem | First Response | 3 |
| 3 | CPR & AED | Emergency Care | 2 |
| 4 | Medical Care | Emergency Care | 1 |
| 5 | Injury Care | Emergency Care | 1 |
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.
| Trouble | Effect |
|---|---|
| No Help Called | Emergency help has not been activated yet. |
| Unsafe Scene | The area is not safe enough to continue care. |
| What Now? | You are unsure what step comes next. |
| Equipment Failure | Needed equipment or supplies are missing, damaged, or not ready. |
| Permission Denied | A responsive person declines or has not given permission for care. |
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.
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.
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.
For fewer than 4 players, remove the following cards before dealing:
| Card | 3 Players Remove | 2 Players Remove |
|---|---|---|
| Total removed | 0 | 0 |
| Deck size | 0 | 0 |
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.
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.
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.
Play Free OnlineSame proven engine. Different themes. Every game is free to play online.