Snap! Wait for the Match
A fast card game in which the child must keep their hand off the pile until two matching cards appear — and then be quick.
- Deal a deck of cards (playing cards or picture cards with pairs) face down into two equal piles, one per player.
- Take turns flipping your top card onto a shared pile in the middle. Wait for your turn — no flipping early.
- When the new card matches the one beneath it (same number or same picture), the first player to put a hand on the pile and say “Snap!” wins the pile.
- If someone slaps when the cards do not match, they give one card to the other player.
- Between flips, hands rest on knees or flat on the table edge.
- Play until one player has all the cards, or for about 5 minutes.
Variation: play Slapjack — slap only when a Jack appears — or choose a “forbidden” card: slap on every red card except hearts.
Requirements
- Space: A table or a clear spot on the floor
- Surface: Flat table or firm floor
- Materials: A deck of playing cards or any picture cards with matching pairs
- Participants: 2 players (adult + child or two children); up to 4
- Supervision: Light to moderate — an adult plays or referees at first
Rationale & Objective
Snap and Slapjack are named by Harvard’s Center on the Developing Child as card games that exercise attention and inhibition in 5- to 7-year-olds: the child is primed to slap, yet must hold back on every non-matching card. It is a “go/no-go” situation — most cards mean don’t act, a few mean act now — which is how researchers commonly test response inhibition (Diamond, 2013). The game also demands turn-taking without grabbing: waiting to flip, keeping hands back, and accepting a small penalty for jumping the gun. Diamond & Lee (2011) note that executive functions improve most when they are challenged repeatedly in activities children enjoy and want to keep doing.
Progress Indicators
- Early: slaps at almost every card or hovers a hand over the pile; flips out of turn; upset by the penalty card
- Developing: waits for their turn to flip; several false slaps per game; notices matches a moment late
- Proficient: keeps hands back between flips; only an occasional false slap; spots matches quickly and accepts penalties calmly
- Advanced: handles trickier rules (Slapjack, a forbidden card) with few errors; plays at speed; referees fairly for younger players
Safety Notes
- Agree on “gentle hands” before starting — slapping hard on top of another hand can hurt; rings and bracelets are best taken off
- Fast competitive games can end in tears; with younger or more sensitive children, the adult can slow their own reactions and keep the penalty light
- Keep it short — stop while it is still fun rather than playing to the bitter end
Hints
- Playfulness: replace “Snap!” with a silly word of the day (“Pickle!”), or use animal picture cards and make the animal’s sound when you win the pile
- Sustain interest: rotate the rule — matching numbers one day, Slapjack the next, “slap when the two cards add up to 5” later on
- Common mistake: dropping the false-slap penalty to avoid upset. Without it there is no reason to hold back, and the inhibition practice disappears — keep it, but keep it small
- No equipment: make cards by drawing simple shapes on paper squares, or play a spoken version — clap only when you say two rhyming words in a row
- Cross-domain: matching numerals builds number recognition (numeracy); picture or letter cards build vocabulary and letter knowledge (literacy); winning and losing piles practises frustration tolerance
- Progression: picture pairs, slow flipping → number matches → faster flipping → Slapjack → a forbidden card or a sum rule → three or four players
Sources
- Harvard Center on the Developing Child (2014). Enhancing and Practicing Executive Function Skills with Children from Infancy to Adolescence — activities for 5- to 7-year-olds
- Diamond, A. (2013). Executive Functions. Annual Review of Psychology, 64, 135–168
- Diamond & Lee (2011). Interventions shown to aid executive function development in children 4 to 12 years old. Science, 333(6045)
- Head Start ELOF — Approaches to Learning, Cognitive Self-Regulation (control of impulses)
- NAEYC — Developmentally Appropriate Practice (games with rules in the kindergarten year)