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Operation

Operate on Cavity Sam without touching the sides. Use the tweezers to remove ailments from the board - steady hands required!

πŸ‘₯1-6⏱️15-30 minπŸŽ‚Ages 6

1 Overview

Operation is a battery-operated skill game for 2 to 6 players published by Hasbro. Players take turns using metal tweezers to remove plastic "ailment" pieces from a patient named Cavity Sam without touching the metal edges of each cavity opening. Touch the sides and the board buzzes, Sam's nose lights up red, and you lose your turn. The player who earns the most money from successful operations wins.

Operation has been a children's classic since 1965 and remains one of the best pure dexterity games for mixed-age groups. The tension of the buzzer, the increasingly tricky cavities, and the satisfying success of a clean removal make every turn memorable.

2 Components

  • Game board with Cavity Sam illustration and 12 cavity openings
  • 12 plastic ailment pieces
  • Pair of metal tweezers
  • Play money (various denominations)
  • Specialist cards
  • Doctor bag card holder
  • Batteries (not included)

3 Setup

  1. Install batteries (usually 2 AA or 2 C batteries -- check the edition).
  2. Press the ailment pieces into their cavities so they sit snugly.
  3. Shuffle the Specialist cards and deal 2 to each player. Place remaining cards in a face-down pile.
  4. Give each player $1,000 in play money from the bank.
  5. The youngest player goes first.

4 Gameplay

  1. On your turn, flip the top Specialist card from the pile to reveal which ailment is needed.
  2. Look at your hand. If you hold the matching Specialist card, you may attempt that operation (and collect the higher fee printed on your card).
  3. If you don't have the matching card, you may still attempt the operation but collect only the lower fee printed on the board space.
  4. Pick up the metal tweezers and carefully extract the ailment piece from the cavity without touching the metal edges.
  5. Success: collect the fee from the bank. Draw a new Specialist card to replenish your hand to 2.
  6. Failure (buzz): you collect nothing. The ailment goes back in the cavity. The turn passes left.
  7. If no player successfully removes an ailment after everyone has tried, the Doctor (a designated player role, not always used) may attempt it for free.

5 Cavity Sam's Ailments

AilmentLocationFee
Writer's CrampRight hand$300
Water on the KneeRight knee$400
Ankle Bone Connected to the Knee BoneRight ankle$300
Spare RibsAbdomen$600
Wrenched AnkleLeft ankle$300
Adam's AppleThroat$100
Funny BoneLeft elbow$300
Broken HeartChest$500
Charley HorseLeft thigh$200
ButterfingersLeft hand$300
Wish BoneChest right$500
Trick KneeLeft knee$200

Fees vary by edition. Higher-fee ailments typically have smaller or more awkwardly shaped cavities.

6 Winning

The game ends when all ailment pieces have been successfully removed. The player with the most money wins. In case of a tie, the tied players each attempt one more operation -- whoever succeeds (or who succeeds faster) wins.

7 Tips

  • Brace your hand. Rest your wrist or the heel of your hand on the board edge. Free-floating hands shake more.
  • Breathe out before extracting. Take a breath, exhale slowly, and move during the exhalation. This reduces micro-tremors.
  • Move slowly and in a straight line. Erratic movements catch edges. Plan your exit path before starting the extraction.
  • High fee does not always mean hardest. Some high-fee pieces have a large cavity (easy). Check the actual opening size before deciding which ailments to save your Specialist cards for.

8 FAQ

Does the buzzer always work? My board stopped buzzing.
Check batteries first. If batteries are good, check that the metal tweezers are clean (no residue on the tips) and that the ailment pieces are seated properly in their cavities. Poor contact between the piece and the board is the most common cause of a non-buzzing failure.
Can you use the tweezers with both hands?
The tweezers are designed for one hand. Using both hands to stabilize the tweezers is generally allowed in casual play -- there is no official rule against it.

9 Variants & House Rules

Timed Rounds

Instead of drawing Specialist cards and following the card sequence, set a 60-second timer. Each player attempts as many operations as they can within their minute. Successful operations earn their listed fee; buzzes end the current attempt and the player moves to the next ailment. Most money earned in a single timed round wins the session. This variant is faster and adds pressure that makes the dexterity challenge more intense.

Highest Fee First

Remove the Specialist card mechanic entirely. Players choose which ailment to attempt on their turn, with all ailments available at their listed board fee. This gives skilled players more control and rewards understanding of which openings they can reliably extract. New players often choose the highest-fee ailments first and then discover the cavity is much smaller than expected.

Team Operation

Pair players into teams of 2 for a cooperative version. Both team members hold the tweezers simultaneously (one per hand) and must coordinate their movements to extract the ailment together. This is significantly harder than solo play and is best suited for older children and adults who want a greater challenge. The buzzer sounds if either player touches the cavity edge, so communication is critical.

Reverse Operation

Players take turns placing the ailment pieces back into the cavities rather than removing them. The piece must be pressed fully into the cavity without buzzing. This reversal tests fine motor control in a different way and is a useful variant for very young children who struggle with extraction but can practice placement.

10 Age & Accessibility

Operation is rated for ages 6 and up. The core dexterity challenge requires fine motor skills that vary significantly by age, and the game is genuinely enjoyable for a wide age range including adults.

Ages 6 to 8

Children at this age are just developing the fine motor control Operation demands. Expect many buzzes and lots of laughter. This is perfectly fine; the buzzer is the fun, not the failure. Focus on the easier, large-cavity ailments (Writer's Cramp, Wrenched Ankle) and celebrate each successful extraction. The game builds genuine dexterity skills at this age through repeated play.

Ages 8 to 12

The core age group. Children can attempt all ailments meaningfully and start developing personal strategies for approaching the trickier cavities. The Specialist card mechanic at this age adds genuine strategic decision-making about which cards to save for which ailments.

Adults

Operation is legitimately challenging for adults, particularly after a few drinks (though playing a dexterity game with alcohol is inadvisable and can damage the board). The game also rewards players who have steadier hands from practice or from vocations requiring fine motor control. Mixed-age adult and child games work extremely well because adults do not have an overwhelming advantage, and the occasional adult buzz is genuinely funny.

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