Handouts

Transcription

Handouts
Increasing Fluency through Games Card Games ● Salute ○ Addition ○ Multiplication ● Speed ● Spoons ○ Numbers ○ Addition ○ Subtraction ○ Multiplication ○ Division ● Tens Concentration ○ Facts to 5 ○ Facts to 10 ○ Facts to 11 ○ Facts to 12 ○ Facts to 13 ○ Facts to 14 ● War ○ Single digit numbers ○ Double digit numbers ○ Triple digit numbers ○ Addition ○ Subtraction ○ Multiplication ○ Positive/Negative integers ○ 7 Number (Place Value) ○ Fractions ●
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Clock Solitaire Cribbage
Garbage (Ten in a Row) Go Fish ○ Fish for Tens ○ Fish for 5s ○ Fish for 11 ○ Fish for 12 ○ Fish for 13 ○ Fish for 14 Lightning Make 10 Mathematical Rummy Mystery 10 Ninety­nine Plus ○ Plus 1 ○ Plus 2 ○ Plus 3 Pyramid ○ Facts to 5 ○ Facts to 10 ○ Facts to 11 ○ Facts to 12 ○ Facts to 13 ○ Facts to 14
Dice Games ●
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Baseball Multiplication Dice Toss (Shut the Box) Dragon Dice Exponent Ball Farkle Yahtzee Three in a Row Bump Game 100 Board Wipe Out High Number Toss Shut the Box (to 9) ­ addition Shut the Box (to 12) ­ multiplication and addition ● Skunk ● Stack ● Dice Activities for Algebraic Thinking Dominoes ●
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Domino Pick­Up Chicken Foot Matador Concentration Dominoes 42 Domino War Clock Solitaire Players 1 player Materials Regular deck of cards Object To have all cards end up face up Play Deal out cards ­ face down ­ in the shape of an analog clock ­ 12 cards around the circle and 1 card in the middle of the circle. Keep dealing until each “number” has 4 cards in its pile. Turn over the top card of the pile in the middle of the “clock”. Determine where that number belongs on the clock, place it face up at the bottom of that pile and turn over the pile’s top card. Continue playing until you can’t play a card (all 4 of a number are placed and there is no “face down” card to turn up). J=11, Q=12, K=13 (middle of the pile) Example: Turn over first top card in the middle You turn up a 10 and put it on the You turn up a 3 and put it on bottom of the 10 pile and turn over the
the bottom of the 3 pile, turn top card of that pile
over the top card. Continue. Play ends when you turn over the 4th card of a pile and there isn’t a “face down” card to turn over in that pile or when the last card has been played and all 13 piles are completely face up. Cribbage Number of Players Two or three people can play. Or four people can play two against two as partners. But Cribbage is basically best played by two people, and the rules that follow are for that number. The Pack The standard 52­card pack is used. Rank of Cards K (high), Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A. The Draw, Shuffle and Cut From a shuffled pack face down, each player cuts a card, leaving at least four cards at either end of the pack. If both players cut cards of the same rank, each draws again. The player with the lower card deals the first hand. Thereafter, the turn to deal alternates between the two players, except that the loser of the game deals first if another game is played. The dealer has the right to shuffle last, and he presents the cards to the non­dealer for the cut prior to the deal. (In some games, there is no cut at this time.) The Deal The dealer distributes six cards face down to his opponent and himself, beginning with the opponent. Object of the Game The goal is to be the first player to score 121 points. (Some games are to 61 points.) Players earn points during play and for making various card combinations. The Crib Each player looks at his six cards and "lays away" two of them face down to reduce the hand to four. The four cards laid away together constitute "the crib". The crib belongs to the dealer, but these cards are not exposed or used until after the hands have been played. Before the Play After the crib is laid away, the non­dealer cuts the pack. The dealer turns up the top card of the lower packet and places it face up on top of the pack. This card is the "starter." If the starter is a jack, it is called "His Heels," or “Nobs” and the dealer pegs (scores) 2 points at once. The starter is not used in the play phase of Cribbage , but is used later for making various card combinations that score points. The Play After the starter is turned, the non­dealer lays one of his cards face up on the table. The dealer similarly exposes a card, then non­dealer again, and so on ­ the hands are exposed card by card, alternately except for a "Go," as noted below. Each player keeps his cards separate from those of his opponent. As each person plays, he announces a running total of pips reached by the addition of the last card to all those previously played. (Example: The non­dealer begins with a four, saying "Four." The dealer plays a nine, saying "Thirteen".) The kings, queens and jacks count 10 each; every other card counts its pip value (the ace counts one). The Go During play, the running total of cards may never be carried beyond 31. If a player cannot add another card without exceeding 31, he or she says "Go" and the opponent pegs 1. After gaining the Go, the opponent must first lay down any additional cards he can without exceeding 31. Besides the point for Go, he may then score any additional points that can be made through pairs and runs (described later). If a player reaches exactly 31, he pegs two instead of one for Go. The player who called Go leads for the next series of plays, with the count starting at zero. The lead may not be combined with any cards previously played to form a scoring combination; the Go has interrupted the sequence. The person who plays the last card pegs one for Go, plus one extra if the card brings the count to exactly 31. The dealer is sure to peg at least one point in every hand, for he will have a Go on the last card if not earlier. Pegging The object in play is to score points by pegging. In addition to a Go, a player may score for the following combinations: Fifteen: ​
For adding a card that makes the total 15 ​
Peg 2 Pair: ​
For adding a card of the same rank as the card just played ​
Peg 2 (Note that face cards pair only by actual rank: jack with jack, but not jack with queen.) Triplet: ​
For adding the third card of the same rank. ​
Peg 6 Four: ​
(also called "Double Pair" or "Double Pair Royal") For adding the fourth card of the same rank ​
Peg 12 Run (Sequence)​
: For adding a card that forms, with those just played: For a sequence of three ​
Peg 3 For a sequence of four. ​
Peg 4 For a sequence of five. ​
Peg 5 (Peg one point more for each extra card of a sequence. Note that runs are independent of suits, but go strictly by rank; to illustrate: 9, 10, J, or J, 9, 10 is a run but 9, 10, Q is not.) It is important to keep track of the order in which cards are played to determine whether what looks like a sequence or a run has been interrupted by a "foreign card." Example: Cards are played in this order: 8, 7, 7, 6. The dealer pegs 2 for 15, and the opponent pegs 2 for pair, but the dealer cannot peg for run because of the extra seven (foreign card) that has been played. Example: Cards are played in this order: 9, 6, 8, 7. The dealer pegs 2 for fifteen when he plays the six and pegs 4 for run when he plays the seven (the 6, 7, 8, 9 sequence). The cards were not played in sequential order, but they form a true run with no foreign card. He also pegs an additional 2 for 15 (8 and 7). Counting the Hands When play ends, the three hands are counted in order: non­dealer's hand (first), dealer's hand (second), and then the crib (third). This order is important because, toward the end of a game, the non­dealer may "count out" and win before the dealer has a chance to count, even though the dealer's total would have exceeded that of the opponent. The starter is considered to be a part of each hand, so that all hands in counting comprise five cards. The basic scoring formations are as follows: Combination Counts Fifteen.​
Each combination of cards that totals 15 ​
Peg 2 Pair.​
Each pair of cards of the same rank ​
Peg 2 Run.​
Each combination of three or more cards in sequence (​
Peg 1​
for each card in the sequence) Flush.​
Four cards of the same suit in hand ​
Peg 4​
(excluding the crib, and the starter) Four cards in hand or crib of the same suit as the starter ​
Peg 5 (There is no count for four­flush in the crib that is not of same suit as the starter) His Nobs.​
Jack of the same suit as starter in hand or crib ​
Peg 1 Combinations I​
n the above table, the word combination is used in the strict technical sense. Each and every combination of two cards that make a pair, of two or more cards that make 15, or of three or more cards that make a run, count separately. Example: A hand (including the starter) comprised of 8, 7, 7, 6, 2 scores 8 points for four combinations that total 15: the 8 with one 7, and the 8 with the other 7; the 6, 2 with each of the two 7s. The same hand also scores 2 for a pair, and 6 for two runs of three (8, 7, 6 using each of the two 7s). The total score is 16. An experienced player computes the hand thus: "Fifteen 2, fifteen 4, fifteen 6, fifteen 8, and 8 for double run is 16." Note that the ace is always low and cannot form a sequence with a king. Further, a flush cannot happen during the play of the cards; it occurs only when the hands and the crib are counted. Certain basic formulations should be learned to facilitate counting. For pairs and runs alone: A. A triplet counts 6. B. Four of a kind counts 12. C. A run of three, with one card duplicated (double run) counts 8. D. A run of four, with one card duplicated, counts 10. E. A run of three, with one card triplicated (triple run), counts 15. F. A run of three, with two different cards duplicated, counts 16. A PERFECT 29! The highest possible score for combinations in a single Cribbage deal is 29, and it may occur only once in a Cribbage fan's lifetime ­in fact, experts say that a 29 is probably as rare as a hole­in­one in golf. To make this amazing score, a player must have a five as the starter (upcard) and the other three fives plus the jack of the same suit as the starter ­ His Nobs: 1 point ­ in his hand. The double pair royal (four 5s) peg another 12 points; the various fives used to hit 15 can be done four ways for 8 points; and the jack plus a 5 to hit 15 can also be done four ways for 8 points. Total = 29 points. The following list includes many of the hands that may give the beginner some difficulty in counting. ​
Note that no hand can make a count of 19, 25, 26, or 27​
. (In the chart below J stands for His Nobs, the jack of the same suit as the starter. Muggins​
(optional). Each player must count his hand (and crib) aloud and announce the total. If he overlooks any score, the opponent may say "Muggins" and then score the overlooked points for​
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himself. For experienced players, the Muggins rule is always in effect and adds even more suspense to the game. Game Game may be fixed at either 121 points or 61 points. The play ends the moment either player reaches the agreed total, whether by pegging or counting one's hand. If the non­dealer "goes out" by the count of his hand, the game immediately ends and the dealer may not score either his hand or the crib. If a player wins the game before the loser has passed the halfway mark (did not reach 31 in a game of 61, or 61 in a game of 121), the loser is "lurched," and the winner scores two games instead of one. A popular variation of games played to 121, is a "skunk" (double game) for the winner if the losing player fails to pass the three­quarter mark ­ 91 points or more ­ and it is a "double skunk" (quadruple game) if the loser fails to pass the halfway mark (61 or more points). The Cribbage Board The Cribbage board (see illustration) has four rows of 30 holes each, divided into two pairs of rows by a central panel. There are usually four (or two) additional holes near one end, called "game holes." With the board come four pegs, usually in two contrasting colors. Note: There are also continuous track Cribbage boards available which, as the name implies, have one continuous line of 121 holes for each player. The board is placed to one side between the two players, and each player takes two pegs of the same color. (The pegs are placed in the game holes until the game begins.) Each time a player scores, he advances a peg along a row on his side of the board, counting one hole per point. Two pegs are used, and the rearmost peg jumps over the first peg to show the first increment in score. After another increase in score, the peg behind jumps over the peg in front to the appropriate hole to show the player's new score, and so on (see diagram next page). The custom is to "go down" (away from the game holes) on the outer rows and "come up" on the inner rows. A game of 61 is "once around" and a game of 121 is "twice around." As noted previously, continuous line Cribbage boards are available. If a Cribbage board is not available, each player may use a piece of paper or cardboard, marked thus: Units 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 Tens 10, 20, 30, 40, 50, 60 Two small markers, such as small coins or buttons, can substitute for pegs for counting in each row. Strategy The Crib​
. If the dealer is discarding for the crib, he should “salt” it with the best possible cards, but at the same time retain good cards in his hand that can be used for high scoring. Conversely, for the non­dealer, it is best to lay out cards that will be the least advantageous for the dealer. Laying out a five would be the worst choice, for the dealer could use it to make 15 with any one of the ten­cards (10, J, Q, K). Laying out a pair is usually a poor choice too, and the same goes for sequential cards, such as putting both a six and seven in the crib. The ace and king tend to be good cards to put in the crib because it is harder to use them in a run. The Play​
. As expected, the five makes for the worst lead in that there are so many ten­cards that the opponent can use to make a 15. Leading from a pair is a good idea, for even if the opponent makes a pair, the leader can play the other matching card from his hand and collect for a pair royal. Leading an ace or deuce is not a good idea, for these cards should be saved until later to help make a 15, a Go, or a 31. The safest lead is a four because this card cannot be used to make a 15 at the opponent’s very next turn. Finally, when the opponent leads a card that can either be paired or make 15, the latter choice is preferred. During the play, it is advisable not to try to make a count of 21, for the opponent can then play one of the many 10­cards and make 31 to gain two points. Ten in a Row (Garbage) This game works on Number Order 1­10. It can also work on counting on and counting back once students have played it for a while. Players 2 Materials Playing cards (J­K removed) Object Sequence cards 1­10 in order. Set up Each player gets ten cards and lays them face down in a horizontal row (resembling a number line). OR they can place them in 2 rows of 5 cards to resemble a 10 frame. The remaining cards are placed in a face­down pile in the middle of the table. Play The first player draws a card from the deck and replaces a card in his or her row of ten by placing the drawn card face­up in the correct position in the row. The face­down card that is replaced is turned up and is used to replace another face­down card if possible. Play continues until a space is not available. The card that is not able to be played is handed over to the second player who proceeds to put it in the correct position in his/her row. He/she then continues until a card cannot be played. That card is then handed back to the first player. If that card cannot be played, it begins a face­up discard pile ­ “goes in the garbage”. He/she then draws another card from the deck. Players take turns either drawing a new card. The first player to replace all of his or her cards is the winner. Fish for Tens This game is a variation of the card game Go Fish and works on sums of 10. You can adjust the number of cards and work on sums of 5 through 14. Players 2­4 Materials Handmade numeral cards (4 each of numbers 0­9) or playing cards (10­K removed) Object Collect pairs of cards with sums of 10. Play Deal 8 cards to each player. The players then lay down in front of them all of the pairs that make ten. Players take turns asking for a missing addend to make ten. The pair that makes ten is set aside. If the player asked has the card needed, he or she may ask again for a card from any player. When the player asked doesn’t have the card, he or she says, “Go Fish!” and the player draws one card from the draw pile. If the card drawn “makes 10” he or she may continue as the “asker.” If not, the player to the left becomes the “asker.” Play ends when any player empties his or her hand. The winner has the most that pairs that make 10. Variations Fishing for 5, 6, 7, 8, 9, 10, 11, 12, 13 and 14. Adjust the sets of cards accordingly. Players ask for a card only once on a turn​
. This is preferable with younger students. Players draw one card at a time from each other’s hand. A “wild card” can be added. Players want to avoid ending the game with the “wild card” in hand as in the game “Old Maid.” Lightning! Materials A regular deck of cards A­K 2 players Objective Decompose numbers by creating number sentences using all four operations Game Play ●
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Shuffle the deck of cards. Place them face down in between you and your partner. Turn over five cards to make a row, then flip the top card of the deck. This top card is your target card. Using ​
at least​
two cards (of the five in a row) and any combination of operations, be the first to “make” the target number. If you have a way to make your target, say, “LIGHTNING!” and tell your partner the complete number sentence. If it is a true number sentence, you keep the cards you used to make the target number (including the target card) and replace the empty places with new cards from the deck. There should always be 5 cards in play and one new target for each round. The person with the most cards at the end is the winner ­ so try to use as many cards as you can for your target! For example: (Target) You could say 6​
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÷ ​
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3 = 2 and take those 3 cards. Or ​
You could say (9 + 4) ­ 11 = 2 and take those 4 cards! Make 10 This game works on sums of 10. If you want to work on sums of 5­14, adjust the number of cards. Materials Handmade numeral cards (4 each of numbers 1­9) or playing cards (remove 10 through king) Players 2­4 Objective Collect pairs of cards with sums of 10. Facts to 10 Play ●
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Deal out all cards except the last one that is placed face up in the middle of the table. Each player keeps his/her cards in a face down stack, without looking at them. When his or her turn comes, that player turns over the top card of his stack. If this card can be used with any showing on the table to make 10, the player picks up the cards that make a sum of 10 and sets them aside. If the player can’t put two cards together to make 10 he or she places the card face­up with the others on the table and the turn passes to the next player. The winner has the most cards at the end of play. Mathematical Rummy Materials Deck of 52 “Math Cards” (created from blank index cards cut in half). 2­6 players Objective To create the most “mathematical sets” to reach the total of 500 first. Game play This game is played just like Rummy 500. Each player is dealt 7 cards, the remaining cards are placed in a pile in the center with the top card flipped face up creating a new pile. ● Each player starts their turn by picking up a card. o If you pick up a card from the “discard” pile you must immediately use that card and you must pick up every card that is “on top” of that card (everything that was discarded after it). ● To signal the end of your turn, you must discard a card. ● To “go out” you must discard the last card in your hand. ● Sets or groups that can be placed down on your turn depend on the version of the game that is being played. o Game 1: Teacher created cards and groups. The teacher creates that cards and gives students a list of “ideas” that they can use to create their group or sets. ▪ Example: Linear equations: All of the cards have a type of linear equation on them. The linear equation could be in any form, including a graph, or even a word problem. The cards could include various points that could be a solution to an equation or points that represent a specific slope. With the cards the students are given a “starter” list of set that they can create. For this scenario the start list could contain some of the following; positive slope, negative slope, undefined, zero, parallel, perpendicular, and intersecting. These are ideas to help the students look for the relationships between the cards in their hand. o Game 2: Word cards are included with the math cards and students must create a set built around one of the word cards. Sets that they place down can contain only one word card. ▪ This version of the game is similar to the first version, that they are ideas included to help students think of the relationships between the cards in their hand. The key difference here is that the word cards are now included in the deck, so the student must have one in order to play a set. An example using exponential functions would include some of the following word cards; exponential decay, exponential growth, power of a power rule, power of a product rule, and negative exponent. o Game 3: Student created cards. Students create cards given a topic or subject that they are currently working on or reviewing. The students then have the freedom to decide what counts as a set or group. All players must agree that the cards placed down have a significant thread relating them. If the group does not agree 1. Ask teacher for final decision, 2 withdrawal that hand and continue playing. ▪
This is the most advanced version of the game, because the students in no way are provided with the groups that can be created. They on their own need to identify what relates the cards in their hand. The other players must agree that the relationship is strong enough or significant enough to call a set a set. For example it would not be a significant relationship to say that three cards all contain the number 12. However, it would be significant to say that three quadratic functions are be horizontally stretched by a factor or 12. The cards in this version do not need to be student created, they can be teacher created to assure that there is enough variation between the different cards. o There is no “Rummy in the pile” in any of these versions of rummy. o Once a set has been created other players can build off of that set but not create a set with the same title or common theme. (i.e. once a negative slope group has been created you cannot create a second negative slope group.) This means in games 1 and 3 someone will need to keep track of the different groups that have been created. ● Scoring: Students receive… o 30 points for a set they created that began with 3 cards. o 40 points for a set they created that began with 4 cards. o 5 points for any card that they added on to an already created set. o First to 500 or above wins. ● Variations: o To vary the different versions, the cards to do not need to be only teacher created or only student created. A variation of the game could be having students create some or all cards given a topic, such as quadratic functions. o The game does not need to focus on only one topic. The game could involve several different topics such as quadratic functions, linear functions, and exponential functions. This would of course have to alter the set that are created. However, the students would be making deeper connections relating their cards. For example they could have a linear function, quadratic function, and exponential function that have all be translated up 3 units. o The definition of what a set is could also be changed to make the game more difficult. Similar to the game Set, the cards the students place down would have to everything except one trait in common, or everything except one trait different. Analysis: I created this game with my Algebra 1 students in mind. Students who are just beginning to step into the world of Algebra often like to think that once you learn something it is ok to forget it. They do not always realize the connections between a single topic in a chapter. For example, it took a few days of me explaining and showing my students that three forms of a linear equations are all related for them to final realize that they all mean the same thing. They did not believe me when I showed them that you can take one form and rewrite it to create the other two. Additionally, students do not always see the connections between various topics. Students do not immediately realize that the same basic rules for transformations of quadratics and other functions also applies to transformations of the sine and cosine functions. The game really focuses on having students build this connections and identify similarities and differences of examples of a single mathematical topic, or multiple topics. Mystery 10 This game works on sums of 10. Players 2­4 Materials Handmade numeral cards (6 each of numbers 1­9) or playing cards (10­K removed) Object Collect pairs of cards with sums of 10 and determine the value of the hidden cards. Set Up Take two cards from the shuffled deck and set them aside face down. Do not look at them. The remaining cards are dealt into a 2×5 array between the two players. Play The top card on each pile is turned up. Players take turns making 10 with a pair of cards. When a card is taken from a pile the next top card is turned up. When a space is vacated, a turned up card can be placed in that spot so that there are always ten cards face­up. Two cards will remain when all cards have been turned up. The hidden cards can be “guessed.” Each remaining card has a hidden “partner” that makes ten. If there are no cards remaining, the hidden cards together make a 10, making the guessing very challenging. Ninety­nine Materials A standard deck of cards (no Jokers) 3 tokens for each player (can be pennies, buttons, spoons, poker chips) 3 or more players Objective The last player with a token remaining is the winner. Players are eliminated when they lose the third token. Adding and subtracting to 99 Game play Players place their three tokens in front of them on the table, and receive three cards from the dealer. As the play goes around the table, each player puts down one card. The point total starts at zero and each card adds its face value in points (e.g., a 5 is worth five points, a face card is worth 10 points) except for certain cards that have special values or meanings: ●
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A ​
4​
reverses play (and does not change the total number of points) A ​
9​
is a pass (and does not change the total number of points) A ​
10​
subtracts 10 points from the total A ​
King​
takes the point total to 99 (or keeps it 99 if the total is already 99) An ​
Ace​
adds either 1 or 11 points, announced by the player who plays it After each card is played, the player announces the new total to the table and draws a replacement card. Each player must play a card without sending the total number of points higher than 99. This is very easy in the beginning but play becomes more complex as the total climbs. If a player cannot play a card that keeps the total at or less than 99, that player loses a token and the round ends.​
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The cards are then shuffled and dealt, and the process begins again. Plus This game works on counting on 1, 2, or 3 Players 2 Materials Handmade numeral cards (6 each of numbers 1­9) or playing cards (10­K removed) Object Collect cards by counting on 1, 2, or 3 mentally. Play Choose one “plus” card (1, 2, or 3) from the deck and place it face­up next to the rest of the deck placed face down. The first player turns over the top card and places it next to the “plus” card. The first player states the addition fact, e.g., 6 plus 1 is 7. The second player turns over the card and states the addition fact. When the addition fact is a double (2 + 2, 4 + 4, etc.) the player who turned over the card gets to keep the stack of cards, leaving the “plus” card for further play. Play continues until the deck is gone. The winner has the most cards. Teaching Tips Adjust the game for each child’s mental computation level. Do not go beyond +3 for counting on practice; Adapt the game to be a counting back game; Adapt the game to be a groups of 2, 5, or 10 game. Pyramid This game can be played as a solitaire game or as a 2 player games. Facts that can be worked on are sums of 5, 10, 11, 12, 13, and 14 For sums of 10 Materials Deck of playing cards 1 ­ 10 Players 1 or 2 Objective Remove the pyramid. Set up 15 cards are dealt face up in the shape of a pyramid in five successive rows (Row 1 – 1 card, Row 2 – 2 cards, Row 3 – 3 cards, etc.). The rows should overlap so that each card is overlapped by 2 cards from the row below. Keep the rest of the cards in a deck and place it face down on the table. Play *You may only pick up cards that are totally “uncovered” ­ no card is sitting on it. So for the first play(s), only cards on the bottom or 5th row can be picked up. You must take two cards that add up to 10 (not 3 or more), unless a 10 is uncovered and can come off by itself. When playing with two players, alternate turns no matter how many combinations of 10 are available. Cards taken off the pyramid are all put in one pile. Pick up any pairs of cards in the 5th row that add to 10. A ten may be picked up all by itself. A card in the next row becomes available only when it is not overlapped by another card. Continue until no more pairs can be made. Turn over the top card in the deck and see if you can pair it with a card from the pyramid to make a 10. If you can, remove the cards. If you can’t make a 10, turn over the next card. If a card from the pyramid becomes available and can be paired with the top card of the “pile” of cards being turned over from the deck, you can use them both. Continue to play until you have made all the 10’s possible. If you clear the pyramid of all cards, you win. If you have not cleared the pyramid when you get to the end of the deck, turn that pile over and continue playing. Variations Add face cards and make six rows instead of five for sums to 11 and 12 (jack is 11, queen is 12), and 7 rows for sums to 13 and 14 (king is 13). Aces are always 1. If you want to work with sums of 5, use only cards 1­5 and make a total of 3 rows. Have students state the combinations out loud when picking them up. Example: “6 and 4 make 10” or “6 plus 4 equals 10”. Salute This game works on identifying a missing addend or factor Players 3 Materials Handmade numeral cards (6 each of numbers 1­9) or playing cards (10­K: removed) Object Be the first player to state the missing addend or factor. Play One player serves as the referee. Deal out all cards into two face­down piles in front of the two players. When the referee says, “Go” the players each take their top card and without looking at it, place it on their forehead facing out for the other player to see. The referee states the total or the product and each player tries to be the first to determine what his or her card is based on what number is on the card that the other player is showing. Variation Adjust for the facts that students need to practice. For example: Sums to 7 or 15 or multiples under X 5’s. Speed Materials A standard deck of cards. No jokers. Objective To get rid of your cards. Determine ­ quickly ­ numbers before and after a number Play In the variation usually known as Speed, each player has a hand of five cards, held concealed from the other player, and a single face down stockpile. You play cards from your hand to the face up spit piles, and whenever you play a card from your hand you can draw one from your stock pile, so that you keep five cards in your hand. In this version the face­down spit cards are kept either side of the face­up spit piles. To begin, you deal face down in the center two piles of ten cards with two single cards between them, and a stockpile of 15 cards in front of each player, so that the layout is like this: 15 cards 10 cards 1 card 1 card 10 cards 15 cards (Some play with 20 cards in each stock instead of 15 and just 5 cards in the piles at each end of the centre row instead of 10.) Each player draws a five card hand from the top of their 15 card stack, and when they are ready the two single cards are simultaneously flipped face up. Both players then play from their 5 card hands to the two centre piles ­ either the next higher or the next lower card in rank. If you run out of plays but have fewer than 5 cards in hand, draw the cards from your stockpile to replenish your hand to 5 cards, and continue playing any cards you can. When neither player can play, though both have 5 cards in hand, a new card is simultaneously flipped from each end pile of the center row onto the two center piles. If the reserve of cards in these end piles run out, shuffle all the cards except the top one from each of the two center piles and place them face down on either side of the center cards to form new reserves. When your stockpile runs out, you continue to play from your hand without replenishing it. When your hand runs out as well, you have won the deal; you score one point for each card in your opponent's hand and stockpile. The first player whose score reaches or exceeds an agreed amount (for example 25 points) wins the game. Spoons Materials Depending on the variation being played, you will need one of the following: ● Regular deck of cards ● Set of addition flash cards ● Set of subtraction flash cards ● Set of multiplication flash cards ● Set of division flash cards ● Spoons ­ 1 less than there are players 4­6 players Objective The winner is the last player remaining. Players move closer to elimination each time they don't get a spoon and take the next letter in the word S­P­O­O­N. Spell it and you're out. Game Play ●
●
●
●
●
●
●
●
Arrange the spoons in a small circle in the center of the table and deal four cards to each player. Each player tries to make four of a kind. The dealer takes a card off the top of the deck to have five cards in his hand, removes one and passes it facedown to the left. Each player discards to the person on his left. The last player places his discard into a trash pile. Cards are picked up and passed quickly around the table until someone gets four of a kind and takes a spoon from the center. Once the player with four of a kind takes a spoon, anyone can take a spoon. The player left without a spoon gets a letter. If at any time the draw cards run out, pause to reshuffle the trash pile and keep going. The player who reaches four of a kind first has a variety of ways he can take the first spoon. A sneaky pull exposes those paying too close attention to their cards. A demonstrative grab leads to a wild free­for­all. Variations ●
●
●
●
●
Original version​
: regular deck of cards (no jokers), going for 4 cards with same number. Addition version​
: set of addition flash cards (0­12), going for 4 cards with the same ​
sum. Subtraction version​
: set of subtraction flash cards (0­12), going for 4 cards with the same ​
difference. Multiplication version​
: set of multiplication flash cards (0­12), going for 4 cards with the same product​
. Division version​
: set of division flash cards (0­12), going for 4 cards with the same ​
quotient​
. You can download and print flash cards from the following sites: http://www.aplusmath.com/Flashcards/FlashcardCreator.html https://goo.gl/amdJ0d Tens Concentration (Memory) This game works on facts of 10. Variations can work on facts of 5 through 14. Players 2­4 Materials Handmade numeral cards (4 each of numbers 1­9) or playing cards (10­K removed) You can also use 10 frame cards (0­10 or 1­9), domino cards, or a combination: half domino half numbers, half 10 frame half numbers, half 10 frame half domino. When playing with younger players, 36 cards may be too many, so cut the decks down to 2 sets of each number. Object Collect pairs of cards with sums of 10. Set Up For sums of 10 (4 sets of 1­9), put out an array of 4 rows of 9 cards face down. Try to have them lined up so it is easier to remember where cards are that have been shown and then put back face down Play Players take turns turning over two cards to make a sum of 10. If a 10 is made, the player removes the cards. Cards that do not match are turned back face down in the array. Then it is the second player’s turn. Alternate every turn. Have students state the fact when he/she turns the cards over. (“6 and 4 is 10” or “5 and 3 is not 10”) Variation Change the range of cards to focus on the combinations that students need to practice. For example: Take out the cards above 6 to practice sums to 7. Add 10, J, Q, and K for sums to 11, 12, 13, and 14. War and Variations This game has many variations and can help with many different facts/skills. The list of variations is after the basic rules of the game. Materials Deck of cards. For most of the variations, remove the face cards (J, Q, K). Aces are 1s. Two players. Objective To collect all of the cards in the deck that are being played. Game Play Dealer (decide with “rock, paper, scissors” or cut the high card) deals out half of the deck (20 cards if playing 1­10) to the other player, and keeps the other half. Card are to be kept in a pile in front of player, face down. At the same time, both players turn over the top card on their pile. Whoever has the largest/highest number “wins” and collects both cards, setting them aside in a new, collection pile. Game continues until players run out of cards in their original pile. If they want to continue play, they can turn over the “collection pile” and use those cards, playing until one player has all the cards. If the two cards turned over are the same number, place a new card on top of each one. The largest/highest number gets to take all 4 cards. I always have the players say their card number out loud, and the one with the highest number says, “[#] is more/greater than [#]”. Variations War 1­5:​
use only the number 1­5 cards for beginners ­ kindergartners and pre­K level ­ as they are learning to identify numerals and understand quantity. Double Digit:​
drop the 10s from the playing deck. Each player turns over two cards at a time, making a two­digit number. The largest/highest number takes all 4 cards. ​
Variation​
­ the two­digit number can be made by putting the cards in the order they were turned over (first card is the 10s digit, second card is the 1s digit) OR player can decide which card/digit will go in which place to create the largest number possible. Triple Digit:​
same as Double Digit, but turn over three cards to make a three­digit number. Addition: ​
each player turns over two cards, adds them together and says the sum out loud. If the sums for both players is the same, place two more cards on top of the ones previously played and add them up. Player with the highest number gets all 4 cards. ​
Variations ­​
players can turn over three cards for three number addition OR create a two­digit number and add to a single digit number. Players can turn over four cards and add two two­digit numbers, and so forth. Subtraction: ​
each player turns over two cards, subtracts the smaller from the larger number and says the difference. In this version, the lowest difference gets the cards.​
Variation ­​
players can turn over three cards and subtract a single digit number from a two­digit number. OR players must subtract the second number from the first, which could result in a negative number! Multiplication:​
each player turns over two cards, multiplying them and stating their product. Largest product gets the cards. ​
Variation ­ ​
players turn over three cards and multiply a two­digit number by a single digit number. If players are just starting multiplication, you can limit the cards to the facts they are working on ­ use just numbers 1­5 for beginners. Positive/Negative: ​
play is the same, but numbers in red suits are negative and those in black suits are positive. Fractions:​
each player turns over two cards, one card becomes the numerator and the other one the denominator. The largest fraction takes all 4 cards. ​
Variations ­​
each player puts out four cards, creating two fractions, and adds them together, or subtracts one from the other, or multiplies one by the other. 7 Number:​
​
players alternate putting one card in each of the place value spots of a seven­digit number. They may not move a card once it is placed. When both players have all seven places filled, they need to read their number and determine who has the largest number. Million Hundred Thousands Ten Thousands Thousands Hundreds Tens One Baseball Multiplication Directions Basic Version: 1­6 Facts Materials Hitting Table 1 2 six­sided dice ​
1 ­ 6 Facts 4 counters or pennies Product Bases 2 players 1­9 Out Baseball playing mat 10­18 Single (1 base) Baseball scoring mat 20­28 Double (2 bases) Pencil 30­35 Triple (3 bases) Objective
​
​
36 Home Run (4 bases) To make the most runs in three innings. Game Play First player (Team 1) places a counter/penny on home plate (batter up!) The pitcher (second player) rolls the two dice and the batter (first player) multiplies them. Using the Hitting Table, find the product of those two numbers and determine how many bases to move the counter. Place a second counter/penny on home plate and roll dice again. Determine how far to move the second batter, and ​
move the first batter the same number of bases. Continue playing moving counters/batters around the bases. As players comes home, tally their run(s) on the scoring mat in the first inning box. As outs are made, tally those in the out section of the first inning. When the first player has 3 outs, it is time for the second player to take over (bottom of the inning). Play 3 innings, total the runs and determine the winner! Advanced Version 1­10 Facts Hitting Table 2 Materials
​
1­10 Facts Deck of playing cards, remove face cards (J, Q, K) Product Bases 2 players
1­21 Out 4 counters/pennies
24­45 Single (1 base) Baseball playing mat
48­70 Double (2 bases) Baseball scoring mat
72­81 Triple (3 bases) Pencil
90­100 Home run (4 bases) Game Play Follow the basic direction rules. The pitcher (team 2) draws two cards from the top of the deck and the batter (team 1) multiplies the two numbers and finds the product on Table 2. Run! Advanced Version 2­12 Facts
Materials
Hitting Table 3 ​
2­12 Facts 4 six­sided dice Product Bases 4 counters/pennies 4­24 Out 2 players 25­49 Single (1 base) Baseball playing mat 50­64 Double (2 bases) Baseball scoring mat
66­77 Triple (3 bases) Pencil
80­144 Home run (4 bases) Game Play Follow the basic direction rules. The pitcher rolls the four dice. The batter separates the dice into two pairs, adds the numbers in each pair and multiplies the two sums. Using Hitting Table 3, determine how many bases to run. How you pair the numbers together can determine whether you get an out or how many bases you can take. For example, if you roll a 1, 2, 3 and 5, you could pair them up as follows: 1+2=3
1+3=4
1+5=6 3+5=8
2+5=7
2+3=5 8x3=24
4x7=28
6x5=30 Out!
Single
Single Advanced Version Three­Factors Game
Materials
Hitting Table 4 ​
Three Factors Game 3 six­sided dice
4 counters/pennies
2 players
Baseball playing mat
Baseball scoring mat
Pencil Product Bases 1­54 Out 60­90 Single 96­120 Double 125­150 Triple 180­216 Home Run Game Play Follow the basic direction rules. The pitcher rolls three dice. The batter multiplies the three numbers (factors). Use Hitting Table 4 to determine how far to go. Advanced Version 10x10 Game
Materials
4 six­sided dice
4 counters/pennies
2 players
Baseball playing mat
Baseball scoring mat Pencil
Hitting Table 5 ​
10x10 Game Product Bases 100­2,000 Out 2,100­4,000
Single 4,200­5,400 Double 5,600­6,400 Triple 7,200­8,100 Home run Game Play Follow the ​
2­12 facts​
directions except for 2 things: ­ A sum of 2 through 9 represents 20 through 90. A sum of 10 through 12 represents itself.For example: Roll 1, 2, 3, 5 and get sums of 5 and 6; multiple 50x60 Roll 3, 4, 6, 6 and get sums of 12 and 7; multiply 12x70 ­ Use Hitting Table 5. Baseball Multiplication Playing Mat ​
2nd Base 3rd Base 1st Base Home Plate Scoreboard 1 Inning Team 1 Team 2 2 3 Total outs runs outs runs Hitting Tables 1 ­ 6 Facts 1 ­ 10 Facts 2 ­ 12 Facts Use 2 six­sided dice Use Cards 1­10 Use 4 six­sided dice 1­9 Out 1­21 10­18 Single (1 base) 20­28 Double (2 bases) 30­35 36 Out 4­24 24­45 Single (1 base) 25­49 Single (1 base) 48­70 Double (2 bases) 50­64 Double (2 bases) Triple (3 bases) 72­81 Triple (3 bases) 66­77 Triple (3 bases) Home run (4 bases) 90­10
0 Home run (4 bases) 80­14
4 Home run (4 bases) Out Baseball Multiplication Scoring Mat ​
3rd ​
​
base Hitting Table 1 to 6 Facts 1­9 Out 10­18 Single (1 base) 20­28 Double (2 bases) 30­35 Triple (3 bases) 36 Home Run (4 bases) 1st base Innings Team 1 Team 2 1 2 3 Total outs runs outs runs Innings Team 1 Team 2 1 2 3 Total outs runs outs runs Innings Team 1 Team 2 1 2 3 Total outs runs outs runs Dice Toss​
*Roll both dice.
*Color in either the two squares to show the two dice, or add up the two dice and
color in sum.
Challenge: See how many numbers can be colored in one row before duplicate numbers come up (like shut
the box”)
.
2 3 4 5 6 7 8 9 10 11 12 Dragon Dice Materials 2 six­sided dice 2 players Pencil and paper Objective Add up to 100 Game Play First player rolls the 2 dice, adds the pips, and records the sum. If he/she rolls a double, he/she may roll again. Continue to add on to score with each turn. Second player repeats the process. If a player rolls one “1”, he/she must subtract the last number that had been added on. Example: 6+6=12 +4=16 +7=23 +9=32 then rolls one “1” ­ must subtract the last number added on: 9. If a player rolls two “1”s, he/she must start all over from 0. First player to reach 100 wins! Exponent Ball Directions Materials Exponent game board 6­sided die Penny or other counter 2 players Objective To reach the goal line 80 yards away in four chances and score. To get the most points after four rounds of play. To solve the value of numbers with exponents Game Play First player places the counter (ball) on one of the 20 yard lines and takes four chances to reach the goal line. The first three chances must be runs on the ground. To run, the player rolls the die twice ­ once for the base number and a second time for the exponent ­ and determines the value of that number. For example, roll a 5 and then a 4. That makes 5^4=625. Once the player calculates the value of the rolls, use Table 1 on the game board page to find how far to move the ball forward (+) or backward (­). ​
Table 1: Runs Value of Roll Move ball Chance of Gaining on the Ground 1 ­15 yds ­15 yds: 1 out of 6 or about 17% 2 to 6 +10 yds +10 yds or more: 5 out of 6 or about 83% 8 to 81 +20 yds +20 yds or more: 4 out of 6 or about 67% In the 100s +30 yds +30 yds or more: 13 out of 36 or about 36% In the 1,000s +40 yds +40 yds or more: 7 out of 36 or about 19% In the 10,000s +50 yds +50 yds: 1 out of 18 or about 6% If player does not score in the first three chances, he/she must choose to either run or kick on the fourth chance. To run, follow the above steps. To kick, player rolls once and multiplies that number by 10. Table 2 shows how far the ball will travel. Table 2: Kicks Value of Roll Move Ball Chances of Kick 1 +10 yds 10 yds or more: 6 out of 6 or 100% 2 +20 yds 20 yds or more: 5 out of 6 or about 83% 3 +30 yds 30 yds or more: 4 out of 6 or about 67% 4 +40 yds 40 yds or more: 3 out of 6 or about 50% 5 +50 yds 50 yds or more: 2 out of 6 or about 33% 6 +60 yds 60 yds or more: 1 out of 6 or about 17% If the ball reaches the goal line with runs, player scores 7 points. If the ball reaches the goal line on a kick, player scores 3 points. If the ball does not reach the goal line in four chances, the player’s turn ends and the second player starts where the first player stopped, moving towards the opposite goal. If the first player scores, the second player puts the ball on the 20 yard line and proceeds as above. Note: If a backward move results in the ball falling behind the goal line, the player puts the ball on the goal line. Exponent Football Game board Table 1: Runs Value of Roll Move Ball Chances of Gaining on the Ground 1 ­15 yds ­15 yds: 1 out of 6 or about 17% 2 to 6 +10 yds +10 yds or more: 5 out of 6 or about 83% 8 to 81 +20 yds +20 yds or more: 4 out of 6 or about 67% In the 100s +30 yds +30 yds or more: 13 out of 36 or about 36% In the 1,000s +40 yds +40 yds or more: 7 out of 36 or about 19% In the 10,000s +50 yds +50 yds: 1 out of 18 or about 6% Table 2: Kicks Value of Roll Move Ball Chances of Kicking 1 +10 yds 10 yds or more: 6 out of 6 or 100% 2 +20 yds 20 yds or more: 5 out of 6 or about 83% 3 +30 yds 30 yds or more: 4 out of 6 or about 67% 4 +40 yds 40 yds or more: 3 out of 6 or about 50% 5 +50 yds 50 yds or more: 2 out of 6 or about 33% 6 +60 yds 60 yds or more: 1 out of 6 or about 17% Farkle Materials Six dice Pencil and paper Up to 4 players Objective Adding by 100s and 1,000s Be the first player to meet or exceed 10,000 points to start the end game sequence. Each other player has one turn to try to beat your score. After all remaining players have had their turn, the player with the highest score wins. Game Play First player ­ roll all six dice. Take out any dice worth points after each roll. This forms your running score for the round. Roll the remaining dice, removing any dice worth points and adding them to your running total. If you are ever able to set aside all six dice, you may re­roll all of your dice and keep building your running total. If ever you are unable to set aside any dice (no dice are worth points), you have Farkled. You lose your running point total and your turn is over. Second player takes his/her turn as above. 5’s = 50 point 1’s = 100 points 1,1,1 = 300 points 2,2,2 = 200 points 3,3,3 = 300 points 4,4,4 = 400 points 5,5,5 = 500 points 6,6,6 = 600 points Four of a Kind = 1,000 points Five of a Kind = 2,000 points Six of a Kind = 3,000 points A Straight of 1­6 = 1,500 points Three Pairs = 1,500 points Four of a Kind + a Pair = 1,500 Two sets of Three of a Kind = 2,500 Yahtzee Materials 5 dice Dice cup (optional) Scoring sheet Up to 4 players Objective The object of the game is to score points by rolling five ​
dice​
to make certain combinations. The dice can be rolled up to three times in a turn to try to make various scoring combinations. A game consists of thirteen rounds. Game Play In each round, a player gets three rolls of the dice, although they can choose to end their turn after one or two rolls. After the first roll the player can save any dice they want and re­roll the other dice. This procedure is repeated after the second roll. The player has complete choice as to which dice to roll. They can re­roll a die for the third roll that was not rolled on the second roll. The Yahtzee scorecard contains 13 different category boxes and in each round, after the third roll, the player must choose one of these categories. The score entered in the box depends on how well the five dice match the scoring rule for the category. Details of the scoring rules for each category are given below. As an example, one of the categories is called Three­of­a­Kind. The scoring rule for this category means that a player only scores if at least three of the five dice are the same value. The game is completed after 13 rounds by each player, with each of the 13 boxes filled. The total score is calculated by summing all thirteen boxes, [4] together with any bonuses.​
The Yahtzee scorecard contains 13 scoring boxes divided between two sections: the ​
upper section​
and the lower section​
. Upper Section Aces (ones) Count and add only 1s Twos Count and add only 2s Threes Count and add only 3s Fours Count and add only 4s Fives Count and add only 5s Sixes Count and add only 6s Total Bonus: If total score is 63 or over Total upper section score Score 35 Lower section 3 of a kind Add total of all 5 dice 4 of a kind Add total of all 5 dice Full House 25 Small Straight 30 Large Straight 40 Yahtzee: 5 of a kind 50 Chance Add total of all 5 dice Yahtzee Bonus ✔ ​
for each Yahtzee 100 for each ​
✔ Total: upper section Total: lower section Grand Total Three in a Row Materials 4 six­sided dice Three in a Row game board Two­colored counters 2 players Objective To compose and decompose numbers To add and/or subtract four numbers to produce a total To occupy two sets of three consecutive spaces Game Play ● Players take turns rolling the four dice and using addition or subtraction to produce a total of the numbers rolled. ● One counter is placed on the answer for each turn. ● The first player to occupy two sets of three consecutive numbers wins the round. When each player cannot play for two consecutive rolls, the winner is the player who has the most spaces filled. ● Example: for a roll of ​
5, 3, 6, and 3 5 + 3 = 8 8 + 6 = 14 ​
​
14 + 3 = 17 ​
place counter on ​
17 5 ­ 3 = 2 2 + 6 = 8 8 +3 = 11 ​
place counter on ​
11 6 ­ 5 = 1 1 + 3 = 4 4 + 3 = 7 ​
place counter on ​
7 Variations ● Use multiplication, as well as addition and subtraction ● Triples or quadruples: if player rolls 3 of a kind, he/she may remove an opponent’s counter and place one of his/her counters on any open spot; if player rolls 4 of a kind, he/she wins the game. ● Solitaire: One player tries to fill in every space (number) in the least number of moves. Player starts with 24 counters. Each time he/she can’t place a counter, one counter is pushed off to the side. The goal is to get all 24 numbers in 24 rolls. Bump Materials Three in a Row game board 2 six­sided dice or 4 six­sided dice Two­colored counters 2 players Objective Compose and decompose numbers Add two or four numbers to get a total; then decompose the total to knock your opponent off the board while capturing the numbers for yourself To “capture” the most numbers Game Play ● Players take turns rolling the dice (2 or 4), adding the numbers rolled, and finding the total. Each dice may be used only once. The total may be used 2 ways: ○ Place a counter on the inside or the outside of the number representing the total of the dice rolled. ○ Place a counter on the inside or the outside of any combination of numbers that will equal the total of the dice rolled. There is no limit to the number of counters used. ○ Note: counters may ​
not​
be placed on ​
both sides​
of the ​
same number​
on the ​
same turn​
. ● When a number is surrounded by the same colored counters, that number has been captured by that player. ● A “bump” occurs when a player places a counter opposite his/her opponent’s counter. The opponent’s counter is “bumped” off ­ removed from the board. ● The first player to “capture” 5 numbers wins the round. Score of 1 point. ● The game ends when a player scores 5 points or after 2 consecutive rolls by both players with no available moves. The player with the most “captures” wins. Variation Players use 2 dice to create a double digit number and roll a third die to either add or subtract for a total or difference. 100 Board Wipe Out Materials: 5 dice (regular 6 sided)
Directions: roll all 5 dice and record each one next to “roll #” on recording sheet. Using those 5
numbers and any operation(s), create as many combinations as possible and write the
combinations next to the corresponding number on the number board. For example: roll of 3, 3,
3, 5, 5 can make 3+3 for 6, 3x3 for 9, 5+5 for 10, (3x3)+3 for 12, 5x3 for 15, 5+5+3+3+3 for 19,
5x5 for 25, (5x3)x3 for 45, 5^2+5^2 for 50.
Challenge: use the same 5 dice to get all 100 numbers.
100 Board Wipe Out
Roll 1
​oll 4
R
​oll 5
R
​oll 2
R
​oll 3
R
​
Roll 6
= 1
= 2
= 3
= 4
= 5
​6
=
= 7
= 8
= 9
= 10
= 11
= 12
= 13
= 14
​
= 15
= 16
= 17
= 18
​
= 19
= 20
​
= 21
​
= 22
= 23
= 24
= 25
= 26
= 27
​
= 28
= 29
= 30
= 31
= 32
= 33
= 34
= 35
= 36
= 37
​
= 38
​
= 39
= 40
= 41
= 42
= 43
= 44
​
= 45
​
= 46
= 47
​
= 48
= 49
= 50
​
= 51
= 52
= 53
= 54
= 55
​56
=
= 57
= 58
= 59
= 60
= 61
= 62
= 63
= 64
​
= 65
= 66
= 67
= 68
​
= 69
= 70
​
= 71
​
= 72
= 73
= 74
= 75
= 76
= 77
​
= 78
= 79
= 80
= 81
= 82
= 83
= 84
= 85
= 86
= 87
​
= 88
​
= 89
= 90
= 91
= 92
= 93
= 94
​
= 95
​
= 96
= 97
​
= 98
= 99
= 100
High­Number Toss Materials 1 six­sided die Paper and pencil for scoring 2 players Objective To make the largest number possible Game Play ● Each player draws four blank lines on paper to record the numbers that come up on the rolls of the die ● Player 1 rolls the die and writes the number on any one of the four blanks on her/his scorecard. It does not have to go on the first blank ­ it can go on any one of them. ​
Keep in mind that the larger number wins. ● Player 2 then rolls the die and writes that number on one of her/his blanks ● Players take turns rolling the die three more times and writing the numbers on remaining blanks ● Each player then uses the four digits on the blanks to build their number ○ The numbers on the first three blanks are the first three digits of the number being built ○ The number on the fourth blank represents the number of 0s that come after the first three digits ● Each player reads his/her number. (See the place value chart below) The player with the largest number wins the round. The first player to win four rounds wins the game. Hundred Million Ten Million Million , Hundred Thousand Ten Thousand Thousand , Hundred Ten One Example Play ​
# of 0s Player 1 ​
1 ​
​
3 ​
​
2 ​
l ​
6​
= 132,000,000 (One hundred thirty­two million) Player 2 ​
3 ​
​
5 ​
​
6​
l ​
4​
= 3,560,000 (Three million, five hundred sixty thousand) Player 1 wins this round High­Number Toss ­ Decimal Version Materials Number card 0­9 (four of each) 1 scorecard for each player 2 players Objective To make the largest number possible Game Play ● Each player makes a scorecard and fills it out on his/her own ●
●
​
Shuffle the cards and place them facedown on the playing surface In each round: ○ Player 1 draws the top card from the deck and writes that number on any of the three blanks on the scorecard ­ it does not need to go on the first blank ­ it can go on any blank in that round ○ Player 2 draws the next card and writes that number on any of the three blanks ○ Players each take two more turns; the player with the largest number wins that round ○ Players take turns starting each round ● Scoring: the winner’s score for each round is the difference between the two players’ scores. The loser scores 0 points for that round ● At the end of four rounds, players find their total score. The player with the highest score wins the game Example​
​
Round Player 1: ​
0​
. ​
6​
​
5​
​
4 Player 2: ​
0​
. ​
7​
​
5​
​
3 Player 2 has the larger number and wins the round Since 0.753 ­ 0.654 = 0.099, player 2 scores 0.099 points for the round; player 1 scores 0 points Shut the Box (to 9 and to 12) Materials A “Shut the Box” box
­ 9 tabs for numbers 1­9: addition version ­ 12 tabs for numbers 1­12: addition and multiplication version ­ For addition you can “shut” the 10, 11, and 12 tabs if that is the box you have OR a grid on paper with 12 columns and 10 rows ­ can play this by coloring above each number 2 six­sided dice 1­4 players Pencil or colors if playing on paper in the cells 1 2 3 4 5 6 7 8 9 1
0 11 12 Objective To “shut” as many of the number tabs as possible, ending up with the lowest score (value of the tabs that are left up) OR on paper, to have colored in as many of the cells/squares above the numerals (one row only per game), ending up with the lowest score (value of the numerals left uncolored). Addition facts Composing and decomposing numbers Game Play For Shut the Box 9: ­ Player rolls the two dice and decides whether to add the two numbers together and flip the sum (or two other numbers that have the same sum) or to flip the two numbers on the dice. Example ­ roll a 6 and 4: you can flip two numbers equalling 10 ­ 9, 1 or 8, 2 or 7, 3 or 6, 4 (can’t flip a 10 as there is no 10 tab); for a roll of 5 and 3: you can flip the 8 or any combination adding up to 8 ­ 2, 6 or 3, 5 or 6, 2 or 7, 1 or 1, 2, 5 ­ you get the idea! ­ Player rolls again and continues until he/she cannot flip any tabs. ­ Note: when the last tabs up are 6 or less, player can choose to roll just one die. ­ Add up the value of the tabs still left up for the game score. If there are no tabs left up, score is 0. For Shut the Box 12: ­ Player rolls the two dice and decides whether to add the two numbers together or to multiply the two numbers. Same rules as (9) apply as to flipping tabs ­ they can add up to the sum/product or just flip the numbers on the dice. Example ­ roll a 6 and 4: follow the flips above in (9) OR multiply 6 x 4 to get 24 and then flip all possible tabs ­ 12, 11, 1 or 12, 10, 2 or 6, 8, 10, etc. ­ Player rolls again and continues play until he/she cannot flip any tabs. ­ Note: when the last tabs up are 6 or less, player can choose to roll just one die. ­ Add up the value of the tabs still left up for the game score. If there are no tabs left up, score is 0. When all players have taken their turns, the player with the lowest score wins. Skunk The game of SKUNK presents middle­grade students with an experience that clearly involves both choice and chance. SKUNK is a variation on a dice game also known as "pig" or "hold'em." The object of SKUNK is to accumulate points by rolling dice. Points are accumulated by making several "good" rolls in a row but choosing to stop before a "bad" roll comes and wipes out all the points. SKUNK can be played by groups, by the whole class at once, or by individuals. The whole­class version is described following an explanation of the rules. The Game of SKUNK To start the game each player makes a score sheet like this: Each letter of SKUNK represents a different round of the game; play begins with the "S" column and continue through the "K" column. The object of SKUNK is to accumulate the greatest possible point total over five rounds. The rules for play are the same for each of the five rounds. ●
At the beginning of each round, every player stands. Then, a pair of dice is rolled. (Everyone playing uses that roll of the dice; unlike other games, players do not roll the dice for just themselves.) ●
A player gets the total of the dice and records it in his or her column, unless a "one" comes up. ●
If a "one" comes up, play is over for that round and all the player's points in that column are wiped out. ●
If "double ones" come up, all points accumulated in prior columns are wiped out as well. ●
If a "one" doesn't occur, the player may choose either to try for more points on the next roll (by continuing to stand) or to stop and keep what he or she has accumulated (by sitting down). Note:​
If a "one" or "double ones" occur on the very first roll of a round, then that round is over and each player must take the consequences. Playing SKUNK with the Whole Class The best way to teach SKUNK to the class is to play a practice game. Draw a SKUNK score sheet on the chalkboard or overhead transparency on which to record dice throws. Have all students make their own score sheets on their own scrap paper. Have all students stand up next to their chairs. Either you or a student rolls the dice. Suppose a "four" and a "six come up, total 10. Record the outcome of the roll in the "S" column on the chalkboard: On the first roll, all the players get a total of the dice or a zero if any "ones" come up. Kerry and Lisa are standing up, so they also write "10" in their score sheets. After each roll, players may choose either to remain standing or to sit down. Those who are standing get the results of the next dice roll; those who sit down keep the score they have accumulated for that round regardless of future dice rolls. Once someone sits down, that person may not stand up again until the beginning of the next round. Stack Materials Multi­colored, six­sided dice ­ 14 of each color, a different color per player Players ­ however many you have colors for (i.e. 4 players/ 4 colors, 5 players/5 colors, etc) Objective To be the first player to end up with 200 or more points. The end of each round comes when a player runs out of dice. Stacks with a player’s color on top are his/her points. Points are accrued by adding up the pips of a player’s dice that are on the top of different stacks. Game Play ● ‘Players each choose a set of same colored dice. Each set contains 14 dice. The color chosen will be the player’s dice for the entire round. ● Determine who goes first by each player rolling one die, the highest number goes first. Play rotates clockwise. ​
Note:​
​
1 = 10 points, 2 = 2 points, 3 = 3 points, 4 = 4 points, 5 = 5 points, 6 = 6 points ● Play on a flat surface roughly 2 feet in diameter; everyone shakes and drops all of their dice onto the center of the surface. Dice should land flat and colors should be all mixed up. If too congested, spread them apart so they do not touch each other, and bring in the dice that fell too far out ● Player one may ​
use one die​
from their set of dice. ​
Stack the chosen die on top of any matching number of any opponent’s dice​
(ex ­ a 6 is placed on top of a 6 facing up with the 6 still showing, etc) ● Once a die is picked up it must be played. After the player has removed her/his hand from the die, her/his turn is over and the play stands ­ it cannot be moved or relocated ● Players ​
cannot stack directly on top of their own color​
, though they can have two of their colors in one stack ● A stack is made up of 2, 3, or 4 dice ­ a single die does not constitute a stack, nor do 5 or more dice ● Stacks with a player’s color on top are his/her potential points. When a player places the fourth die on a stack, the stack becomes that player’s property and she/he may remove it from the playing surface. ​
Note:​
keep the stack intact in order to be able to claim the points at the end of the round. ● Points are not totaled until the end of the round ● During any turn, instead of stacking immediately, a player may roll the die he/she has chosen to play. She/he must then stack that die no matter what value comes up. If there is no place to stack it, the turn is over. ● There are 2 ways to end a round. ○ A round tentatively ends when a player stacks her/his last unstacked die. This player needs to inform the opponents that he/she is about to go out. When the player goes out, the opponents have ​
one​
remaining trun each regardless of how many dice are still unstacked. Once everyone has taken a turn, the round is completed and everyone counts their score ○ A round is over when a player stacks (not necessarily his/her last die) on an ​
opponent’s last unstacked die​
. That player and the opponent whose die he/she stacked on are done. The remaining players may take one more turn. ■ An ​
advantage​
to stacking on someone’s last die is you eliminate the other players chance to score more points. If the player is leading in points, this strategy works well. ■ A ​
disadvantage​
is that the player is out of the game as well and it eliminates his/her last chance to score points. If the player is behind in points, look for another option! ● Scoring: Only the top number on a stack counts as points. A single die is 0 points. Variations ● Play with ​
teammates​
. Each teammate plays a set of dice and together attempt to win the game with the highest combined score. Teammates must have one opposing player sitting to the right and the left of them ­ they are not allowed to sit next to each other. ● Cutthroat rules: ○ If a player rolls a die into a stack and knocks it over, he/she loses a turn and must roll a die and subtract the amount shown from his/her score. Afterwards, return the die to its original number and rebuild the fallen stack(s). If the stack cannot be rebuilt, the player loses an additional 10 points ○ If a player picks up an opponent’s die by mistake, she/he loses a turn. If the player also mistakenly roles the opponent’s die, the opponent has the option to keep the new number or return it to its original number. ○ If a player goes out of turn, he/she loses a turn. ● Optional House Rules: Subtract one point for the following penalties ○ Player’s dice falls of the table ○ Swearing ○ When a player rolls a 2 ○ When a player captures a four dice high stack, all other players subtract 1 point ○ Formulate your own rules and penalties! Dice Activities for Algebraic Thinking www.didax.com/newsletter/pdfs/hands_on_​
algebra​
_211396.pdf Domino Pick­Up Materials A standard set of 6­6 or 9­9 dominoes 2­4 players Objective To pick up all of the dominoes using subitizing skills Game Play Place dominoes end to end, forming a rectangle with a 1­domino opening on the left side.
Depending on the age of the players: use the 6­6 dominoes for youngest and/or beginners (pre­K/K); use the 9­9 dominoes for “seasoned” players (K and up). Depending on the number of players: use however many dominoes as you want (15­20 dominoes for two players, 25­55 dominoes for three to four players. Player 1 starts by pointing to the left half of the first domino and begins to count (0­6 if using 6­6 dominoes, 0­9 if using 9­9 dominoes). As he/she says each number, he/she points to the next “half” of a domino. If he/she says a number and is pointing to that number, he/she gets to pick up that domino. Then player 2 start with the next domino starting with 0. See example below: “0” “1” “2” “3” “4” “5” “6” pick it up! If a player counts all the way to 6/9 without landing on the number said, the next player takes over, starting with 0. Play is over if players have gone all the way around twice without picking up any dominoes. There is no scoring or points given for picking up dominoes. The idea is to pick them all up ­ not who picked up the most. Variations Reverse: ​
If the number stated is represented on the “other” domino half (has to be on the same tile), the player states “reverse” and picks the domino up. Doubles/Halves: ​
This only works with even numbers; if player lands on a 2, 4, 6, or 8 and says 1 or 4 (on a 2), 2 or 8 (on a 4), 3 (on a 6), or 4 (on an 8), he/she can say “doubles” or “halves” and pick up the domino. Chicken Foot Also known as ​
Chicken dominoes​
, ​
Chickie dominoes​
, and ​
Chickie​
. Materials A standard set of dominoes (6­6, 9­9, 12­12, or 15­15) 2 to 8 players . Objective Chicken Foot is played in rounds, one round for each double domino in the set. The goal of the game is to have the lowest score by the end of the last round. For each round, the goal is for the player to empty their hand of dominoes by playing them on the board. Game Play The dominoes are first turned face down and shuffled. Then, each player picks seven dominoes to form their hand. With more than four players, the game requires an extended set. The number of dominoes drawn can be increased when fewer players are using a larger set (for instance, four players using a double­twelve set can draw 15 dominoes). Any remaining dominoes are placed to the side, forming the boneyard. A typical opening setup for the first round of a game. All four sides of the opening double must be covered before play can continue. The First Round The round begins with the highest double being placed in the center of the layout to start the game (using a double­twelve set, this would be the double 12). (In each proceeding round, the next lowest double is found and placed as the starting point: 11, 10, 9, etc. until the last round using the double blank). In the first round only​
, everyone draws a single domino from the boneyard. The player drawing the highest value begins the round and everyone returns their drawn domino to the boneyard. The starting player must play a matching domino (one with an end of the same value as the double) from their hand on one of the four sides of the double, with the matching end against the double. The next player plays another matching domino on a remaining side, and this continues until all four sides are filled. If a player cannot play because they do not have a matching domino, then the player must draw one domino from the bone yard. If that domino does not match, their turn passes to the next player. No other plays can be made until all four sides of the double are filled. Once all four sides are filled, the player to the left of the last person to fill the 6 can play any domino in their hand that matches an exposed end of a played domino. If a player is unable to match any exposed dominoes, they must draw one domino from the bone pile and either play it if possible or pass. If the boneyard has been emptied, any player who cannot play simply passes. If no player can play or draw, the round ends. An example of a Chicken Foot, played with fours. A double is played with its long side against the endpoint, and no other play can be made until three matching dominoes have been played on the other side Chicken Foot Any time a player plays a matching double on an endpoint, the player calls "Chickie (Number)" to indicate they have started a new "chicken foot". For example, if a player played a double 4 on the end of a 6/4 domino they would lay it long side against the end with the 4 and call "Chickie Fours". No other dominoes can be played until three more 4's are played against the other side of the double 4. The three dominoes played against the double 4 are played on the long side opposite the side originally played. The end result will look like a chicken foot (hence the name of the game) with the double having one domino laid ​
perpendicular​
to one side, and three more dominoes on the opposite side, the middle being perpendicular and the other two at 45 degrees to perpendicular. Any player who does not have a domino matching the played double must draw a domino from the bone pile and then play it if it matches or pass. Once three matching dominoes are played to finish the chicken foot, the next player may play a domino on any matching endpoint, including any of the three branches of the new chicken foot. ​
No one may play on any other domino until the chicken foot is complete... Ending a round A round is over when either one player plays the last domino in their hand or no players can make a legal play. The latter situation can occur if someone plays a double that no longer has three remaining free dominoes to play on it and the boneyard is exhausted. At the end of each round, each player sums up the spots on the dominoes in their hand, which becomes their score for that hand and is added to their running total. In each subsequent round, the highest double drawn that has not yet been used to start a round starts the next round. When a round for each double has been played, the game is over and player with the lowest score wins. A game cannot end in a double. If it does, the player who plays the double gets 50 points. A player who holds the double blank in their hand at the end of a round gets 50 points, but a blank half has no value other than the number on the other half. Matador Matador​
(Spanish, "killer," can also apply to a ​
bullfighter​
) is a common game using a set of ​
dominoes​
. Materials A standard set​
of double­six dominoes because of its rules 2­6 players Objective T​
he object of the game is to be the first to ​
run out of domino tiles. While it is similar to many domino games, it has a differing very unusual rule of combining pips instead of matching numbers. Fact combinations for 7 Game Play ●
After it is decided who goes first ­ usually the player who picks the highest double (a domino with both ends showing the same number of spots) ­ each player gets five dominoes, with the leftover dominoes set aside in an area known as the "boneyard." ●
During play, players must connect either end of the domino line not with a matching number on either end, but one causing the two connecting ends to have a total of seven ​
pips​
, i. e. a six­spot end must be connected with a one­spot one, a four­spot with a three­spot, and a two­spot with a five­spot. Doubles are placed endwise and count the same as single dominoes. Blanks are closed to play of any domino other than a "matador." A "matador" can be either the double­blank domino or one containing a total of seven pips (4­3, 5­2, and 6­1). A player can also place a "matador" at any time without any regard to the numbers at either end of the domino line. ●
When a player does not have a domino that connects with either end of the domino line, the player must pick a domino from the "boneyard" and see if this is playable. If it is, the domino must be played; otherwise one must pick another domino repeatedly until a playable one turns up. If the "boneyard" is empty, i.e. all dominoes have been taken, the player must signify that he passes his turn, usually by knocking. There is also a rule set that says that when a player has no playable domino and picks up an unplayable domino from the "boneyard," the player must pass immediately. ●
As usual, the player who has laid all of his dominoes to the domino line wins the game. If all players pass their turn once in succession, the game ends and the player with the lowest number of pips on his leftover dominoes wins. The dominoes used as "matadors." Note that each tile, except the 0­0, has seven pips. The game of Matador in progress. Note the "matadors": 4­3 is placed beside 6­6, 5­2 against 0­4, and 0­0 against 2­6. Also notice the doubles placed parallel rather than perpendicular to the domino line. Concentration Dominoes This is an adaptation of the ​
Concentration​
card game. Materials A standard set of 6­6 dominoes 2 players Objective The goal is to collect the largest number of pairs of tiles. Work on sums to 12. Game Play ●
The tiles are placed face down on the table, shuffled and then arranged in a simple rectangular grid. ●
With double­six dominoes, pairs consist of any two tiles whose pips sum to 12. For example, the ​
3–5 and the ​
0–4​
form a pair. In some variations, doubles can only form pairs with other doubles so that the 2–2​
, for example, can only be paired with the ​
4–4 ​
but this presents a problem with the ​
3­3 ​
being unpairable. ●
Players, in turn, try to collect pairs by turning over and exposing the faces of two tiles from the grid. If the four values of the two sum to 12, the player takes the two tiles, scores a point (in some rules a point for each tile taken), and plays again. If the tally is any other number, the bones are turned face down again and the player's turn is over. ●
The first player to accumulate 50 (or 100) points wins the series. Variations ●
Use sets of 9­9 dominoes (sums need to be 18) 42 with Dominoes Sometimes called the ​
national game of Texas​
, 42 is one of the truly great trick­taking games. The game is addictive. Somehow it seems that a trick­taking game with only 28 playing pieces should be easier to master! Materials A standard set of 6­6 dominoes Paper and pencil for scoring 4 players Objective The goal is to win the bid for a hand, then fulfill the bid by scoring at least the number of points stated in the bid. The first partnership to win at least 250 points across hands wins the sitting. Game Play ●
●
Four players pair off into two opposing partnerships. After shuffling all tiles face­down, each player takes 7. Thus all dominoes are in the players’ hands and none are left over. Since 42 is a “card game played with dominoes,” it requires a ​
suit system.​
There are 7 suits in 42. Each tile is a member of the two suits on its face, except for the doubles, which are only members of the single suit number on their face. The doublets rank highest in each suit­­ ­­­Suit­­­ <­­​
Highest ​
Members ​
Lowest​
­­> 6’s 6­6 6­5 6­4 6­3 6­2 6­1 6­0 5’s 5­5 5­6 5­4 5­3 5­2 5­1 5­0 4’s 4­4 4­6 4­5 4­3 4­2 4­1 4­0 3’s 3­3 3­6 3­5 3­4 3­2 3­1 3­0 2’s 2­2 2­6 2­5 2­4 2­3 2­1 2­0 1’s 1­1 1­6 1­5 1­4 1­3 1­2 1­0 Blanks 0­0 0­6 0­5 0­4 0­3 0­2 0­1 Scoring­­ ● Each player has 7 tiles in hand, so 7 tricks are played in a 42 hand. Each trick is worth one point. Five special tiles called ​
counters ​
are worth extra points when won in tricks­­ ­­­­Counters­­­ ­­­Point Value­­­ 0­5 1­4 2­3 5 5­5 4­6 10 ●
So the three tiles whose spots total 5 are worth 5 points each when won in tricks. The two tiles whose spots total 10 are worth 10 points each when won in tricks. ●
The game is called “42” because there are 42 points to win in each hand ­­ 7 points for the tricks, 15 points for the three 5­point tiles, and 20 points for the two 10­point tiles. Bidding­­ ● After all players have their tiles, bidding begins. The person to the left of the shuffler or “dealer” bids first. Bidding then proceeds clockwise around the table. ● Each person has only one chance to bid. So you’ll go around the table clockwise, and each person in turn will either make a single bid or pass. The minimum bid is 30 points. After a bid is made, the person(s) following the bidder must either (1) make a higher bid or (2) pass. ●
If no one bids, the hand is thrown in and the role of shuffler or “dealer” goes clockwise to the next person. ●
If there is a ​
bid winner​
, this person announces the trump suit. The trump suit may be any of the suits in the first table above: 6’s, 5’s, 4’s, 3’s, 2’s, 1’s, or blanks. ●
The bid winner may also declare that there will be no trump suit. This is called a ​
no trump​
or ​
follow­me ​
bid. In this case there is no trump suit for this hand as the tricks are played. ●
Finally, the bid winner may declare that ​
doubles ​
are trump. This means that all doublets are a suit of their own, and that this suit is trump. The doubles in the doubles suit rank in this order, from highest to lowest: 6­6, 5­5, 4­4, 3­3, 2­2, 1­1, 0­0. ●
Every domino that has the trump suit number on its face is a member of the trump suit for this hand ­­ and not a member of any other suit. For example, if 4’s are trump, the rank of all tiles in the trump suit is: 4­4, 4­6, 4­5, 4­3, 4­2, 4­1, 4­0. These tiles are ​
only​
members of the trump suit for this hand. Play­­ ● The bid winner leads any tile he likes to the first trick. If the tile is a member of the trump suit, then all others must play a trump to the trick if possible. Otherwise, they can play any tile. ● If the tile led is not a trump, then the higher number on the tile dictates the suit of the lead. So leading a 6­4 domino, for example, means leading the third highest 6­suit tile (ranking after the 6­6 and 6­5, assuming none of these are trump suit tiles). ● Unless the doubles suit is trump, leading a double is a lead of the suit number shown on the doublet. If the doubles suit is trump, then leading a doublet means leading a trump suit tile. ● Each trick is won by the highest­ranking trump tile played, if any. If no trump is played to the trick, the trick is won by the highest tile of the suit led. ● If a player can not follow suit to the lead, he may play any tile. ● As tricks are won, they are moved to the side of the player who won them. Unlike many card and domino games, these tiles are all left​
face­up​
. Scoring the Hand­­ ●
Each side totals the number of tricks they won (at 1 point per trick), plus their 5 and 10 point counter tiles. If the bidding team made at least the number of points they bid, they score those points. Their opponents score whatever points they have won. ●
If the bidding team does not make their bid, they get no points for the hand. Their opponents score both the value of the original bid plus the points they scored in the hand. ● The first team to attain at least 250 points across hands wins the sitting. More on Bidding­­ ● If you think you can win every trick, you can bid 84 (instead of 42). This gives you 84 points if you win every trick in the hand, but doubles your opponent’s score ­­ and your loss ­­ if they win even a single trick in that hand. ● If someone bids 84, others are allowed to follow with bids of 126, 168, and Game. For the bid of Game, the entire game rides on this single hand. ● Instead of totaling points, some players prefer to score 1 mark for each hand won. The first team to 7 marks across hands wins the sitting. An 84 bid would be 2 marks, a 126 bid is 3 marks, and a 168 bid is 4 marks. Strategy­­ ● In bidding, identify your potential trump suit simply by looking for the suit number that appears on the most tiles in your hand. Doublets are like Aces in card games ­­ high tiles that typically win tricks if led early in the hand. ● Carefully analyze whether you can expect to win each of the counter tiles: the 6­4, 5­5, 0­5, 1­4, and 3­2. ● You have only one chance to bid. You must acquire the skill to make a single, accurate bid. Winning the bid but not the hand is a disaster, as the penalty for missing a bid is severe. On the other hand, if you don’t win some bids you won’t win the Game. During play, your goals are straightforward: * Try to win a trick to get the lead * Play your doubles or high trumps when you have the lead * Feed your count dominoes to your partner whenever it appears certain he will win the trick Domino War Materials Set of double 9 dominoes 2 players Objective Use knowledge of single and double digit numbers, fractions, decimals, addition facts, multiplication facts Collect the most dominoes Game Plan This game can be played a variety of ways. ● Players divide the dominoes in half, all face down, and set them to the side For single or double digit war: ● Players each turn over one domino (for single digit) or two dominoes (for double digits) ● Players state what number they have (adding the pips together on the one for a single digit number, or on each of the two to create a double digit number) ● The player with the larger number collects the 2 or 4 dominoes and sets them to the side opposite the side with the face down dominoes ● Continue play until players run out of dominoes; then turn over the collected dominoes, turn them face down and use them to continue play; keep playing until one player runs out of dominoes For fraction war: ● Players each turn over one domino ● Players determine the fraction represented on the domino by stating which half of the domino will be the numerator and which half will be the denominator ● The player with the larger fraction collects both dominoes and sets them to the side opposite the side with the face down dominoes ● Continue play until players run out of dominoes; then turn over the collected dominoes, turn them face down and use them to continue play; keep playing until one player runs out of dominoes For decimal war: ● Players each turn over one domino ● Players determine the decimal represented on the domino by stating which half of the domino will be the whole number and which half will be the fraction/number following decimal point ● The player with the larger decimal collects both dominoes and sets them to the side opposite the side with the face down dominoes ● Continue play until players run out of dominoes; then turn over the collected dominoes, turn them face down and use them to continue play; keep playing until one player runs out of dominoes For addition war: ● Players each turn over two dominoes ● Players add the pips on each domino and then add both dominoes for a total ● The player with the larger sum collects all 4 dominoes and sets them to the side opposite the side with the face down dominoes ● Continue play until players run out of dominoes; then turn over the collected dominoes, turn them face down and use them to continue play; keep playing until one player runs out of dominoes ● Variation: each player turns over 3 dominoes, creates a double digit number with 2 of them and adds the the double digit to the (3rd domino) single digit For multiplication war: ● Players each turn over two dominoes ● Players add the pips on each domino and then multiplies both dominoes for a product ● The player with the larger product collects all 4 dominoes and sets them to the side opposite the side with the face down dominoes ● Continue play until players run out of dominoes; then turn over the collected dominoes, turn them face down and use them to continue play; keep playing until one player runs out of dominoes Examples: GOILS: Groups of Increasingly Larger Size: Issue/Concern: 1) Why should I play games in my mathematics classroom? 4) 2) 8) Summary iPad Apps – Math Games
Cathy Hunt – CESA 5 Math Curriculum Specialist
Last Update: November 2015
Elementary Level
Motion Math​
: Hungry Fish
Motion Math​
: Zoom
Motion Math​
: Wings
Classroom ​
Focused​
Software: Line ‘em Up
Classroom ​
Focused​
Software: Count Sort
Heavy Lifters Ltd: ​
Math Tappers​
: ​
Find Sums
Math Kid (Alex Drel)
TapTapBlocks (Paul Hangas)
Candy Count
TapPuzzle2Lite
Geom-e-Twee
Clarity Innovations​
: Geoboard by The Math Learning Center
Kids Games Club​
: Math Puppy Bingo
FracTris
Easy Chart
La Sensor X: ​
Alan‛s World: Counting
Make 10 Plus (Bess Siegal)
Sudoku School: Kid‛s Sudoku (Sarah Pierce)
TechSmith Corporation​
: Screen Chomp
Smart Mobile Software​
: Connect the Dots
Cora Games:​
Dot to Dot
FreddyFraction
Abacus
Math Pairs
Tiltan Games​
: Dino does Math (dino teach)
22Learn: Abby-Basic Skills Preschool
Kid‛s Academy:​
123 Tracing
Scholastic: ​
Sushi Monster
Flash to Pass (Free Flash Card work)
Elementary/Middle School Level
Vision Objects​
: MyScript Calculator
BackgammonFree
Conundra Math (Sarah Pierce)
King of Math (Oddrobo Software AB)
Math Ref Free (Happy Maau Studios, LLC)
Clarity Innovations: ​
Number Pieces by the Math Learning Center
Clarity Innovations:​
Number Pieces Basic by the Math Learning Center
NCTM​
: Math Concentration
Fill the Cup (Solla Carrock)
NRCC Games: ​
Portion Platter
Heavy Lifters Ltd.: ​
Math Tappers​
: ​
Equivalents
Heavy Lifters Ltd: ​
Math Tappers: Multiple
Heavy Lifters Ltd: ​
Math Tappers:​
Estimate Fractions
​
Number Line
Lumpty Learning: ​
Coop Fractions
NCTM: ​
Equivalent Fractions
McGraw-Hill​
: Fractions
Classroom ​
Focused​
Software: 10 Frame Fill
Math Adventures​
: Slide 100
Math Adventures​
: Slide 1,000
Math Adventures​
: Math Slide Addition (and subtraction)
Math Adventures​
: Math Slide Multiplication (and division)
K12​
: Bills&Coins
Tiny Fractions
Pizza 1 (Alan West)
Telling Time Quiz
Think 3D Free
MathBlaster.com:​
Math Blaster
DigitWhiz
Math Pentagon Pro
Thinking Blocks:​
Addition and Subtraction
Thinking Blocks: ​
Multiplication and Division
Thinking Blocks: ​
Fractions
Thinking Blocks: ​
Ratio and Proportion
M:​
Free My Block
Ivanovich Games: ​
Numtris
Link Jewels
Memrise (Multiplication Fact Fluency)
Middle/High School Level
Free Graphing Calculator (William Jockusch)
Unit Circle Lite
Unit Circle
Calculator + (xNeat.com)
Calculator iPad
Triangle Solver (William Jockusch)
Math Solver
Math Ref Free
Think 3D Free
Pythagoras
Math GMAT GRE ACT: Prep Game (NKO Venturesk, LLC)
Your Teacher
All Levels
Calculator for iPad Free (International Travel Weather Calculator)
Pentix Free
Farkle HD
TanZen Lite
Yatzy HD
Dice
Virtual Manipulatives! (ABCya.com)
Brainium​
: Sudoku
Compass
OutOfTheBit Ltd​
: Dots and Boxes 2013
Mamanijo:​
MathLands – Kids Logic
KenKen Puzzle​
: KenKen Classic
The Fun Way to Learn Algebra Lite: Hands-on-Equations
Digits
The Quiz LLC​
: Mabble
Common Core Standards (Mastery Connect)
Reddolution​
: N24 (24 game)
Educreations Interactive (Educreations, Inc)
Good Grapher – Scientific (Iurii Mozharovskyi)
FX Math Solver (Euclidus Inc)
Hanoi Towers
Mancala
Mathdoku
Combinations (Set)
MobilityWare:​
Spider Solitaire
EnsenaSoft:​
Backgammon Deluxe
Outofthebit: ​
Dots
AppFly:​
easy Timer
Front Row
Ten Marks