Add and Subtract.doc

Embed Size (px)

Citation preview

  • 7/29/2019 Add and Subtract.doc

    1/31

    Add and Subtract

    Ages: 7 and upPlayers: 2Materials: Deck of cards, Paper andpencil if needed

    Skill Practice: Addition and Subtraction

    Goal: To be the first to reach the total of 70 when adding, or to reach 30 when subtracting.

    Card Value:

    Number cards are worth face value (ex. 2 = 2 points)

    Aces = 1 point

    Jacks = 11 points

    Queens = 12 points

    Kings = 13 points

    Set up:

    1. Cards are shuffled and placed in a stack in the middle of the table.2. Each player picks one card from the top of the deck in the middle of the table.

    3. The player with the higher card is add. 4. The player with the lower card is subtract.5. The dealer passes out the remaining cards, one at a time, face down to the players.

    Rules for play:

    1. The players begin with 50 points.2. Players take turns placing their top card on central pile in the middle of the table.3. The add player tries to reach 70 points and the subtract player tries to reach 30

    points.4. The add player begins play by placing a card in the middle of the table. At that time, the

    add player adds the card number to beginning 50 points. For example, if the add playerplays a 2, the add player says 50 +2 = 52.

    5. Next the subtract player plays a card. The subtract player takes away the numbershown on the card from the previous total. For example, if the total was 52, and thesubtract player plays a Jack, the player says 52-11 = 41.

    6. The players add or subtract the amounts listed above for Face cards and Aces.7. If the cards run out before there is a winner, the cards are shuffled and play continues.8. Play continues until a player reaches their designated amount (70 for the add player

    and 30 for the subtract player).

    All Fours

    Ages: 8 years old and upNumber of Players: 2-4Materials: Deck of Cards, Paper andpencil for scoringSkill Practice: Addition, Planning, Shifting, Strategy

    Goal: To get the highest number of points by capturing valuable cards

    Card Values:

    Kicked Cards (The top card turned over by the first player)Ace = 1 point

  • 7/29/2019 Add and Subtract.doc

    2/31

    Six = 2 pointsJack = 3 points

    Trump Cards (A trump is a suit that is higher than the other suits)Highest Trump = 1 pointLowest Trump = 1 pointJack of Trump = 1 point, unless hung

    The hanging card of the Jack of Trump = 3 points Cards Taken in Tricks (A round of play)

    Ace = 4 pointsKing = 3 pointsQueen = 2 points10 = 10 points

    Set up:

    1. Dealer passes out six cards to each player

    2. The player to the dealers left begins play. That player kicks(turns over) the top card.This shows the trump.

    3. The first player can reject the trump. If that card is rejected, the card is placed at thebottom of the deck, the dealer deals 3 more cards to each player, and that 1st playerkicks (turns over) again.

    Rules for play:

    1. After the trump is determined, play begins. Play moves around to the left of the players.2. The first player may play any card.3. The following players must play cards of that suit.4. The player who plays the highest card in that suit or the highest card in the trump suit

    wins all the cards in play or that trick5. The winner leads the next trick, and play continues until all the cards have been played.6. The player with the highest score wins the game.

    Rules for particular cards:

    If a Jack from the trump suit is played, the player receives a point. However, anotherplay can hang or block the point by playing a higher value card from the trump suit.The higher valued cards are Ace, Queen, and King.

    Scoring:

    1. When all the players six cards in the hand have been played, the players determinetheir points.

    2. The cards are scored as followsa. Each player receives 1 point for each trick they have wonb. The player who has the highest number of tricks for that game receives 1 pointc. The cards in the tricks are scored. An Ace = 4 points, King = 3 points, Queen =

    2 points, and a 10 = 10 points.d. Each player receives 1 point for each time they kicked

    e. Each player adds into their score the point/s they received for kicking in avaluable card. An Ace = 1 point, 6 = 2 points, Jack = 3 points.

    f. Each player adds in the number of points they received for the highest trumpcard= 1 point and playing the lowest trump card = 1 point.

    g. A player receives 1 point for playing the Jack of Trump, unless it got hanged bya higher trump card. Then, the player does not receive a point.

    h. The player who hung or blocked the Jack of Trump receives 3 points.i. The players total the amount of points they received.j. The player with the highest number of points wins the game.

  • 7/29/2019 Add and Subtract.doc

    3/31

    Finders Keepers

    Ages: 5 years old and upNumber of players: 2-4Materials: Deck of cardsSkill Practice: Addition, spatial skills

    Goal: Players try to collect cards that makea predetermined sum

    Card Values:

    Aces = 1 point

    Number cards are worth face value (ex. 4 = 4 points)

    Jacks, Queens, and Kings = 10 points

    Set up:

    1. Lay out the cards face down in an array of 6 rows of 8 cards in each row. The 7th rowwill contain 4 cards.

    Rules for play:

    1. The youngest player goes first.2. The player names a number from 1- 25.3. The player turns over 2 cards. If the cards add up to the number the first player called,

    the player keeps the cards.4. If the two cards do not add up to the sum, the player turns 1 card face down and leaves

    the second card face up.5. The cards stay in the original array layout.

    6. The next player turns over 2 cards. The player sees if he can make the sum the 1stplayer calls out from sums of the 2 or more cards.

    7. If the player is successful, the player takes the cards. If the player is not successful, theplayer turns all the cards over except 1 card that is left face up.

    8. Play continues until a player makes the total. Once the player makes the total, theplayer takes the cards.

    9. The player who got the cards to make the sum then calls out the number for the nextplayer to find.

    10. The winner is the player who collects the most cards after the cards have been turnedover.

    Hit the Mark

    Ages: 6 to 12 years oldNumber of players: 2-4Materials: Deck of cards, paper andpencil for scoringSkill Practice: Addition, Visual memory,number value

    Goal: To achieve the lowest total amount of cards by gathering the low value cards

    Card Value:

    Number cards equal their face value. Aces = 1 point

    Kings and Queens = 10 points each

  • 7/29/2019 Add and Subtract.doc

    4/31

    Jacks = 0 points

    Set up:

    1. Dealer passes out 5 cards to each player.2. The players lay out their 5 cards face down in front of them. The players do not look at

    the five cards in front of them.3. The remaining cards are placed face down in a stack in the center of the table.4. The dealer turns the top card over.

    Rules for play:

    1. Play starts with the player on the left of the dealer.2. On their turn, each player either selects a card from the draw pile or from the discard

    pile and exchanges it with one of the 5 cards laid face down in from of them.3. The card that was exchanged from the row in front of them is placed into discard pile.4. The next player can either take a card from the draw pile or from the discard pile.5. Play continues until a player knocks or calls out that they have the lowest amount of

    cards.6. Once a player knocks all the players turn over their cards and add up their points

    according to the point system outlined above.7. The player with the lowest amount of cards wins the round.

    Knuckles

    Ages: 6 to 12 years oldNumber of players: 2Materials: Deck of cardsSkill Practice: Addition, concepts ofhigher/lower

    Goal: To collect cards to that total thelowest amount.

    Card Values:

    Cards 2 to 10 are equal to face value

    Aces are worth 1 point

    Jacks are worth 0 points

    Queens and Kings are worth 10 points.

    Set up:

    1. Dealer passes out 5 cards to each player.2. The remaining cards are placed face down in the middle of the table.

    Rules for play:

    1. Players decide who will go first.2. The first player selects the top card from the stack in the middle of the table. The player

    exchanges the card with a card from the players hand if it is lower than the other cardsin the hand. The player discards either the drawn card or the exchanged card. Thediscarded card is placed faced up in the discard pile.

    3. The next player either takes a card from the draw pile or from the discard pile. Theplayer either discards the exchanged card or the drawn card.

  • 7/29/2019 Add and Subtract.doc

    5/31

    4. The play continues until a player raps on the playing surface to signal that the playerhas the lowest hand. The players compare their hands. The player with the lowestamount wins the round.

    5. If a player does not rap to end the game, play continues until all the cards in the drawpile have been selected. Players compare their hands. The player with the lowesthand wins.

    Multiplication Rummy

    Ages: 9 years old and upNumber of players: 2 -4Materials: Deck of CardSkill Practice: Multiplication facts

    Goal: To be the first to lay down all thecards in your hand showing multiplication tables. This game works for the tables 1-9.

    Set up:

    1. Dealer removes the all the face cards from the deck (Kings, Queens, Jacks)2. Players determine the times table facts they will be practicing (example: 6 times table)3. Dealer passes out 7 cards to each player.4. The remaining cards are placed face down in the center of the table.5. The dealer turns over the top card.

    Rules for play:

    1. The player left of the dealer goes first.

    2. The first player either selects the card that is face up on the table or draws from thedraw pile. If taking a card, the player must discard 1 card face up to the discard pile.

    3. During their turn, players lay out card sets of 3 or more that show a multiplication fact.For example, if playing the 6 times table, and a player has a three 6 sixes and one 3 intheir hand, the player can lay out the cards to show 6X6=36.

    4. Play continues as stated above.5. The round ends when one player has used all of their cards.6. The remaining players total the number of cards in their hand and multiple that number

    by the number of the multiplication facts they were practice (ex. Multiple the total by 6 ifpracticing with the six times table).

    7. The player with the lowest overall amount wins the game.

    Ninety-nine

    Ages: 8 to 12 years oldNumber of players: 2-6Materials: Deck of cards, paper andpencilSkill Practice: Addition and subtraction,planning

    Goal: To accumulate cards to total 99 without going over

    Card Values:

    Cards with the numbers 2, 3, 5, 6, 7, and 8 = points equivalent to face value

    10 = subtract 10

  • 7/29/2019 Add and Subtract.doc

    6/31

    Jack = 12 points

    Queen = 13 points

    Ace = 1 point or 11 points

    King = amount totally becomes 99

    9 = 0 points

    4 = 4 points but also reverses the order of play

    Set up:

    1. Dealer passes out 3 cards to each player.

    2. The remaining cards are placed face down in the middle of the table. This is the drawpile.

    Rules for play:

    1. Players decide which player goes first.2. On their turn, each player plays one card on top of the play pile.

    3. The first player lays a card on the table and says the number on their card. Then drawsa card from the draw pile.

    4. The next player places a card on top of the card and says the value of the 2 cards. Forexample, if the first player lays down a 2 and the second player lays down a 7, thesecond player calls out 9 (2+7=9).

    5. If a player plays a 4, the player order reverses. The player also adds the 4 to the lasttotal called to make a new total.

    6. If a 10 is played, the player subtracts 10 from the total.7. Players play cards in an attempt to not go over 99.8. The player who goes over 99 is out of the game. The play restarts with a new card

    count.9. The player who reaches 99 or who is the last one left is the winner of the game.

    Odds and Evens

    Ages: 6 -12 years oldNumber of players: 2Materials: Deck of cardsSkill Practice: Number types, addition

    Goal: To gather all of the cards

    Number Value of Cards:

    Ace = 1 point

    Jack = 11 points

    Queen =12 points,

    King = 13 points

    Set up:

    1. Each player draw a card from the decka. If it is an odd number ( 3, 5, 7, 9, Jack, King) that player is designated Oddb. If it is an even number (2, 4, 6. 8, 10, Queen) that player is designated Evenc. Card Ace (1)= the amount of the ace

    2. The selected dealer passes out the remaining cards to each player so that each playerhas half of the deck

  • 7/29/2019 Add and Subtract.doc

    7/31

    Rules for play:

    1. The players turn over their top card at the same time2. The players total the amount of the 2 cards.3. If the total is an odd number the Odd player takes it.4. If the total is an even number the Even player takes it.

    5. If a player turns over an Ace, (worth 1 point), subtract 1 from the value of the secondcard. If it is odd the Odd player takes it, if it is even, the Even player takes it.

    6. Play continues until one player has captured all of the cards.

    Secret

    Ages: 7 years old and upNumber of players: 2 to 8Materials: Deck of cardsSkill Practice: Addition, Numberordering, and Estimating

    Goal: To win by having the hand with thelowest total value

    Card Values for computing hand:

    Jacks and 7s = 0 points

    Aces = 1 point

    2, 3, 4, 5, 6, 8, 9, and 10 = each card is worth their face value

    Kings and Queens = 10 points each

    Set up:

    1. Dealer passes out 4 cards to each player one at a time. Each player takes 4 cards tomake their hand.

    2. Next, the dealer passes out 1 card to each player face down. The card remains facedown in front of the player until the end round. This is the secret card.

    3. The remaining cards are placed face down in the middle of the table. This is the drawpile.

    4. The dealer turns 1 card face up to begin the discard pile.

    Rules for play:

    1. Players decide who goes first.2. The first player may choose to take a card from the draw pile or to pick up the card in

    the discard pile. If the player chooses to keep the card, the player discards a card fromthe hand into the discard pile.

    3. The next players continue the play in the same manner.4. A player may call secret if the player thinks their hand is the lowest.5. At that time, all players turn over the secret card and total the amount according to the

    card values listed above.6. The player with the lowest hand wins the came.

    Twenty-One(Also Known as Black Jack)

    Ages: 6 to 12 years old

    Number of players: 2 to 4 playersMaterials: Deck of cardsSkill Practice: Addition, Estimation

  • 7/29/2019 Add and Subtract.doc

    8/31

    Goal: To win hands by coming as close to a total of 21 without going over

    Card Values:

    Aces = 1 or 11 points

    Face Cards (Jack, Queen, and King) = 10 points

    Number cards are worth face value

    Set up:

    1. Dealer passes out 2 cards to each player, including the dealer. One card is dealt faceup and the other card is dealt face down.

    2. Players keep the one card face up.3. The dealer places the remainder of the deck within reach to deal out cards as needed.

    Rules for play:

    1. After receiving the initial 2 cards, players total the amount of their cards.2. The players decide whether they need another card to get close to 21 without going

    over.3. The dealer, starting with the player on the left, makes eye contact with each player to

    see if they need another card.

    4. If a player decides they need another card, they say hit me when the dealer makeseye contact. The dealer passes out 1 card to that player.

    5. Play continues until a player decides they are the closest to 21 without going over.6. Players turn over all their cards and call out their totals.7. If player has a Black Jack if they have a Jack and an Ace of Spades or Clubs, their

    hand trumps all of the hands, even if another player has 21.8. The player with 21 or the amount closest to 21 wins the round.

    War

    Ages: 4 years old and upNumber of Players: 2Materials: Deck of CardsSkill Practice: Number recognition,Number concepts of higher/lowerVariation Skill: Basic Computation

    Goal: To win all the cards

    Set up:

    1. Dealer passes cards face down one at a time to each player2. The players stack their cards into a pile face down.

    Rules for play:

    1. Play begins when the players turn over their top card.2. The player who has the card with the highest number wins that hand3. If the players turn over a card with the same number, the players have a War.

    a. The players place 3 cards, face down in front of themb. Next, the players turn over their next top card. The player with the highest

    numbered card wins all of the cards in the middle.4. Play continues until a player collects all the cards and wins the game

    Computation War (Variation):

  • 7/29/2019 Add and Subtract.doc

    9/31

    This game can be played to practice number computation. For example, players turnover 2 cards and add, subtract, or multiply the numbers on their two cards. The playerwith the highest number gets the cards. If the players answers are the same, then theplayers have a war. Play continues as described above.

    Secuency sense

    Accordion

    Ages: 4-7 years oldNumber of players: 2Materials: Deck of cardsSkill Practice: Number sequencing, left-right visual scanning

    Goal: To gather the cards into the fewestnumber of piles

    Set up:

    1. Deal 4 cards face up in a row from left-to-right2. The remaining cards are placed in the center of the table and form a draw pile

    Rules for play:

    1. Determine who will play first.2. The player scans the cards to see if any of the cards in the row match in either number

    or suit. If it is a match, the player places the card on top of the match. Then the playerselects a card from the draw pile. The player determines if the card matches in eithernumber or suit. If it is a match the player places the card on top of the card. If the card

    isnt a match, the player places the card in the row to start a new column.3. The next player takes their turn following the same steps.4. Play continues until no more matches can be made and the piles cannot be condensed.

    Crazy 8s

    Ages: 4 years old an upNumber of Players: 2-4 or more playersMaterials: Deck of CardsSkill Practice: Number Recognition,

    matching, visual attention and shifting

    Goal: To get rid of all the cards in your handfirst

    Specific Card Values:

    All 8 cards are wild and can be played at anytime.

    Set up:

    1. Dealer deals 5 cards to each player.2. The remaining cards are placed face down as the draw pile.3. The top card is turned over and placed beside the draw pile. This is the starter card.

  • 7/29/2019 Add and Subtract.doc

    10/31

    Rules for play:

    1. Players need to decide who will go first. Typically the player on the left side of thedealer begins play.

    2. The player can play a card of the same number or of the same suit. For example, if thestarter card is a 3 of diamonds, the player can play a 3 or a diamond card.

    3. The next player continues to play in that manner.4. If a player cannot make a play, then the player must draw from draw pile until they

    receive a card to play. The player keeps the cards that were drawn.5. If a player has an 8, that card is wild and can be played at anytime.6. Play continues even when the draw pile becomes exhausted. If a player doesnt have a

    card to play, their turn is skipped at that time.7. The player who gets rid of their cards first wins the game, but if no player can get rid of

    their cards, the game ends in a tie or a block.

    Digit Game

    Ages: 6 years old and up

    Number of Players: 2Materials: Deck of CardsSkill Practice: Number Recognition,Place Value, Concept of higher/lower

    Goal: To create the largest number possible with the digit represented on the cards. The playerwho collects all the cards wins.

    Specific Card Value:

    Ace = 1

    Jack = 11

    Queen = 12

    King = 13

    Set up:

    1. The dealer passes out the cards to each player one at a time, face down2. The players stack their cards face down into a pile3. The players need to determine if they will make 2 digit numbers or 3 digit numbers.

    Rules for play:

    1. At the same time, the players turn over 2 (or 3 cards).

    2. The players arrange the numbers in order to form the largest number they can makewith the cards. For example, if a player lays down a 9 and a 2, the higher number thatplayer can make is 92. If a player lays down a 10 and a 3, the highest number thatplayer can make is 310, a King and an Ace would be 131.

    3. The players compare their numbers.4. The player who made the largest number gets the cards played for that hand.5. The player who collects the most cards wins the game.

    Donkey

    Ages: 5 -12 years oldNumber of players: 2 -4

    Materials: Deck of cardsSkill Practice: Number concept ofhigher/lower

  • 7/29/2019 Add and Subtract.doc

    11/31

    Goal: To be the first to get rid of the cards in your hand

    Set up:

    1. Deal 7 cards to each player2. The Remaining cards are placed in the center of the table and form a draw pile

    3. Turn the top card from the draw pile face up and place it next to the draw pile. Thisindicates the first suit to be played.

    Rules for play:

    1. Determine who will play first.2. The player would need to place a card that matches the suit of the card face up on the

    playing pile.3. If the player cannot match the suit, the player continues to draw until they receive a card

    that can be played.4. The next player either plays a card that matches the suit in the play pile or draws until

    they receive a card that can be played.

    5. The player who plays the highest card in that suit during that hand wins the cards.6. The winner takes the cards and sets them aside. Then, the player plays a card to start

    the next round.7. Play continues as above until all the cards are gone.8. The last player who has cards in their hand loses the game.

    In Between

    Ages: 5 years old an upPlayers: 3 or more playersMaterials: Deck of cards, and pokerchips

    Skill Practice: Concepts of higher, lower,between, estimating probabilities, andnumber order

    Goals: To estimate that the numerical value of the 3rd card dealt will be in between the valueof the two cards already on display.

    Set up:

    1. 1 player is designated as the dealer and does not get cards.2. Players take turns as dealer3. The dealer passes out 2 cards to each player face up

    Rules for play:

    1. After the players receive their cards, the players decided whether the next card dealtwill be in between the two cards dealt face up.

    2. If a player decides there is a high chance that the next card will be in between the twocards, the player places a high bet.

    3. If a player decides there is a low chance that the next card dealt will be in between thetwo cards, place player places a small bet.

    4. The players use the number of poker chips to show how confident they are regardingtheir decision.

    5. A player may fold or withdraw from the round if they feel that there is no chance atwinning the hand.

    6. The dealer passes out the third card to each player. If the player bet correctly, thedealer pays the player the amount of the players bet. If the player lost the bet, theplayer plays the dealer the amount of the bet.

  • 7/29/2019 Add and Subtract.doc

    12/31

    7. The winner of the games is the player who collects the most poker chips.

    Kings Corner

    Ages: 6 years old and upNumber of players: 2 -4Materials: Deck of cardsSkill Practice: Number patterning,sequencing, set shifting

    Goal: To get rid of all the cards in their hand

    Set up and layout:

    1. Each player is dealt 7 cards

    2. The remainder of the deck is placed face down in the center of the table. This becomesthe draw pile (stock)

    3. The dealer draws 4 cards, one at a time, and places the cards face up around the draw

    pile ( making a cross shape)4. If a king is turned up, it is placed face up in one of the areas between the cards making

    a cross shape. This is placing the king in the corner.5. Cards are played in columns in descending order alternating color.

    Rules for play:

    1. The player right of the dealer begins.2. The player places the next highest card of the opposite color on top of a card that is

    face up. For example, if an 8 of hearts (a red card) is face up, a player can play either a7 of clubs (a black card) or a 7 of spades (a black card) on the 8 of hearts.

    3. Cards can be played from the players hand or the top cards moved from one pile to

    another pile on the table.4. If a player plays a King, it goes in one of the four corners5. If a blank spot is created, the player places their highest card in that spot from their

    hand6. A player keeps playing until they are unable to play cards. Then their turn is over. The

    player can knock to signal that they have finished their turn.

    7. After all the players have had a turn, a round of play has been completed. Each playerdraws 1 card before beginning their next turn.

    8. If a player forgets to draw before beginning their next turn and the other players catchit, that player loses their turn.

    9. Play continues until a player gets rid of all of the cards in their hand

    Kings Market

    Ages: 6 years old and upNumber of players: 2- 8Materials: Deck of cards, 6 pennies ortokens for each playerSkill Practice: Number concepts ofhigher/lower, number sequencing

    Goal: Play a queen to capture the kings tokens while getting rid of all the cards in your hand

    Set up:

    1. Place the four kings in the middle of the table2. The players select a king to be the key card.

  • 7/29/2019 Add and Subtract.doc

    13/31

    3. Each player places a chip on the king key card4. Also, each player places a chip in the middle5. The dealer passes out the remaining cards to the players as well as creating an extra

    hand.6. Determine the number of hands in a round

    Rules for play:

    1. Before the play begins, the deal can swap their hand for the spare hand.2. After the dealer decides to swap hands, the players to the right of the dealer may

    decide to use their penny or token to buy the spare hand. If a player decides topurchase the hand, the player places their penny or token on the key card and swapstheir hand with the extra hand.

    3. After the players have decided to keep or to swap their hand, the play begins.4. The player with the Ace of Spades begins play by laying their card below the King of

    Spades.5. The player with the 2 of spades plays next6. If no one has the Ace of spades, the player with the lowest spade plays their card.7. If there are no spades to play the player with the lowest red suit card plays.

    8. Play continues for each suit until the sequence is completed or no other cards can beplayed.

    9. After the suit is completed, the player with the lowest black suit starts the nextsequence.

    10. The player who plays the queen of the same suit as the king key card takes the penniesor the token on the key card. If the tokens are not claimed, they stay for the next round.

    11. The player who gets rid of their cards first takes the coins or tokens from the center.12. Keep playing for the agreed upon number of rounds or until someone has collected all

    the coins.

    Pay or Play

    Ages: 4 to 7 years oldNumber of Players: 2 to 4 playersMaterials: Deck of cards, pennies or counters, bowl or cupSkill Practice: Number sequence, ordering

    Goal: To get rid of all the cards in your hand without losing all your counters

    Set up:

    1. Each player gets 10 pennies or counters2. The dealer passes out 7 cards to each player.3. The remaining cards are placed face up in the middle of the table so that the players

    can select a card

    Rules for play:

    1. The player to the left of the dealer begins play.2. The first player must place an Ace of any suit either from their hand or from the draw

    pool on the table.3. If the first player cannot make a play, the first player must place a counter in the bowl or

    kitty.4. It is then the next players turn to play an Ace to start the play or to pay into the kitty.5. Once the Ace is played, the next player must play the 2 of the same suit from their hand

    or from the pool. If the player cannot play a 2, then the player must put a coin in thekitty.

    6. Play continues until the cards are placed in order and the King of the targeted suit hasbeen played.

  • 7/29/2019 Add and Subtract.doc

    14/31

    7. The player, who played the King, begins the next round by selecting an Ace of any suitto start play.

    8. Play continues as described above.9. The player who gets rid of all the cards in their hand and who has at least 1 counter left

    in the pile.

    Variation:

    1. Have players play on more than one suit at a time.2. Instead of having a pool, have players draw a card for the pile.3. Use different amounts of coins and have players break down the coins into smaller

    amounts to pay their fee for not making a play. (ex. Each player receives 1 dime and 1nickel. If the fee is 1 cent, the players have to exchange the nickel into pennies to paythe exact fee into the kitty)

    Seven Up

    Ages: 5- 10 years oldNumber of players: 2-4Materials: Deck of cardsSkill Practice: Number ordering

    Goal: To order cards in a row moving from the left to the right starting with the Ace (meaning 1)and ending with a 7

    Set up:

    1. Dealer passes out 7 cards, one at a time, face down to each player. The players do not

    look at their cards.2. The players place the cards in front of them, face down in a row.3. Place the remaining cards face down in the middle of the table. This is the draw pile.

    Rules for play:

    1. Play starts with the player on the dealers left2. Players take turns turning over the top card from the draw pile. Each player is trying to

    get a run of cards that follow the sequence Ace through 7.3. If it is a target card, the player may use the card to replace a card already in the row in

    front of them. The card is placed face up in the row in the appropriate position. Thecard that was exchanged in placed face up in a discard pile.

    4. The next player may either take the just place in the discard pile or draw a new cardfrom the draw pile.

    5. If the player decides to draw a card from the draw pile and decides it is not a desiredcard, the player places the card face up in the discard pile.

    6. Play continues until a player has a row in sequence beginning with an ace and endingwith a 7.

    Speed(Also Known as Spit)

    Ages: 6 years old and upNumber of Players: 2 playersMaterials: Deck of CardsSkill Practice: Number Sequencing,Sorting, Speed

  • 7/29/2019 Add and Subtract.doc

    15/31

    Goal: To get rid of all the cards in your hand first

    Set up:

    1. Dealer places 5 cards in front of each player face down2. Next, the dealer places 2 cards in the center of the table face down.

    3. Then, the rest of the cards are dealt to each player until there are no more cards.4. The players place the cards face down, this is the draw pile.

    Rules for play:

    1. To begin play, each player selects one of the 2 cards in the center of the table and turnsthe card face up.

    2. The players then turn over the 5 cards in front of them. Players can only have 5 cardsin front of them at one time. Players can replenish their row of five as needed.

    3. Each player scans their row of cards to determine if they place cards on top of the cardsin the center of the table. Cards that are 1 higher or 1 lower than one of the top cards inthe center pile can be played. For example, if a pile has a 4 as the top card, a player

    can place either a 3 or a 5 card on top.4. Players need to select and play cards quickly. Also, players play the game

    simultaneous.5. If both players cannot make a play, then the play stops. The players draw the top card

    from their draw pile. Their card is placed on one of the 2 piles in the center of the tableand play is resumed. Play continues in this manner until a player gets rid of all theircards.

    6. If a player gets rid of all their cards, and there are two piles in the center, the playerquickly places their hand on the pile that has the fewer cards.

    7. The player to get rid of all their cards first wins the game.

    Number Recognition

    Go Fish

    Ages: 3 years old and upNumber of Players: 2 or more playersMaterials: Deck of CardsSkill Practice: Number Recognition

    Goal: To make as many matches aspossible

    Set up:

    1. Dealer passes out 5 cards to each player2. The remaining cards are placed in the center of the table and are used as the pool or

    draw pile.

    Rules for play:

    1. The players need to select a player to begin. Often the youngest player goes first.2. The player whose turn it is selects a card from their hand and then chooses one of a

    player to ask if they have a card that matches that number. For example, the player

    looks at their hand and sees a 7. That player asks the other player, do you have a 7?

  • 7/29/2019 Add and Subtract.doc

    16/31

    3. If the player who received the question has the card, the card is given to the playerasking. The asking player takes another turn. The turns continue until the player doesnot receive a card from another player and has to go fish.

    4. If the player who received the question does not have the card, that player tells theasking player to go fish. The player then draws a card from the draw pile and their turnis completed.

    5. Play continuesuntil all thecards havebeen matched.

    6. The player withthe mostmatches winsthe game.

    Mau Mau

    Ages: 5 years old andupNumber of players: 2-5Materials: Deck ofcards,counters/tokens (1number less than the total number of players).Skill Practice: Number recognition, matching, shifting

    Goal: To get rid of all the cards in your hand first. Mau Mau is similar to Uno but played with aregular deck of cards. There are multiple rule variations for this game. Also you can make up

    your own rules for cards.

    Specific Card Rules:

    7 = the next player must draw 2 cards

    8 = player must change suits

    Ace = skip the next players turn

    Jack = Wild card, the player can name the suit or number

    Queen = players must grab a token from the center of the table

    Set up:

    1. The dealer passes out 7 cards to each player.2. The dealer places the remaining cards in a stack. This becomes the draw pile.3. The dealer turns over the top card from the draw pile. This becomes the play pile.

    Rules for play:

    1. The player on the left of the dealer begins play.2. At each players turn, the player must place a card that has either the same number or

    of the same suit as the top card on the play pile.

    3. If a player cannot make a play that player draws 1 card from the draw pile. Then it isthe next players turn.

    4. If a player plays a Jack, the card is wild and the player can name any number or suit.

    5. If a player plays an Ace, the next players turn is skipped.6. If a player plays a 7, the next player draws 2 cards before making their play.

  • 7/29/2019 Add and Subtract.doc

    17/31

    7. If a player plays an 8, that player must change suits.8. If a player plays a Queen, the players must grab for a counter or token. The player who

    didnt get a token must draw 2 cards. After the player draws 2 cards, the players withthe tokens replace the tokens in the center for the next time.

    9. A player must call Mau Mau when playing the second of their last card. If they do notcall Mau Mau and get called out, that player must draw 2 cards.

    10. Play continues until a player gets rid of all the cards in their hand. The first player to getrid of all the cards wins the game.

    Memory(Also Known As Concentration)

    Ages: 3 years old and upNumber of Players: 1-2Materials: Deck of CardsSkill Practice: Number Recognition,

    Matching, Visual scanning, Taking-turnsVariation Skill: Addition and/orSubtraction

    Goal: To get as many matches as possible

    Set up:

    1. Make sure to shuffle the cards well to make sure numbers that match will not be laid outnext to each other.

    2. Players lay out the deck of cards face down in a rectangular array. For youngerplayers, remove some of the cards to make a smaller array or use the numbers the

    children are able to identify.

    Rules for play:

    1. Players need to decide who will go first2. For each turn, the player will turn 2 cards over one at a time.3. If the cards show the same number, it is a match and the player keeps the match.4. If the cards show different numbers, the player returns the card to the face down

    position.5. It is important to remind children to keep the cards in their same location. This will help

    them to remember the location of a card when making a match.6. Play continues until all the cards have been paired.7. The player with the most matches wins the game.

    Variation:

    This game can be played to practice addition or subtraction skills. Older players will turn overfour cards and either add or subtract the cards to come up with 2 sums or differences. If theanswers are the same, then it is a match. If the answers are different then the cards are turnedface down and returned to their location in the array.

    The value of the face cards and the ace are as follows:

    Jack = 11

    Queen = 12

    King = 13

    Ace = 1

  • 7/29/2019 Add and Subtract.doc

    18/31

    Old Maid

    Ages: 3 years old and upNumber of Players: 2 or more playersMaterials: Deck of CardsSkill Practice: Number recognition

    Variation Skill: Matching

    Goal: To make all the matches withoutretrieving the Old Maid card

    Set up:

    1. Remove all Queens from the deck except the Queen of Hearts, this is the Old Maid2. Deal the remaining cards to the players

    Rules for play:

    1. The players look at their cards and put down any matches in their hand2. After all the players put down their matches, play is to begin3. The player on the right of dealer begins. The player chooses a player and draws a card

    from that players hand.4. If the player selects a card that is a match, the pair is laid down. The player chooses

    another player and draws from their hand. Play continues until the player draws a cardthat does not make a match. The player places the card in the hand. It becomes thenext players turn.

    5. Play continues until all the matches are made and a player is left with the Old Maid

    Saskatchewan

    Ages: 4 to 7years oldNumber of players: 2Materials: Deck of CardsSkill Practice: Number matching, makingpairs, visual scanning, visualdiscrimination

    Goal: To match all the cards

    Set up:

    1. Dealer places of row of 8 cards or 2 rows of 4 cards in each row

    2. The remaining cards are placed face down into a draw pile

    Rules for play:

    1. The youngest player goes first.2. Players take turns turning matching the numbers or face cards3. On their turn, players can either match cards of the same number in the rows.

    4. If a player matches a number from the rows, the player places the top card in the drawpile in the empty space. Then, that players turn is over.

    5. If a player cannot match a number in the row, then the player takes a card from thedraw pile. If the player can match a number the player places the card on top of thecard match. If the player cannot make a match, the player discards the card into adiscard pile.

    6. Play continues until all the cards have been matched.

  • 7/29/2019 Add and Subtract.doc

    19/31

    Snap

    Ages: 4-7 years old

    Number of players: 2- 4Materials: Deck of cardsSkill Practice: Number recognition, speed

    Goal: To gather all of the cards

    Set up:

    1. The dealer passes out cards one at a time, face down, until all the cards have beendealt.

    Rules for Play:

    1. To begin play, each player turns over the top card from their draw pile.2. The first player to recognize a pair of numbers or matches calls Snap.3. The player who first found the match collects that pair.4. If there are no matches the cards go into a pool.5. The next round, the players can match with the new cards or the cards in the pool.6. The player who wins all the cards, wins the game.

    Stealing Bundles

    Ages: 4 years old and upNumber of players: 2-4Materials: Deck of cardsSkill Practice: Number recognition,matching

    Goal: To gather the largest bundle of cards

    Set up:

    1. Dealer deals 4 cards to each player. This becomes the players hand.2. Next, the dealer deals 4 cards face up in the center of the table. The cards need to be

    in a row and visible to each player.3. The remaining cards are placed in a pile, face down, near the dealer to use later.

    Rule for play:

    1. The player on the left of the dealer begins the play. Play continues clockwise.2. At each players turn, the player must play 1 card from their hand.3. If the card played matches the one of the face up cards, the player takes the cards. The

    cards are placed in front of the player. This begins the players bundle. The last card theplayer played must be on top.

    4. If a player plays a card that does not match on a pile, the card stays for the nextplayers turn.

    5. If a player plays a card that matches the top card of an opponents bundle, the playersteals that bundle. The bundle is placed on top of the stealing players bundle.

    6. After the players use up their hand of 4 cards, the dealer deals 4 more cards to each

    player and the play continues. The card layout remains the same.7. Play continues as described above.

  • 7/29/2019 Add and Subtract.doc

    20/31

    8. After all the cards have been dealt and the last match made, the remaining cards on thetable are added the bundle of the player who made the last match.

    9. The winner of the game is the player with the largest bundle or stack of cards.

    Suck the Well

    Ages: 4-12 years oldNumber of Players: 2-4Materials: Deck of CardsSkill Practice: Number recognition,Counting, Visual discrimination

    Goal: To win all the cards

    Set up:

    1. Dealer passes cards face down one at a time to each player2. The players stack their cards into a pile face down.

    Rules for play:

    1. The player on the right of the dealer begins play.2. When playing with more than 2 people, play continues to the right.3. Each player take-turns one at a time by turning over their top card and placing it on the

    pile on the center.4. If a player plays a face card or an ace, the player is able to take the pile. But before the

    player takes the pile, the next player must make a payment based upon a number ofcards based upon the previous card

    a. If the previous card is a Jack, player plays 1 cardb. If the previous card is a Queen, player plays 2 cardsc. If the previous card is a King, player plays 3 cardsd. If the previous card is an Ace, player plays 4 cards.

    5. If the player turns over a face card or an ace, while making a payment, the next playermust play according to the previous card.

    6. If player making payment only turns over number cards, the player who put down theface card or the ace takes the cards and places them at the bottom of their stack.

    7. If a player loses all their cards, they are out of the game.8. The player who collects all of the cards wins the game.

    War

    Ages: 4 years old and upNumber of Players: 2

    Materials: Deck of CardsSkill Practice: Number recognition,Number concepts of higher/lowerVariation Skill: Basic Computation

    Goal: To win all the cards

    Set up:

    1. Dealer passes cards face down one at a time to each player2. The players stack their cards into a pile face down.

    Rules for play:

  • 7/29/2019 Add and Subtract.doc

    21/31

    1. Play begins when the players turn over their top card.2. The player who has the card with the highest number wins that hand3. If the players turn over a card with the same number, the players have a War.

    a. The players place 3 cards, face down in front of themb. Next, the players turn over their next top card. The player with the highest

    numbered card wins all of the cards in the middle.

    4. Play continues until a player collects all the cards and wins the game

    Computation War (Variation):

    This game can be played to practice number computation. For example, players turnover 2 cards and add, subtract, or multiply the numbers on their two cards. The playerwith the highest number gets the cards. If the players answers are the same, then theplayers have a war. Play continues as described above.

    Ace-Deuce

    Ages: 6 years old and upNumber of players: 2 or moreMaterials: Deck of CardsSkill Practice: Classification, Visualdiscrimination, Planning and strategy

    Goal: To be the first to get an Ace and 2 Face Cards (Jack, Queen, & King) of the same suit.

    Set up:

    1. Dealer passes out 3 cards to each person

    2. The remaining cards are placed in a pile face down .This becomes the draw pile.3. The dealer turns over the top card face up and places it next to the draw pile

    Rules for play:

    1. The players decide who goes first. Play continues to the left of the lead-off player2. To take a turn, the player either take the card that is face up on the pile next to the draw

    pile, or may take the top card from the draw pile.3. After the player draws a card, the player must discard one card immediately. After the

    player discards a card, the turn is over.4. Players must only keep three cards in their hand at any time5. Play continues until a player collects an Ace and 2 face cards of any suit.

    Black Maria

    Ages: 7 years old and upNumber of Players: 2 and upMaterials: Deck of Cards, paper and pencil for scoringSkill Practice: Addition, reasoning, calculating possibilities, strategic thinking, numberranking

    Goal: To avoid taking tricks that contain high value cards and to receive the lowest score.

    Card Rankings for play:

  • 7/29/2019 Add and Subtract.doc

    22/31

    Aces are high

    2s are the lowest cards

    Card Values:The card values are scored against the player who takes the cards

    Each Heart = 1 point

    Ace of Spades = 7 points

    King of Spades = 10 points

    Queen of Spades = 13 points

    Set up:

    1. Remove the 2 of diamonds from the deck2. The dealer passes out 17 cards to each player.3. Before play begins, each player removes 3 cards from their hand. These cards are the

    players' least desirable cards. Each player passes the cards face down to the player onthe right.

    4. The players add the cards they receive from another player to their hands.

    Rules for play:

    1. The player on the dealers left begins play.2. That player lays down a card face up.3. The next players must play a card of that suit.4. If a play cannot follow suit, the player may place down any card.5. The player with the highest card of that suit takes the trick.

    Scoring:

    1. Scores are computed according to the card values listed above.2. The first player who reaches 100 loses the game.3. The player with the lowest score wins the game.

    Switch

    Ages: 5 to 12 years oldNumber of Players: 2 to 6Materials: Deck of Cards, paper andpencil for scoring.Skill Practice: Classifying, shifting sets,and basic addition

    Goal: To be the first player to get rid of all the cards in your hand for each round in order toaccumulate the fewest points. Game play is over once a player reaches 100 points and losesthe game.

    Set up:

    1. Deal 8 cards to each player. Place the remaining cards in the center of the play area.This becomes the draw deck.

    2. Turn over the top card of the deck in the center of the play area and set it next to thedraw deck.

    Rules for play:

  • 7/29/2019 Add and Subtract.doc

    23/31

    1. Players take turns placing a card on top of the upturned card next to the draw deck.o The card would need to be either a card of the same suit or a card of the same

    numbero If a player plays an ace, that player can switch the play to the suit of their

    choice.2. The first player to get rid of the cards in their hand wins the round.

    3. Continue play until a player accumulates 100 points.

    Scoring:

    1. The players tally the points of the cards remaining in their hands. The game ends oncea player receives 100 points

    Number cards are counted as face value

    Face cards are counted as 10 points each

    Visual Scanning, Spatial Skills, and Logic

    Beggar My Neighbor

    Ages: 5 years old and upNumber of Players: 2 or more playersMaterials: Deck of CardsSkill Practice: Rule shifting, visualattention

    Goal: To win all hte cards from the other players.

    Set up:

    1. Dealer passes out the cards one at a time to each player face down.2. The players stack their cards into a face down pile. The players are not to look at their

    cards.

    Rules for play:

    1. The player left of the dealer turns over their top card and places it in the center of thetable.

    2. If a player places a card between 2 and 10, play passes to the next player.3. If a face card or an Ace (court cards) is played, the next player must "pay honor or

    tribute to the court cards" and play the number of cards from their pile as follows:o If an Ace is played, the next player must turn over 1 card.

    o If a Jack is played, the next player must turn over 1 card.o If a Queen is played, the next player must turn over 2 cards, one at a time.

    o If a King is played, the next player must turn over 3 cards, one at a time.

    4. If one of the cards played in the tribute is a court card, the player laying down the cardsstops and the next player must make the next play based upon the above rules. If thathonor is played only in cards numbering 2-10, the player who last played the court cardtakes the cards in the middle.

    5. Play continues until a player has collected all of the cards.

    Four in a Row

  • 7/29/2019 Add and Subtract.doc

    24/31

    Ages: 5 years old andupNumber of players: 2Materials: Deck ofcardsSkill Practice: Spatial

    planning, strategy

    Goal: To get 4 cards ofthe same color in arow. The row can behorizontal, vertical, ordiagonal.

    Set up:

    1. Dealer separates the deck into a pile of red cards and a pile of black cards2. One player selects to be the red color, the other player chooses to be the black color

    Rules for play:

    1. The player, who chooses the red color, goes first.2. The player with the red cards, places 1 card on the table.3. The player with the black cards places a card next to the red card. The card must touch

    the previously played red card on the top, sides, bottom, or on one of the corners.4. Play continues with players alternating placing cards that touched the card previously

    played.5. The player who gets four cards of the chosen color in a row wins.

    Hop-Along

    Ages: 6 years old and upNumber of Players: 1- 2Materials: Deck of Cards and a Counter (a button, a coin, and/or a game pawn)Skill Practice: Ordering, Left-to-right scanning, visual discrimination, and Spatial skills

    Goal: To get the counter from the card in the upper left corner to the lower right corner byfollowing a set of rules.

    Set up:

    1. Deal 50 cards face-up in an array with 5 rows with 10 cards in each row.2. Place the counter on the card in the upper left-hand corner.

    Rules for Play:

    1. Moves must be made in the same column (vertical) or in the same row (horizontal)

    2. Moves alternate between the same number as the beginning card and the same suit.For example, if the counter starts on a 5 of clubs the first move must be to a club. If thecounter is placed on a 9 of clubs, the next move must be in the same column or row ofthat card and must be a nine. Play continues following the above rules

    3. Players decide who will go first.4. Players alternate play following the rules above.5. The player who places the counter on the lower, right-hand card wins the game.

    Variations:

  • 7/29/2019 Add and Subtract.doc

    25/31

    Each player will play the game through and compare who had the fewest moves toreach the bottom right hand card.

    Spoof

    Ages: 5 year olds and upNumber of Players: 2 or moreMaterials: Deck of CardsSkill Practice: Sequencing and sorting

    Goal: To get rid of all the cards from your hand

    Set up:

    1. Deal the entire deck among the players

    Rules for play:

    1. The player with the 7 of diamonds begins play. The player places the 7 of diamonds onthe table.

    2. The player on the right of the person with the 7 of diamonds plays next.3. The player has several options

    a. The player may play a 6 of diamonds and place it to the left of the 7 ofdiamonds. (Cards that preceded that last card played are placed in order to theleft)

    b. The player may play an 8 of diamonds and place it to the right of the seven ofdiamonds.(Cards the follow the last card played are placed in order to the right)

    c. Or, the player may play a 7 of clubs and place it on top of the 7 of diamonds.(Cards of the same number of the last card played are placed on top)

    4. Cards of the same number and placed on top must follow the following suit order

    1st diamonds

    2nd clubs

    3rd hearts

    4th spades

    5. Each player may play 1 card on their turn.6. A player cannot pass if they have a playable card in their hand.7. Play continues in this manner until a player gets rid of all the cards in their hand

  • 7/29/2019 Add and Subtract.doc

    26/31

  • 7/29/2019 Add and Subtract.doc

    27/31

  • 7/29/2019 Add and Subtract.doc

    28/31

  • 7/29/2019 Add and Subtract.doc

    29/31

  • 7/29/2019 Add and Subtract.doc

    30/31

  • 7/29/2019 Add and Subtract.doc

    31/31