Directions to Math Games

Make 10

Materials: Deck of Number Cards 0-10 (four of each) with the Wild cards removed

Players: Play with a partner

How To Play

The object of the game is to collect sets of two cards that total 10.

1. Set out 4 rows of 5 cards, with the numbers showing.

2. Player 1 finds 2 cards that make 10. Player 1 takes the cards and records the combination of 10.

3. Player 1 replaces the missing cards with 2 cards from the deck.

4. Player 2 finds 2 cards that make 10. Player 2 takes the cards and records the combination of 10.

5. Player 2 replaces the missing cards with 2 cards from the deck.

6. Keep taking turns finding two cards that make 10 and recording the combinations.

7. The game is over when there are no more cards or there are no more cards that make 10.

 

TENS GO FISH

Materials: Deck of Number Cards 0-10 (four of each) with the Wild cards removed

Players: Play with a partner

How To Play

The object of the game is to collect sets of two cards that total 10.

1. Each player is dealt five cards. The rest of the cards are placed face down in the center of the table.

2. If you have any pairs of cards that total 10, put them down in front of you and replace those cards with cards from the deck.

3. Take turns. On a turn, ask one other player for a card that will go with a card in your hand to make 10.

4. If you get a card that makes 10, put the pair of cards down. Take one card from the deck. Your turn is over.

If you do not get a card that makes 10, take the top card from the deck. Your turn is over.

If the card you take from the deck makes 10 with a card in your hand, put the pair down and take another card.

5. If there are no cards left in your hand but still cards in the deck, you take two cards.

6. The game is over when there are no more cards.

7. At the end of the game, make a list of the number pairs you made.

* The rules of this game may be adjusted to make sense for you. Remember, the object is to make pairs of cards that equal 10.

Extensions: Once all of the pairs of combinations are known, extend this activity by adding the wild cards. A number amount must be given to the Wild Card when it is used. For instance, I have a Wild Card and a 7. Then I must say my Wild Card is a 3.

Make combinations using more than two cards to equal 10.

TURN OVER 10

Materials: Deck of Number Cards 0-10 (four of each) plus four wild cards

Players: 2 to 3

How to Play

The object of the game is to turn over and collect combinations of cards that total 10.

1. Arrange the cards face down in four rows of five cards. Place the rest of the deck face down in a pile.

2. Take turns. On a turn, turn over one card and then another. A wild card can be made into any number.

If the total is less than 10, turn over another card.

If the total is more than 10, your turn is over and the cards are turned face down in the same place.

If the total is 10,take the cards and replace them with cards from teh deck. You get another turn.

3. Place each of your card combinations of 10 in separate piles so they don't get mixed up.

4. The game is over when no more 10's can be made.

5. At the end of the game, make a list of the number combinations for 10 that you made.

*If you turn over a Wild Card, you must make it a number amount after you draw a second or third card. For instance, if I draw a Wild Card and a 2, then I must say my Wild Card is an 8.

COLLECT $.25,$.50, or $1.00

Materials: Gather some change. There should be some pennies, nickels, dimes, at least 4 quarters, 2 half dollars, and a dollar bill. One dot cube (or die), or Math cards (Wild Cards removed)

Players: 2 or 3 players

How to Play:

1. Roll the dot cube (or draw a card from the Math cards).

2. Put that much money in a pile.

3. Then your partner rolls the dot cube and adds that much to the pile. Count the money and see if you have $.25 yet. Make exchanges when you can.

4. Continue taking turns and counting after each turn.

Extensions:

Use two dot cubes and go to $.50 or $1.00.

Record each turn by writing the amount of each coin and adding it together.

Example: 1) 1 nickel = $.05 2) 1 nickel and 4 pennies = $.09

3) 2 nickels 3 pennies =$.13 .....

CLOSE TO 20

Materials: Deck of Math Cards (Wild Cards removed to start), Recording Sheet

Players: 2 to 3

Directions:

1. Deal five cards to each player.

2. Take turns. Use any three of your cards to make a total that is as close to 20 as possible.

3. Write these numbes and the total on the Close to 20 Score Sheet.

4. Find your score. The score for the round is the difference between the total and 20. For example, if you choose 8 + 7 + 3, your total is 18 and your score for the round is 2.

5. After you record your score, take that many counters.

6. Put the cards you used in a discard pile and deal three new cards to each player. If you run out of cards before the end of the game, shuffle the discard pile and use those cards again.

7. After five rounds, total your score and count your counters. These two numbers should be the same. The player with the lowest score and the fewest counters is the winner.

CLOSE TO 20 SCORE SHEET

SCORE
Round 1: _____ + _____ + ______ = ______

Round 2: _____ + _____ + ______ =

______

Round 3: _____ + _____ + ______ =

______

Round 4: _____ + _____ + ______ =

______

Round 5: _____ + _____ + ______ =

______

TOTAL SCORE _______

Get To 100

Materials: Multiples-of- 5 number cubes (2) or a set of Multiples-of-5 cards, 100 chart (for each player), game piece (for each player), a recording sheet for the number string

Players: 2 or 3

How To Play:

The object of the game is to reach 100 on the 100 chart.

1. Each player puts a game piece to the left of number 1.

2. Take turns. Roll the number cubes or take two number cards and move that number of spaces on the 100 chart.

3. Record your move on paper. For example, if your first roll is 5 and 15, write 5+15.

If your next roll is 10+5, move that number of spaces and add these numbers to your recording sheet so that you have 5+15+10+5. Your game piece should be at 35.

4. Continue play, recording your moves each time.

5. As you get closer to 100, you can use just one of the amounts on the number cubes or cards to land directly on 100.

6. When you reach 100, check your moves by adding all the numbers on your paper. If the sum does not equal 100, move your game piece back to the last total number and continue play.

7. If the numbers do add to 100, move your game piece back to the beginning of the 100 chart and play again.

Capture 5

Materials: 100 chart, deck of Change cards, 12 markers of one color or kind (i.e. pennies, bingo chips..), game piece for each player.

Players: 2 or 2 teams

How to Play:

1. Place 12 markers on the 100 chart, so each marker is on a different number. Deal 5 Change Cards to each player or team and place the remaining cards face down. Players put their game pieces anywhere on the 100 chart.

2.On a turn, move your game piece using any combination of your Change Cards to land on a square with a marker. You can use any number of cards from 1 to all 5.

3. If you land exactly on a square with a marker, capture it by taking it off the board. You can only capture one marker during a turn, and it must be the last square you land on.

4. Record your moves in an equation. If you begin on 45, and use the cards: +2. +10. +3, you record: 45+2+10+3=60.

5. Place the Change Cards you used face down in a discard pile. Take cards from the top of the deck to replace them. If the deck of Change Cards is used up, shuffle the discard pile and turn it face down again.

6. The first player or team to capture 5 markers wins.

** Remember, if you can move , you must move, whether or not you can capture a marker. You choose how many of your Change Cards you want to use.

**If you cannot move, put all Change Cards in the discard pile and take all new ones. That becomes your turn. You cannot move until your next turn.

 

 

 

Back To Home