Teach students math and social skills when they have spare time after a class assignment.
Divide the cards between two players equally.
Both players turn over two cards and must multiply their two cards.
The player with the higher product wins all cars.
War is called if both players have the same product.
To win war, the players place three cards face down and chooses two cards to multiply.
Player with the higher product wins the cards.
Rules
A is played as 1 or a magic number chosen before the start of the game.
Jokers may be used as a magic number chosen before the start of the game.
Winning the Game
Player with the most cards wins the game.
Scoring
Running tally to 300, 500, or 1000. Have each win worth a specific amount and a lost worth a specific amount.
Example: For the game of war, winners count their cards by 3, while the loser counts by 2. They keep a running tally until they reached a specific number. Scoring will assist students with skills such as skip counting and addition.
Same rules as multiplication war.
Players are given 7 cards each.
The deck is placed face down, and one card is turned over.
Objective of the game is to make a pattern from your cards in sets of 3 and 4.
The pattern can be 2, 3, 4 of the same suit or 3, 5, 7 of the same suit. Players are able to get 3 of a kind and a straight or a combination of both.
Each turn, players are able to pick up a card from the discarded pile or the original pile.
Players continue to play, until they have 2 sets of patterns.
Rules
Pattern rules must be identified before the start of the game. A more advance game will have the patterns of one suit or a pattern rule with 2 variables minimum.
Winning the Game
First player to place their hand down with 2 sets of patterns wins the game.
Scoring
Running tally to 300, 500, or 1000. Have each win worth a specific amount and a lost worth a specific amount.
Example: For the game of rummy, winners add up their cards based on the number of the card. Losers subtract their number from their score while winners add the number to their score. A player may be in the negative for this game. Players keep a running tally until they reach a specific number. Scoring will assist students with skills such as skip counting and addition.
Players are competing against the dealer. Each player must add up their cards to a total of 21 or another predetermined amount. The player closest to the predetermined number without going over wins the game.
There is one dealer, and 1-4 players
Dealer gives each player a card face down, including himself. The Dealer then gives each player a card face up.
Players decide if they want another card or to stop.
Players are competing only against the dealer.
Winning the Game
Players who have a number closer to the predetermined number than the dealer.
Scoring
Dealer receives one point if he wins or the players win one point if they win. Game is played to 10 or another predetermined number.