Solitaire 1 player Math Concepts: sorting, order, array, probability, greater than / less than See this video - The Mathematics of Solitaire - 56 mins. courtesey of Stanford University
Math Card War 2 players Math concepts: greater-than/less-than, addition, subtraction, multiplication, division, fractions, negative numbers, absolute value, and multi-step problem solving. The game of Math Card War is worth more than a thousand math drill worksheets, letting you build the students calculating speed in a no-stress, no-test way. You will need several decks of math cards. Don’t rush to look for these at your school supply store or try to order them through your favorite catalog. Math cards are normal, poker-style playing cards withTo give a greater challenge to more advanced students, I make each player a double deck of math cards, but I remove the aces, deuces, and tens. This gives each player a 56-card deck full of the toughest problems to calculate. How to PlayBasic War—Each player turns one card face up. The player with the greatest number wins the skirmish, placing his own and all captured cards into his prisoner pile. Whenever there is a tie for greatest card, all the players battle: each player lays three cards face down, then a new card face up. The greatest of these new cards will capture everything on the table. Because all players join in, someone who had a low card in the initial skirmish may ultimately win the battle. If there is no greatest card this time, repeat the 3-down-1-up battle pattern until someone breaks the tie. The player who wins the battle captures all the cards played in that turn. EndgameWhen the players have fought their way through the entire deck, count the prisoners. Whoever has captured the most cards wins the game. Or shuffle the prisoner piles and play on until someone collects such a huge pile of cards that the others concede. VariationsFor most variations, the basic 3-down-1-up battle pattern becomes
2-down-2-up. For advanced games, however, the battle pattern is
different: in case of a tie, the cards are placed in a center pile. The
next hand is played normally, with no cards turned down, and the winner
of that skirmish takes the center pile as well. Product War—Turn up two cards and multiply. Fraction War—Players turn up two cards and make a fraction, using the smaller card as the numerator. Greatest fraction wins the skirmish. Improper Fraction War—Turn up two cards and make a fraction, using the larger card as the numerator. Greatest fraction wins. Integer Product War—Black cards are positive numbers; red cards are negative. The greatest product wins. Remember that two negative numbers make a positive product. Wild War—Players turn up three cards and may do whatever math manipulation they wish with the numbers. The greatest answer wins the skirmish. Advanced Wild War—Black cards are positive numbers; red cards are negative numbers. Players turn up four cards (or five) and may do whatever math manipulation they wish with the numbers. The greatest answer wins the skirmish. Reverse Wild War—Players turn up three cards (or four, or five) and may do whatever math manipulation they wish with the numbers. The answer with the lowest absolute value (closest to zero) wins the skirmish. |
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