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Add and Subtract

Ages: 7 and up Players: 2 Materials: Deck of cards, Paper and pencil 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: 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 player plays a 2, the add player says 50 +2 = 52. 5. Next the subtract player plays a card. The subtract player takes away the number shown on the card from the previous total. For example, if the total was 52, and the subtract 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). Number cards are worth face value (ex. 2 = 2 points) Aces = 1 point Jacks = 11 points Queens = 12 points Kings = 13 points

All Fours
Ages: 8 years old and up Number of Players: 2-4 Materials: Deck of Cards, Paper and pencil for scoring Skill 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

Six = 2 points Jack = 3 points Trump Cards (A trump is a suit that is higher than the other suits) Highest Trump = 1 point Lowest Trump = 1 point Jack 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 points King = 3 points Queen = 2 points 10 = 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 the bottom of the deck, the dealer deals 3 more cards to each player, and that 1st player kicks (turns over) again. Rules for play: 1. 2. 3. 4. After the trump is determined, play begins. Play moves around to the left of the players. The first player may play any card. The following players must play cards of that suit. 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 trick 5. 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, another play 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 determine their points. 2. The cards are scored as follows a. Each player receives 1 point for each trick they have won b. The player who has the highest number of tricks for that game receives 1 point c. 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 a valuable 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 trump card= 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 by a 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.

Finders Keepers
Ages: 5 years old and up Number of players: 2-4 Materials: Deck of cards Skill Practice: Addition, spatial skills Goal: Players try to collect cards that make a predetermined sum Card Values: Set up: Aces = 1 point Number cards are worth face value (ex. 4 = 4 points) Jacks, Queens, and Kings = 10 points

1. Lay out the cards face down in an array of 6 rows of 8 cards in each row. The 7th row
will 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 1st player 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, the player 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, the player takes the cards. 9. The player who got the cards to make the sum then calls out the number for the next player to find. 10. The winner is the player who collects the most cards after the cards have been turned over.

Hit the Mark


Ages: 6 to 12 years old Number of players: 2-4 Materials: Deck of cards, paper and pencil for scoring Skill 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

Set up:

Jacks = 0 points

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 old Number of players: 2 Materials: Deck of cards Skill Practice: Addition, concepts of higher/lower Goal: To collect cards to that total the lowest amount. Card Values: 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 cards in the hand. The player discards either the drawn card or the exchanged card. The discarded 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. The player either discards the exchanged card or the drawn card. 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.

4. The play continues until a player raps on the playing surface to signal that the player has the lowest hand. The players compare their hands. The player with the lowest amount wins the round. 5. If a player does not rap to end the game, play continues until all the cards in the draw pile have been selected. Players compare their hands. The player with the lowest hand wins.

Multiplication Rummy
Ages: 9 years old and up Number of players: 2 -4 Materials: Deck of Card Skill Practice: Multiplication facts Goal: To be the first to lay down all the cards in your hand showing multiplication tables. This game works for the tables 1-9. Set up: 1. 2. 3. 4. 5. Dealer removes the all the face cards from the deck (Kings, Queens, Jacks) Players determine the times table facts they will be practicing (example: 6 times table) Dealer passes out 7 cards to each player. The remaining cards are placed face down in the center of the table. 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 the draw 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 in their 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 if practicing with the six times table). 7. The player with the lowest overall amount wins the game.

Ninety-nine
Ages: 8 to 12 years old Number of players: 2-6 Materials: Deck of cards, paper and pencil Skill 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

Set up:

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

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 draw pile. 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 draws a 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. For example, if the first player lays down a 2 and the second player lays down a 7, the second 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 last total 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 old Number of players: 2 Materials: Deck of cards Skill Practice: Number types, addition Goal: To gather all of the cards Number Value of Cards: Set up: 1. Each player draw a card from the deck a. If it is an odd number ( 3, 5, 7, 9, Jack, King) that player is designated Odd b. If it is an even number (2, 4, 6. 8, 10, Queen) that player is designated Even c. Card Ace (1)= the amount of the ace 2. The selected dealer passes out the remaining cards to each player so that each player has half of the deck Ace = 1 point Jack = 11 points Queen =12 points, King = 13 points

Rules for play: 1. 2. 3. 4. 5. The players turn over their top card at the same time The players total the amount of the 2 cards. If the total is an odd number the Odd player takes it. If the total is an even number the Even player takes it. If a player turns over an Ace, (worth 1 point), subtract 1 from the value of the second card. 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 up Number of players: 2 to 8 Materials: Deck of cards Skill Practice: Addition, Number ordering, and Estimating Goal: To win by having the hand with the lowest total value Card Values for computing hand: Set up: 1. Dealer passes out 4 cards to each player one at a time. Each player takes 4 cards to make their hand. 2. Next, the dealer passes out 1 card to each player face down. The card remains face down 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 draw pile. 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 from the 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. 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

Twenty-One (Also Known as Black Jack)


Ages: 6 to 12 years old Number of players: 2 to 4 players Materials: Deck of cards Skill Practice: Addition, Estimation

Goal: To win hands by coming as close to a total of 21 without going over Card Values: Set up: 1. Dealer passes out 2 cards to each player, including the dealer. One card is dealt face up 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 makes eye 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. Aces = 1 or 11 points Face Cards (Jack, Queen, and King) = 10 points Number cards are worth face value

War
Ages: 4 years old and up Number of Players: 2 Materials: Deck of Cards Skill Practice: Number recognition, Number concepts of higher/lower Variation Skill: Basic Computation Goal: To win all the cards Set up: 1. Dealer passes cards face down one at a time to each player 2. 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 hand 3. 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 them b. 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 turn over 2 cards and add, subtract, or multiply the numbers on their two cards. The player with the highest number gets the cards. If the players answers are the same, then the players have a war. Play continues as described above.

Secuency sense Accordion


Ages: 4-7 years old Number of players: 2 Materials: Deck of cards Skill Practice: Number sequencing, leftright visual scanning Goal: To gather the cards into the fewest number of piles Set up: 1. Deal 4 cards face up in a row from left-to-right 2. 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 player selects a card from the draw pile. The player determines if the card matches in either number 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 up Number of Players: 2-4 or more players Materials: Deck of Cards Skill Practice: Number Recognition, matching, visual attention and shifting Goal: To get rid of all the cards in your hand first Specific Card Values: 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. All 8 cards are wild and can be played at anytime.

Rules for play: 1. Players need to decide who will go first. Typically the player on the left side of the dealer begins play. 2. The player can play a card of the same number or of the same suit. For example, if the starter 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: 2 Materials: Deck of Cards Skill Practice: Number Recognition, Place Value, Concept of higher/lower Goal: To create the largest number possible with the digit represented on the cards. The player who collects all the cards wins. Specific Card Value: Set up: 1. The dealer passes out the cards to each player one at a time, face down 2. The players stack their cards face down into a pile 3. 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 make with the cards. For example, if a player lays down a 9 and a 2, the higher number that player can make is 92. If a player lays down a 10 and a 3, the highest number that player 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. Ace = 1 Jack = 11 Queen = 12 King = 13

Donkey
Ages: 5 -12 years old Number of players: 2 -4 Materials: Deck of cards Skill Practice: Number concept of higher/lower

Goal: To be the first to get rid of the cards in your hand Set up: 1. Deal 7 cards to each player 2. 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. This indicates 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 up Players: 3 or more players Materials: Deck of cards, and poker chips Skill Practice: Concepts of higher, lower, between, estimating probabilities, and number order Goals: To estimate that the numerical value of the 3rd card dealt will be in between the value of 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 dealer 3. 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 dealt will 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 two cards, 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 the two cards, place player places a small bet. 4. The players use the number of poker chips to show how confident they are regarding their decision. 5. A player may fold or withdraw from the round if they feel that there is no chance at winning the hand. 6. The dealer passes out the third card to each player. If the player bet correctly, the dealer pays the player the amount of the players bet. If the player lost the bet, the player plays the dealer the amount of the bet.

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

Kings Corner
Ages: 6 years old and up Number of players: 2 -4 Materials: Deck of cards Skill 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 becomes the 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 a 7 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 corners 5. If a blank spot is created, the player places their highest card in that spot from their hand 6. 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 player draws 1 card before beginning their next turn. 8. If a player forgets to draw before beginning their next turn and the other players catch it, 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 up Number of players: 2- 8 Materials: Deck of cards, 6 pennies or tokens for each player Skill Practice: Number concepts of higher/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 table 2. The players select a king to be the key card.

3. Each player places a chip on the king key card 4. Also, each player places a chip in the middle 5. 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 to purchase the hand, the player places their penny or token on the key card and swaps their 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 next 6. 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 be played. 9. After the suit is completed, the player with the lowest black suit starts the next sequence. 10. The player who plays the queen of the same suit as the king key card takes the pennies or 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 old Number of Players: 2 to 4 players Materials: Deck of cards, pennies or counters, bowl or cup Skill 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 counters 2. 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 the kitty. 6. Play continues until the cards are placed in order and the King of the targeted suit has been played.

7. The player, who played the King, begins the next round by selecting an Ace of any suit to 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 1 nickel. If the fee is 1 cent, the players have to exchange the nickel into pennies to pay the exact fee into the kitty)

Seven Up
Ages: 5- 10 years old Number of players: 2-4 Materials: Deck of cards Skill 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 left 2. 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. The card 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 card from the draw pile. 5. If the player decides to draw a card from the draw pile and decides it is not a desired card, 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 ending with a 7.

Speed (Also Known as Spit)


Ages: 6 years old and up Number of Players: 2 players Materials: Deck of Cards Skill Practice: Number Sequencing, Sorting, Speed

Goal: To get rid of all the cards in your hand first Set up: 1. 2. 3. 4. Dealer places 5 cards in front of each player face down Next, the dealer places 2 cards in the center of the table face down. Then, the rest of the cards are dealt to each player until there are no more cards. 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 turns the card face up. 2. The players then turn over the 5 cards in front of them. Players can only have 5 cards in 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 cards in the center of the table. Cards that are 1 higher or 1 lower than one of the top cards in the 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 table and play is resumed. Play continues in this manner until a player gets rid of all their cards. 6. If a player gets rid of all their cards, and there are two piles in the center, the player quickly 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 up Number of Players: 2 or more players Materials: Deck of Cards Skill Practice: Number Recognition Goal: To make as many matches as possible Set up: 1. Dealer passes out 5 cards to each player 2. 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?

3. If the player who received the question has the card, the card is given to the player asking. The asking player takes another turn. The turns continue until the player does not 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 the asking player to go fish. The player then draws a card from the draw pile and their turn is completed. 5. Play continues until all the cards have been matched. 6. The player with the most matches wins the game.

Mau Mau
Ages: 5 years old and up Number of players: 2 -5 Materials: Deck of cards, counters/tokens (1 number 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 a regular deck of cards. There are multiple rule variations for this game. Also you can make up your own rules for cards. Specific Card Rules: 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 is the 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 = 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

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 with the 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 not call 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 get rid of all the cards wins the game.

Memory (Also Known As Concentration)


Ages: 3 years old and up Number of Players: 1-2 Materials: Deck of Cards Skill Practice: Number Recognition, Matching, Visual scanning, Taking-turns Variation Skill: Addition and/or Subtraction 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 out next to each other. 2. Players lay out the deck of cards face down in a rectangular array. For younger players, remove some of the cards to make a smaller array or use the numbers the children are able to identify. Rules for play: 1. 2. 3. 4. Players need to decide who will go first For each turn, the player will turn 2 cards over one at a time. If the cards show the same number, it is a match and the player keeps the match. 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 over four cards and either add or subtract the cards to come up with 2 sums or differences. If the answers are the same, then it is a match. If the answers are different then the cards are turned face 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

Old Maid
Ages: 3 years old and up Number of Players: 2 or more players Materials: Deck of Cards Skill Practice: Number recognition Variation Skill: Matching Goal: To make all the matches without retrieving the Old Maid card Set up: 1. Remove all Queens from the deck except the Queen of Hearts, this is the Old Maid 2. Deal the remaining cards to the players Rules for play: 1. The players look at their cards and put down any matches in their hand 2. After all the players put down their matches, play is to begin 3. 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 card that does not make a match. The player places the card in the hand. It becomes the next 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 old Number of players: 2 Materials: Deck of Cards Skill Practice: Number matching, making pairs, visual scanning, visual discrimination 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 cards 3. 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 draw pile 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 the draw pile. If the player can match a number the player places the card on top of the card match. If the player cannot make a match, the player discards the card into a discard pile. 6. Play continues until all the cards have been matched.

Snap
Ages: 4-7 years old Number of players: 2- 4 Materials: Deck of cards Skill 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 been dealt. Rules for Play: 1. 2. 3. 4. 5. 6. To begin play, each player turns over the top card from their draw pile. The first player to recognize a pair of numbers or matches calls Snap. The player who first found the match collects that pair. If there are no matches the cards go into a pool. The next round, the players can match with the new cards or the cards in the pool. The player who wins all the cards, wins the game.

Stealing Bundles
Ages: 4 years old and up Number of players: 2-4 Materials: Deck of cards Skill 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 the player played must be on top. 4. If a player plays a card that does not match on a pile, the card stays for the next players turn. 5. If a player plays a card that matches the top card of an opponents bundle, the player steals 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.

8. After all the cards have been dealt and the last match made, the remaining cards on the table 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 old Number of Players: 2-4 Materials: Deck of Cards Skill 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 player 2. 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 of cards based upon the previous card a. If the previous card is a Jack, player plays 1 card b. If the previous card is a Queen, player plays 2 cards c. If the previous card is a King, player plays 3 cards d. 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 player must play according to the previous card. 6. If player making payment only turns over number cards, the player who put down the face 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 up Number of Players: 2 Materials: Deck of Cards Skill Practice: Number recognition, Number concepts of higher/lower Variation Skill: Basic Computation Goal: To win all the cards Set up: 1. Dealer passes cards face down one at a time to each player 2. 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 hand 3. 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 them b. 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 turn over 2 cards and add, subtract, or multiply the numbers on their two cards. The player with the highest number gets the cards. If the players answers are the same, then the players have a war. Play continues as described above.

Ace-Deuce
Ages: 6 years old and up Number of players: 2 or more Materials: Deck of Cards Skill Practice: Classification, Visual discrimination, 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 player 2. 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 time 5. Play continues until a player collects an Ace and 2 face cards of any suit.

Black Maria
Ages: 7 years old and up Number of Players: 2 and up Materials: Deck of Cards, paper and pencil for scoring Skill Practice: Addition, reasoning, calculating possibilities, strategic thinking, number ranking Goal: To avoid taking tricks that contain high value cards and to receive the lowest score. Card Rankings for play:

Aces are high 2s are the lowest cards

Card Values: The card values are scored against the player who takes the cards Set up: 1. Remove the 2 of diamonds from the deck 2. 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 on the right. 4. The players add the cards they receive from another player to their hands. Rules for play: 1. 2. 3. 4. 5. The player on the dealers left begins play. That player lays down a card face up. The next players must play a card of that suit. If a play cannot follow suit, the player may place down any card. The player with the highest card of that suit takes the trick. Each Heart = 1 point Ace of Spades = 7 points King of Spades = 10 points Queen of Spades = 13 points

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 old Number of Players: 2 to 6 Materials: Deck of Cards, paper and pencil 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 to accumulate the fewest points. Game play is over once a player reaches 100 points and loses the 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 the draw deck. Rules for play:

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 number o 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 once
a 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 up Number of Players: 2 or more players Materials: Deck of Cards Skill Practice: Rule shifting, visual attention 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 the table. 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 cards stops and the next player must make the next play based upon the above rules. If that honor is played only in cards numbering 2-10, the player who last played the court card takes the cards in the middle. 5. Play continues until a player has collected all of the cards.

Four in a Row

Ages: 5 years old and up Number of players: 2 Materials: Deck of cards Skill Practice: Spatial planning, strategy Goal: To get 4 cards of the same color in a row. The row can be horizontal, vertical, or diagonal. Set up: 1. Dealer separates the deck into a pile of red cards and a pile of black cards 2. 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 up Number of Players: 1- 2 Materials: 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 by following 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 the counter is placed on a 9 of clubs, the next move must be in the same column or row of that 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:

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

Spoof
Ages: 5 year olds and up Number of Players: 2 or more Materials: Deck of Cards Skill 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 on the 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 of diamonds. (Cards that preceded that last card played are placed in order to the left) b. The player may play an 8 of diamonds and place it to the right of the seven of diamonds.(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

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