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Linear War

Set up: Make your own deck: 11 lines. Each line should be drawn so that it passes through at least two points with integer coordinates, such as (-2,4) or (5,5).

Claim your deck! Mark each line card on the graph side with your insignia. Initials, emoticon, math symbol, etc. – your choice. Tip: make your cards NICE and personalized. Decorations and alterations that do not obscure the line or the math are not only permitted but encouraged.

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Combat Rules Least y-intercept Least slope Least x-intercept Greatest y-intercept Greatest slope Greatest x-intercept

War: 2-4 players. Each player needs a deck of 11 face down cards, shuffled or not – it’s up to you. Set aside any extras, make one more if you need it. Players roll the die for the combat. (2nd roll and beyond, the winner of last battle rolls.) Flip over the top card of your deck and follow the combat rule. On a tie, flip over one more card to determine the winner of the battle. If more than two are playing, this is only on ties for best and only the people who are tied.

Play through the deck once. The winner is the player at the end with the most cards. Give cards back to the owner. Except for the Spoils of War. Spoils of War: Out of the cards the winner captured, they take one card from the opponent’s deck to keep. Add your mark and cross out theirs. This may mean the loser Example: The first roll is a 5. Greatest slope. 1 > -2.   Winner!   Loser!  

Math notes: • Use the cards for sorting activities before playing. • Have players keep track of hard to determine battles. • Discuss card design strategies. • What about undefined and zero slope lines? • What other combat rules could you have?