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Unplugged Games
Build up your math fact fluency to 10 with this one-person game. Before playing, sort
out all of the 5,4,3,2,A (1) cards. These are the cards you will use for the game. Flip
the top 2 cards over and add the two cards together (remember ace’s are a “1” for
this game). Practice using a math response by saying “4 plus 1 is the same as 5” for
each pair of cards flipped. When you have added the two cards, make a discard pile and repeat.
Just The Facts!
Play this math card game alone or as a team. Lay out 20 cards on the
table (leave out face cards or change them to equal 0, while aces equal
1). Kids remove sets of cards that add up to 10, ultimately trying to remove all the cards from the table. It’s harder than you think!
Make A 10!
This a two-person game. You will be using all of the cards (no Joker) for this game.
Face cards have a value of 10, number cards have their respective value, and ace’s
represent a 1. To begin, divide the cards into two even stacks. On the count of 3,
both players flip their top card over. The first person to correctly say the number
sentence shown, gets to keep both cards. In the above example, the first player to
say “10 plus 6 is the same as 16” would take both cards. The object of the game is to get all of the cards.
Flip It, Add It, Take It!
All playing cards are available to use for this game. Spread the cards on the table in
a 4 by 4 array. Then take turns giving clues. “I spy two cards that add up to 14.”, “I spy three cards that are less than 4”, “I spy two cards that are factors of 12.”
I Spy!
Game Set-up: Use the playing cards 1-9 for this game (Aces have a value of 1). For games with 2-3
players, start with 7 cards. Games with more players will start with 5 cards. In this version of Go Fish,
they’re fishing for pairs that add up to 10. Have them ask: “I have a 2. Do you have an 8 to make 10?”
If the player has the card that was asked, the player gives that card to make a match. If the player
does not have the card asked, the asking player must take the top card off of the deck. The game is
played until one player has no cards in their hand.
Go Fish For a 10!
Game Set-up: You will need your two dice from your first grade materials bag.
Directions: Roll both dice at the same time. The number rolled from the numbered cube will be your
“counting on” number to start from. The dotted die will be the number that you would have to count
on. For example, if you roll a “9” on the numbered die and three dots from the dotted cube, you
would grab the “9” and count on three more to get 12. Then repeat.
Roll & Count On!
Trash!
Game Set-Up End Of Game
See the next slide for game set-up and rules.
OBJECT OF THE GAME- Be the first player to complete your layout of ten cards Ace through Ten (A,1,2,3,4,5,6,7,8,9,10)
CARD VALUES/SCORING- Aces count as one, cards 2 to 10 have their face values, Jacks are wild, and Queens and Kings automatically end the player's
turn
THE DEAL- Each player is dealt ten cards face down in two rows of five cards each. Players are not allowed to look at their cards. The remaining cards
are placed face down to form the stock pile.
THE PLAY-The first player draws from the stock. If the card is any card Ace through ten, the player places that card in its correct location in the layout
(the top left card of the layout is the 1 or Ace position, then 2, 3, etc.). To do this, the player must remove the face down card that is occupying that
location and turn it face up. This card, in turn, is placed in its appropriate location, if available, displacing the face down card that was there. This
continues until the player finds a card that cannot be placed - a Queen or a King or a number card whose location is already occupied by a face up card
with that number. The player must then discard the unplayable card, placing it face up on the table next to the stock pile to begin a discard pile, and the
turn to play passes to the next player.
The next player will begin their turn by drawing either the top card of the face down stock pile or the top card of the discard pile (the card discarded by
the previous player). The player will then place their card face up in the correct location in their layout, if available, displacing the card that was there to
its own location, and continue until they find an unplayable card, which they add to the top of the discard pile to end their turn.
Since Jacks are wild, a Jack can be placed face up in any location containing a face down card, displacing the card that was there. Also a pip card whose
correct location currently contains a face up Jack can be placed in that location displacing the Jack, which can then be moved to any other location with
a face down card, displacing the card that was there.
If the stockpile runs out before anyone completes their layout the cards of the discard pile, apart from its top card which is left in place, are shuffled to
make a new stock pile.
HOW TO KEEP SCORE
The winner of the hand is the first player to complete their layout by having an appropriate face-up card in each location.
Trash!
Pumpkin Bump
Pumpkin Bump
Pumpkin Bump
Squares
Game Materials:
1. Game board (next slide)2. 2 six-sided dice3. Counting chips (red & yellow)
Directions:
1. The player who rolls the highest number goes first.2. Players take turns rolling 2 dice, adding the two numbers
shown, then doubling their number.3. They find a space on the board with that sum and place
their counting chip on it.4. The first player to make a square wins.
Pumpkin Bump
Doubles Dash
Game Materials:
1. Game board (next slide)2. 1 six-sided die3. Board game pawns (pennies, pawns from another game, etc.)
Directions:
1. The player that rolls the highest number goes first.2. Roll the die and move your pawn that number of spaces.3. Solve the doubles fact on the space you landed and have your
partner check your answer. If the player gave the correct answer, they may stay on that space. If the player gave an incorrect answer, they must move back 2 spaces.
4. The next player then takes their turn.
Pumpkin Bump
Doubles Bump
Game Materials:
1. Game Board (next slide)2. 2 six-sided dice
Directions:
1. The player who rolls the highest number goes first.2. Players take turns rolling 2 dice, adding the two numbers shown, then doubling
their number.3. They find a space on the board with that sum and place their counting chip on
it.4. If a space on the board has zero or one counting chip, the pumpkin is available
for both players to use. If one opposing player’s chip is on the pumpkin that you rolled, you may BUMP that person’s chip off of the space. A pumpkin becomes locked (the pumpkin is no longer in play) when a player has 2 of their colored counting chips on the space.
Pumpkin Bump