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**It’s All in the Cards Adding and Subtracting Integers**

Gregorio A. Ponce San Diego State University Imperial Valley Campus

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**General Rules of the Game (Using a Regular Deck of Playing Cards)**

Get into groups of three. Remove all aces, kings, queens, and jacks from the deck. Two players will play each other; one will the deal the cards, the other will decide who wins. The third person will keep score. The dealer deals one card to each player, the winner of that hand is decided, the score recorded. Play continues in this manner until all cards are dealt. The scorekeeper decides who wins by totaling the scores. Everyone switches roles to start playing again. Once everyone plays all three roles (dealer, scorekeeper and decision-maker), then the group decides who is the overall winner.

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**Level One Rules Black beats red, always. Black beats joker.**

Joker beats red. Same color is taken as a tie. Use tally marks to keep track of the number of wins for each player, and after all cards are used, decide who wins.

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**Level Two Rules Black beats red, always. Black beats joker.**

Joker beats red. If both are black, higher number wins. If both are red, lower number wins. Same color, same number is a tie. Use tally marks to keep track of the number of wins for each player, and after all cards are used, decide who wins.

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**Level Three Rules To decide who wins each hand, use Level Two Rules.**

Instead of tally marks, record the score as follows: If the cards are the same color, add the numbers and give the points to the winner. If the cards are different colors, subtract the numbers, and give the points to the winner. A joker has no point value. After all the cards are used, add up the scores to decide who wins.

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**Level Four Rules To decide who wins each hand, use Level Two Rules.**

Record the score as follows: If the cards are the same color, add the numbers and write the score with a pen of that same color. If the cards are different colors, subtract the numbers and write the score with a pen of the same color as the card with the largest number. Since a joker has no point value, the score is the number of the other card. Write the score using a pen of the color of that card. To decide who wins, determine the scores in the same manner as was done throughout this level.

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Level Five Rules For this level, you will need to use the aces, kings, queens, and jacks. These cards are considered to be trap cards. To decide who wins each hand, use Level Two Rules. Shuffle the trap cards and place them face down. Deal two cards, placing one on each side of the trap cards. Turn the top trap card face up. If it’s red, the effect is for the card on the right to switch color. If it’s black, there is no effect, so the card on the right stays the same color. The trap card has no effect on a joker. Record the score as you did in Level Four. To decide who wins, determine the scores in the same manner as was done in Level Four.

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**Level Six Rules The trap cards are not used in this level.**

To decide who wins each hand, use Level Two Rules. Record the score as follows:. If the cards are the same color, multiply the numbers and write the score in black. If the cards are different colors, multiply the numbers and write the score in red. If one of the cards is a joker, the score is zero. To decide who wins, determine the scores in the same manner as was done in Level Four.

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