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Key Rule: Each Number has only one valid combination of Prime Factors.

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Presentation on theme: "Key Rule: Each Number has only one valid combination of Prime Factors."— Presentation transcript:

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2 Key Rule: Each Number has only one valid combination of Prime Factors.
How do We Play Fun Factor? This Game is designed to improve multiplication, division and factoring skills. Fun Factor is played using 2 card decks: 10 Prime Cards are dealt to each player – Product Cards are turned over during game play. Only Primes 2 thru 19, or Wild are used – They can be Numbers (factoring targets) or Actions A Game of Fun Factor! lasts for Three Rounds, about minutes each. During a Round, players take turns, trying to get rid of all their Prime cards. Each Round ends immediately when any player “goes out” (plays their last Prime card). Key Rule: Each Number has only one valid combination of Prime Factors. Each player’s round-score is the sum of the Primes left in their hand. Wild=13 . The Game Winner is the player with the lowest total score after three Rounds.

3 How are the DeckMat and PlayMat used to organize cards during play?
3 to 8 players sit at a table and pick a Dealer The Dealer deals each player 10 Prime cards The DeckMat has 4 places: The Prime cards remaining, after dealing The Used Primes Pile for discards (face up) The shuffled Product cards (Numbers or Actions) The current Product card during the Game The 1st Product card turned over is Number 20 The PlayMat is used to Hold the Prime cards played against the current Product Number 20 has 3 factors, so the PlayMat is set to its 3-side Using scratch paper, Sue figures out 20’s Prime factors and plays the 2, 2, and 5 prime cards. When a Player completes a Product card: Other players check: are the cards played OK? Then the Stacker moves the Prime cards on the PlayMat to the Used Primes Pile The Turner flips a new Product card to become the current Product card (next Number is 77) The PlayMat is flipped to hold two Primes, and the PlayMat is moved to the next Player Coco Kyly (Stacker) Sue (Turner) Joe (Dealer)

4 What happens when a Player can’t complete a Product Number?
Suppose that Coco doesn’t have a 7 or an 11 He has to draw one more Prime card Luckily he draw a 7, because he can play it Since the Product Number is incomplete, the PlayMat and the 7 are passed to Kyly Suppose that Kyly doesn’t have an 11 She has to draw one more Prime card Too bad, it was a 2 and her turn is done Since the Number is still not complete, the PlayMat and the 7 are passed to Joe Joe has no 11, but he uses a Wild to complete the Product Number The other players verify the cards/rules Then the Stacker moves the Prime cards from the PlayMat to the Used Primes Pile The Turner flips a new Product card to become the current Product card (next Number is 32) The PlayMat is flipped to hold five Primes, and the Playmat is moved to Sue Let’s stop at this point and look at the Rules Coco Kyly (Stacker) Sue (Turner) Joe (Dealer)

5 A Quick Look at the Rules
Dealing: For all Rounds, deal each player 10 Prime cards. Deal clockwise, starting on the dealer’s left. Product Action Card Rules: “Pass 2 Cards”: pass both Prime cards to the same player, or pass one each to 2 players. Other Actions are self explanatory: Pass 1 card, Draw a Card, Skip Turn, Swap Hands Left, Swap Hands Right. Product Number Card Rules: Number cards have values from 4 to 100. Each Number is a factoring target for one combination of Prime cards. Each Number card uses “?”’s to tell you exactly how many Prime factors are required. Use MrV’s Multiplication Table and Factor Trees to figure out what Prime factors are needed. Playing Prime card Rules: Primes are played as prime factors of Product Numbers. Duplicate Primes (or values) are often needed. Prime cards only have the first 8 prime number values 2, 3, 5, 7, 11, 13, 17, 19 – but 1 is NOT a prime number. The Primes Deck contains a different amount of each of the first 8 Primes and Wilds: There are lots of 2’s and 3’s but very few 17’s and 19’s; Other Primes and Wild have moderate amounts. A Wild card can only represent one of the first 8 prime number values 2, 3, 5, 7, 11, 13, 17, 19. It doesn’t matter which Prime card is played first. Only one combination is valid. Only one Wild can be played as a factor of a Number and the player must state its initial Prime value, but When a player doesn’t complete the Number, the next player may assign a different value for the Wild. Taking Turns Rules: If your Product Card is an Action, do the action. Then pass the PlayMat to the next player, turn up a new Product Card. If your Product Card is a new or partly complete Number, play as many Primes as you can. If you couldn’t play any Primes, you must draw one more Prime card – play it if you can. Only one draw per turn. Wait! Before the next player gets a turn, give the other players a chance to make sure your play is valid. If you completed the Number, move all played Primes to the Used Primes Pile, pass the PlayMat to the next player, and turn over a new Product Card. If you didn’t complete a Number, pass the PlayMat with any previously played Primes to the next player. Cancel Number Rule: When every player tried and failed to draw a needed Prime for a Number, cancel it: Move all played Primes to the Used Primes Pile, pass the PlayMat to the next player, and turn over a new Product Card.

6 How do we find the Prime Factors in a Product Number?
You may find scratch paper to be useful Use the “Factor Tree” Method: Finding all factors of 2, 3 or 5 in any Product is easy All even numbers have at least one 2 as a factor. Take Number 40 for example: we know there are 4 factors because there are 4 ?’s Break 40 into a pair of factors (2 and ½ of 40) Break 20 into 2 and ½ of 20: Break 10 into 2 and 5. So the factors of 40 are 2, 2, 2, and 5 All Numbers ending with 0 or 5 must have 5 as a factor If the sum of a Number’s digits is divisible by 3, the Number must have a factor of 3. Example: 63 has factors 3, 3, and 7 Let’s Play – What were the Rules again? 40 / \ 40 / \ 63 / \

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8 How do we “Take a Turn?” A Player Takes a Turn by playing as many Prime cards as possible. If a new Action card was turned over, The Player does the Action (Pass 1 card, Pass 2 cards, Skip turn, Swap hands left, Swap hands right, Draw a card), Then the Turn passes to the next Player clockwise. If a new Product Number is turned over, the Player plays as many Prime cards as possible: If the Player cannot play any Prime cards, he/she must draw one more Prime card. If the drawn Prime card is also not playable, the Turn passes to the next Player on the left. If the Player completes the Product Number (plays all the Prime cards needed as factors), the played Prime cards are moved to Used Primes and a new Product card is turned for the next player. If the Player plays at least one Prime card, but doesn’t complete the Number (one or more factors is missing), the Turn passes to the next Player. If a Player inherits an incomplete Product Number card from the previous Player, the same procedure as above is used. Any previously played Prime cards must be used. The Player plays as many missing Prime cards as possible. Play at least one card or draw a Prime card When any Player plays their last Prime card, the Round is immediately over. Count scores. Cancel Number Rule: When every Player has tried and failed to draw a playable Prime card for a number, don’t keep drawing. Cancel that Number: Move any played Prime cards to the Used Primes Pile, turn over the next valid Product card, now it’s the next player’s turn. Let’s play the game – Raise your hand if you need a little help. Have Fun! Show the Rules.


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