Presentation is loading. Please wait.

Presentation is loading. Please wait.

1st/2nd Grade Math Games Family Math Night.

Similar presentations


Presentation on theme: "1st/2nd Grade Math Games Family Math Night."— Presentation transcript:

1 1st/2nd Grade Math Games Family Math Night

2 Make 10 Materials: Playing cards (10-K removed; Aces=1) Players: Any
Rules: Deal an equal number of cards to each player. Keep your cards in a pile face-down. Any leftover cards are placed face-up in the “pot” in the middle of the table. The 1st player turns over his/her first card. If s/he can use that card and a card in the pot to make a total of 10 (Example: a 3 and a 7), s/he can put those 2 cards in her/his pile of matches. If the card can’t be paired with another card to make 10, the player adds the card to the pot. It is now the next player’s turn. Play continues until all cards have been matched to make 10s. The player with the most matches wins. Make 10

3 Fishing for 10s Players: 2-4 Materials: Playing cards (10-K removed)
Rules: Deal 8 cards to each player. The players lay down in front of them all of the pairs that make 10. Players take turns asking for a missing addend to make ten. The pair that makes ten is set aside. If the player asked has the card needed, he/she may ask again fro a card from any player. When the player doesn’t have the card, he/she says “Go fish!” and makes the player draw one card from the draw pile. If the card drawn, “makes 10” he/she may continue as the “asker”. If not, the player to the left becomes the “asker”. Play ends when any player empties his/her hand. The winner has the most pairs of 10. Fishing for 10s

4 Tens Concentration Players: 2-4
Materials: Playing Cards (10-K removed) Rules: Place all cards face down in an array of 4 rows with 6 cards in each row. Players take turns turning over 2 cards to make a sum of 10. If a 10 is made, the player continues. Cards that do not match are turned back face down in the array. Winner has the most matches. Tens Concentration

5 Pyramid Solitaire Players: 1 Materials: Deck of playing cards 1-10
Rules: Set up a pyramid of cards (see example on next page), the rest of the cards stay in an “extra” pile, face down, in front of you. Look at the cards that are face up on the bottom of the pyramid. If any two cards make 10, pick them up and put them on the “match” pile. When you pick cards up, you expose the corners of other cards in the next row. When a card has ALL corners uncovered, it becomes unlocked. Turn it over so it’s in play. Continue matching until there are no more matches to be made. When you get stuck, turn over a card from the “extra” pile. If that card helps you make 10, play continues. If not, keep turning over cards from the extra pile. If all cards have been turned over and no matches can be made, the game is over. To win ,uncover all cards in the pyramid. Pyramid Solitaire

6 Setting Up the Pyramid Setting up the Pyramid

7 Salute Players: 3 Materials: Playing cards (face cards removed) Rules:
Each round, children rotate roles, with one student as the “leader” and the other two as “players”. The leader carefully gives each player a card so that the players cannot see their own cards. Both players place their cards with the numbers facing out on their foreheads, so the opposing player can see the card. The leader is the only one who can see both cards, determines and says the sum of the two numbers on the players’ foreheads. Both players determine the number (addend) on their own forehead (based on the number (addend) they see on their opponents forehead). The one who gets their own addend first wins that round and keeps the cards (both players have to say their addend). Salute

8 Beat That! Players: 2 Materials: 2 dice Rules:
Player 1 rolls both dice and adds them together. They pass the dice to Player 2 and says, “Beat that!” Player 2 rolls and adds their dice together. The person with the biggest sum wins 1 point. First person to 15 points wins! Beat That!

9 Race to Zero Players: 2 or more Materials: 1 die Rules:
Each person starts with a score of 20. On your turn, roll 1 die and subtract the number from 20. First person to get to zero wins! Race to Zero

10 Addition Battle Players: 2
Materials: Playing cards (face cards removed) Rules: Start off with a 9 or 10 card face up on the table. This card stays there all game and does not get removed. Split the deck in half. Each player turns over a card at the same time. When you turn over your card, you need to add it onto the card already down. Examples: Both players have a 10 card placed down. Player 1 turns over a 3…3+10=13. Player 2 turns over a 6…6+10=16. Player 2 gets all the cards! Battle if you get the same sum. Addition Battle

11 Lobster/Turtle Materials: 2 dice Rules:
You will roll both dice on each turn. When you roll, find the sum of the 2 dice. Once you find the sum, you can stop rolling or continue. If you stop, record your points from that turn. If you continue, simply add each roll to your running total. If you roll a one, you’ve rolled a lobster. A lobster causes you to “bust” (lose your turn AND all points from that turn); however, you keep any points accumulated in previous turns. If you roll 2 ones, you’ve rolled a turtle. A turtle gives you 50 bonus points. The object of the game is to get a total of 100 points or more. Lobster/Turtle


Download ppt "1st/2nd Grade Math Games Family Math Night."

Similar presentations


Ads by Google