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Edgewood Math: Math Games 4-6

Close to 1,000

Materials:  Digit Cards (1 deck per pair)
                Close to 1,000 Recording Sheet

Players:      2

How to Play
1.  Deal out eight Digit Cars to each player.
2.  Use any six cards to make two numbers.   For example, a 6, a 5, and a 2 could make 652, 625, 526, 562, 256, 265.   Wild cards can be used as any digit.  Try to make two numbers that, when added together, give you a total that is close to 1,000.
3.  Write these numbers and their total on the Close to 1,000 Recording Sheet. 
      For example, 652 + 347 = 999.
4.  Find your score.  Your score is the difference between your total and 1,000.
5.  Put the cards you used in the discard pile.  Keep the two cards you did not use for the next round.
6.  For the next round, deal six cards to each player.  Make more numbers that have a sum close to 1,000.
7.  When you run out of cards, mix up the discard pile and use them again.
8.  After five rounds, add your scores to find your final score.  The player with the lower final score wins.

Variation
Write the score with plus and minus signs to show whether your total is less than or greater than 1,000.  For example, if your total is 999, your score is -1.  If your total is 1,005, your score is +5.  The total of these two scores is +4.  Your goal is to get a final score for five rounds that is as close to 0 as possible.

Game 1                          Score

Round 1:  _____________+ __________________= _____________      _________

Round 2:  _____________+ __________________= _____________      _________

Round 3:  _____________+ __________________= _____________      _________

Round 4:  _____________+ __________________= _____________      _________

Round 5:  _____________+ __________________ = ____________       _________

                                                                                                                         Final Score   __________

Flip It & Multiply

Materials:  A deck of playing cards (eliminating the face cards)

Players:      2

Objective:  The player with the most cards at the end is the winner.

How to Play:
1.  Mix the cards and deal them evenly to each player.  Players place their stack of cards face down in front of them.
2.  Players simultaneously say “1-2-3 Flip It” and turn over the top 2 cards from each of their piles.
3.  Each player finds the product of his or her own two cards. 
     (For example, if a player flips a 7 and an 8, then the player multiplies 7x8 to get 56).
     Both players call out their products.
4.  The player with the greatest product takes all four cards and places them in a separate pile.  (For example, if player one flips a 9 and 3 and player two flips a 6 and 7 then player two is the winner of that hand because 42 (6x7) is greater than 27 (9x3).
5.  Play continues until all cards in the pile have been flipped or until time runs out.
6.  If both players have the same product, then the players flip 2 more cards each.  The player with greatest product keeps all 8 cards.

Factor Captor

Materials:  Calculators for each player
                  Paper & Pencil
                  A Factor Captor grid
                  48 coin-size counters


How to Play: 

1.  To start the first round Player 1 chooses a 2 digit number on the number grid.  Player 1 covers it with a counter, and records the number on paper.  This is Player 1’s score for the round.
2.  Player 2 covers all of the factors of Player 1’s number.  Player 2 finds the sum of the factors, and records it on paper.  This is Player 2’s score for the round. A factor may only be covered once during a round.
3.  If Player 2 misses any factors, Player 1 can cover them with counters and add them to his/her score.
4.  In the next round, players switch roles.  Player 2 chooses a number that is not covered by a counter.  Player 1 covers all factors of that number.
5.  Any number that is covered by a counter is no longer available and may not be used again.
6.  The first player in a round may not cover a number less than 10, unless no other numbers are available.
7.  Play continues with players trading roles in each round, until all numbers on the grid have been covered.  Players than use the calculators to find their total scores.  The player with the higher total score wins the game.

EXAMPLE:

Round 1:  Player 1 cover 27 and scores 27 points.  Player 2 covers 1, 3, and 9 and scores 1+3+9=13 points.
Round 2:  Player 2 covers 18 and scores 18 points.  Player 1 covers 2, 3, and 6 and scores 2+3+6=11 points.  Player 2 covers 9 with a counter; because 9 is also a factor of 18.  Player 2 add 9 points to his/her score.

Grid

  1        2       2      2       2       2 

  2        3       3      3       3       3

  3        4       4       4       4      5

  5        5       5       6       6       7

 7        8        8       9        9      10

10      11      12      13      14    15

16      18      20      21      22     24

25     26      27      28      30      32

What's My Rule?

You can use a table of in and out numbers to keep track of the way a function machine changes numbers.

Sample:  The rule is +10.  You know the numbers that are put into the machine.  Find the numbers that come out of the machine.

If 27 is put in, then 37 comes out.

If 61 is put in, then 71 comes out.

If 148 is put in, then 158 comes out.

Keep track of the numbers going in and out in a two column chart.