Dice and Card Games to Practice Math Facts Card Games
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37_599100 bindex.qxd 8/31/05 8:21 PM Page 353 Index basics of card games. See Ninety-Nine, 143–148 • A • also card games; cards Oh Hell!, 137–138 Accordion, 22–26 deck of cards, 10 Partnership Auction aces around, 205, 222 etiquette for playing, 17 Pinochle, 220–221 Alexander the Great (La playing a game, 14–17 Setback, 227–228 Belle Lucie), 31–35 preparing to play, 11–14 Spades, 163–169, 171 all pass (in President), 255 ranking card order, 11 big blind (in Poker), 285 allin (in Poker), 287 selecting a game, 17–19 Black Jack (Switch), American Contract Bridge Beggar My Neighbor (Beat 108–110 League (Web site), 185 Your Neighbor Out of Black Maria, 199 American Cribbage Con- Doors), 45–47 Black Peter card, 57 gress (Web site), 252 beggars (in President), 256 Blackjack Animals, 49–50 beginning to play. See basics aces and going high or announcement, 13 of card games low, 276–277 ante, 112, 285, 302 Benny (Best Bower), 154 betting in Casino auction (in Bridge), 13, 185 bets Blackjack, 271–272 Auction Pinochle anteing up (in Poker), 285 betting in Social bidding, 211–212, 213–214, bidding versus, 13 Blackjack, 265–266 218–219 calling (in Poker), 286 card values, 264 conceding your hand, 219 opening (in Poker), Casino Blackjack, 271–277 dealing, 212 294–296 croupiers, shoes, banks, discarding, 214–215 out of turn (in Poker), 288 pit bosses, 271 kitty, 212, 215–216 seeing (in Poker), 286 dealing in Casino Black- melds, 214–215 Bid Whist, 133–134 jack, 272–273 scoring, 216–218 bidding dealing in Social Black- strategies for play, betting versus, 13 jack, 263, 264–265 218–219 blind nil, 164, 167–168 doubling down, 275 Authors, 53–54 defined, 13 five or sixcard tricks, 269 dropping, 214 kibitzer, 271 listening to, 348 naturals, 267, 268 • B • for nil (zero), 164, origin of, 265 166–169, 171 paying players, 268 balanced hands (in COPYRIGHTED MATERIAL overbids, 214 selecting banker/ Spades), 166 safe, 214 dealer, 263 banker (in Blackjack), shooting the moon, Social Blackjack, 263–270 263–264, 266, 268, 271 196–197, 230, 234 splitting cards, 266, banking card games. -
The Card Game WAR Object Oriented Programming
The Card Game WAR The card game WAR is a simple card game for two players.1 The 52 cards in a conventional deck are shuffled, and each player draws three cards. The remaining cards are placed in a pile facedown between the two players. Play then proceeds as a series of rounds. During each round both players select one of their three cards, and place it face up in front of them. If the ranks of both cards are the same, then both players retain their cards (setting them aside). Otherwise, the player with the highest-ranking card keeps both cards (again, setting them aside). After playing their card, players draw one card from the deck to replace the card just played. The game ends when the deck is exhausted, and the player with the most cards wins. 1 This description is taken from Budd, it is not the usual version of the game, but is similar. 1 Object Oriented Programming General approach: 1. Examine the problem statement and identify the objects. 2. Group the objects into classes. 3. Identify the actions (or responsibilities), which the classes perform. Nouns identify objects and classes. The actions (or responsibilities) are identified by verbs. 2 Objects of the Game WAR card • Cards are ordered by the relationship rank – i.e., cards can be considered to have one higher than the other, or be equal. player • Holds three cards. • Draws cards. • Plays cards. • Keeps cards. deck • Contains 52 cards initially • Is shuffled • Cards are drawn from it. 3 UML Class Diagram of War %CTF VJGATCPM +PVGIGT VJGAUWKV 5WKV &GEM VQR%CTF KPV %CTF %CTF 9#4 VJG&GEM cards %CTF UXUWKVUTXKPV %CTF FTCY %CTF QRGTCVQT QUQUVTGCO C%CTF EQPUV %CTF QUVTGCO UJWHHGN OCKP QRGTCVQT E%CTF E%CTF DQQN KU'ORV[ DQQN QRGTCVQT E%CTF E%CTF DQQN &GEM &GEM QRGTCVQT E%CTF E%CTF DQQN IGV4CPM KPV IGV5WKV UWKVU O[%CTFU RNC[GT RNC[GT 2NC[GT O[5EQTG KPV TGOQXGF%CTF KPV FTCY %CTF CFF2QKPVU JQY/CP[KPV 2NC[GT C&GEM&GEM 2NC[GT 5EQTG +PVGIGT TGRNCEG%CTF C&GEM&GEM 4 Why C++ Bjarne Stroustrup developed C++ with the following properties: 1. -
Kid Friendly Card Games Beyond Go Fish
Kid Friendly Card Games Beyond Go Fish SPOONS: you need a standard deck of cards with no Jokers, spoons-one fewer than there are players, good for any number of players. Objective: The winner is the last player remaining. How to Play: Arrange the spoons in a small circle in the center of the table and deal four cards to each player. Each player tries to make four of a kind. The dealer takes a card off the top of the deck to have five cards in his hand, removes one and passes it facedown to the left. Each player discards to the person on his left. The last player places his discard into a trash pile. Cards are picked up and passed quickly around the table until someone gets four of a kind and takes a spoon from the center. Once the player with four of a kind takes a spoon, anyone can take a spoon. The player left without a spoon is out. If at any time the draw cards run out, pause to reshuffle the trash pile and keep going. Remove one spoon at the start of each hand so that there is always 1 fewer spoons than players. The fun part: The player who reaches four of a kind first has a variety of ways he can take the first spoon. A sneaky pull exposes those paying too close attention to their cards. A demonstrative grab leads to a wild free-for-all. Either way, it's hilarious. SNAP: use a standard deck of cards. Objective: Be the last player with cards to win. -
Card Games to Play7
Card Games to play7 Great Classic Card Games for Children Many classic card games are appropriate for young children, and the simplest can be played by kids as young as 3 years old. | Source 1. Memory (Concentration) • Ages: 3+ • Players: 2–4 How to Play 1. Deal out all the cards facedown on the table. 2. Players take turns to flip over 2 cards. If they flip over a pair that matches, they win the pair and get to have another go. If not, the next player takes a turn. 3. If you are playing with a standard set of cards, you can either allow matching the same number and same colour card or just the same value. 4. At the end, the player with the most cards wins. Variations You can also play Memory as a one-player game. Use a timer to try and get as many pairs as possible in 3 minutes. Try and beat your own score (or someone else's). 2. Snap • Ages: 3+ • Players: 2–6 (best with 3 or more) How to Play Play Snap with traditional playing cards, or buy a set of themed Snap cards. Themed Snap can be especially fun for children, and you can choose a theme to suit their interests (or to teach them numbers, maths or specific words). 1. Deal out the cards around all the players so each player has a pile of cards which they place facedown. 2. The first player turns over the card at the top of their pile and starts a pile in the centre. -
Games & Puzzles Magazine (Series 1 1972
1 GAMES & PUZZLES MAGAZINE (SERIES 1 1972-1981) INDEX Preliminary Notes [DIP] Diplomacy - Don Turnbull 1-10 [DIP] Diplomacy - Alan Calhamer 37-48 G&P included many series, and where a game [DRA] Draughts - 'Will o' the Wisp' 19-30 reference relates to a series, a code in square brackets [FAN] Fantasy Games - 'Warlock' 79-81 is added. [FIG] Figures (Mathematics) - Many authors 19-71 The table below lists the series in alphabetical order [FO] Forum (Reader's letters) 1-81 [GV] Gamesview (Game reviews) 6-81 with the code shown in the left hand column. [GGW] Great Games of the World - David Patrick 6-12 Principal authors are listed together with the first and [GO] Go - Francis Roads 1-12 last issue numbers. Small breaks in publication of a [GO] Go - John Tilley 13-24 series are not noted. Not all codes are required in the [GO] Go - Stuart Dowsey 31-43 body of the index. [GO] Go, annotated game - Francis Roads 69-74 Book reviews were initially included under [MAN] Mancala - Ian Lenox-Smith 26-29 Gamesview, but under Bookview later. To distinguish [MW] Miniature Warfare - John Tunstill 1-6 book reviews from game reviews all are coded as [BV]. [OTC] On the Cards - David Parlett 29-73 [PG] Parade Ground (Wargames) - Nicky Palmer 51-81 References to the Forum series (Reader's letters - [PB] Pieces and Bits - Gyles Brandreth 1-19 Code [FO]) are restricted to letters judged to [PEN] Pentominoes - David Parlett 9-17 contribute relevant information. [PLA] Platform - Authors named in Index 64-71 Where index entries refer consecutively to a particular [PR] Playroom 43-81 game the code is given just once at the end of the [POK] Poker - Henry Fleming 6-12 issue numbers which are not separated by spaces. -
Zachary Kuchar Cardgames.Org 5-08-19
Zachary Kuchar CardGames.org 5-08-19 https://cardgames-seniorproject.herokuapp.com/ https://github.com/kucharze/Cardgames-node For my senior project, I extended a previous assignment from my Web Systems class, which was a Crazy Eights card game. There were three different alterations of the assignment. One version played the game through alerts in the web page. The second played with actual card graphics against a computer. As you clicked on a card you wanted to play, and you could click on the deck of cards to draw a card. The third version was played in the same way, but two different people connected to a server to play against each other. My project involved taking this game with some others and adding them to a website. This project included War, Go Fish, Snip Snap Snorum, Matching Cards, War, Blackjack, Spider Solitare, and Crazy Eights. These games have updated graphics and animations built into the gameplay. The website featured a login system. This allowed users to create a user ID and password, to record their scores and access the leaderboard. When a player wins a game, their username, along with their score was uploaded to a leaderboard database. When users were logged in, they could view their scores and the scores of the other players. Aesthetics and Functionality Figure 1: Project look Using HTML and JavaScript, the website would be original. Tabs would provide access to each game, as well as a login screen, and a leaderboard. This setup allows users to maneuver from game to game easily. Starting with Crazy Eights, I created the style for each card and then their layout. -
Wrapped Candy Bar Game
Wrapped Candy Bar Game Roll the right number; get a chance to eat the chocolate bar, but hurry before your turns up. Object of the Game: To eat as much of the candy bar as possible before your turn is over. Items Needed: 1 6-sided die; 1 king sized candy bar (such as a Hershey's bar); 1 butter knife; 1 fork; 1 set of gloves; newspaper; tape Preparation: Take the unopened candy bar and heavily wrap it in newspaper, tape it in place with lots of tape so that it's tightly wrapped. Place the wrapped bar in the freezer for at least an hour. When ready place the frozen bar, gloves, knife, and fork on a table or the floor. Have everyone sit in a circle around the items. Directions: Begin by having someone roll the die, if they roll a 1 or 6 they must put on the gloves, grab the knife and fork and try to open the candy bar with only those two items. They cannot use their teeth, hands or any other help. When the next person rolls a 1 or 6 they must remove the gloves and give them to that person who must then try to unwrap the bar. Once the bar is visible the players may try to eat the bar using the tools when it is their turn. Once the bar is completely eaten the game is over. Example: Player one rolls a four, player two rolls a six and puts on the gloves. Player three rolls a three while player two begins to hack at the bar with only the knife and fork. -
My Book of Indoor Games
My Book of Indoor Games Clarence Squareman The Project Gutenberg eBook, My Book of Indoor Games, by Clarence Squareman This eBook is for the use of anyone anywhere at no cost and with almost no restrictions whatsoever. You may copy it, give it away or re-use it under the terms of the Project Gutenberg License included with this eBook or online at www.gutenberg.net Title: My Book of Indoor Games Author: Clarence Squareman Release Date: July 25, 2004 [eBook #13022] Language: English Character set encoding: ISO-646-US (US-ASCII) ***START OF THE PROJECT GUTENBERG EBOOK MY BOOK OF INDOOR GAMES*** E-text prepared by Clare Boothby, David Newman, William Flis, and the Project Gutenberg Online Distributed Proofreading Team Note: Project Gutenberg also has an HTML version of this file which includes the original illustrations. See 13022-h.htm or 13022-h.zip: (http://www.gutenberg.net/1/3/0/2/13022/13022-h/13022-h.htm) or (http://www.gutenberg.net/1/3/0/2/13022/13022-h.zip) MY BOOK OF INDOOR GAMES by CLARENCE SQUAREMAN 1916 With Full Page Illustrations from Photographs Loaned by The Chicago Park Commission [Illustration: Cover.] [Plate 1] The publishers gratefully acknowledge their thanks to the Chicago Park Commission for the loan of the photographs of which the half tone illustrations used in this book are copies. INDEX OF INDOOR GAMES Acting Proverbs 37 Acting Rhymes 54 Adventurers 41 All Fours 64 Alphabet Game 84 Animal, Vegetable or Mineral 45 Ants and the Grasshopper 91 Balancing Spoon 114 Band Box (Charade) 29 Beggar My Neighbor 69 Bingo 96 -
Ngohe: Kia Kakama (Haki Pango)
Kotahi Mano Kāika Te Rūnanga o Ngāi Tahu When it comes to learning te reo, tamariki are naturals. By engaging them in te reo based games and activities, they will have fun while developing skills such as problem solving, mathematics, coordination to name a few while also increasing their vocabulary and mastering several phrases and sayings in te reo without even knowing! Having fun with te reo also helps to strengthen the language bond between you as a parent, and your child. Any game or activity can be conducted in te reo – it really comes down to your competency and confidence in using te reo. The greater your competency is, the more games and activities you will be able to play with your whānau. To help you get started we have put together a collection of favourite whānau games and activities; some are adapted from the Te Ataarangi Kāinga Kōrerorero project, some from Te Kete Ipurangi website and some we have adapted ourselves to become te reo based. Ngā Ngohe – Activities: 1. Iwa Tekau mā Iwa – Ninety-nine (card game) 2. Maita Pini Tekau – Tenpin Bowling (activity) 3. Tūpana rā – Tiddlywinks (counter game) 4. Hēki Pirau – Rotten Egg (ball game) 5. Rima rite – Yahtzee (dice game) Rima rite – rules Rima rite – score card 6. Tinihanga – Cheat (card game) 7. Hī ika – Go fish (card game) 8. Ko wai koe – Who are you? Guessing game. 9. Ko wai au – Guess Who (board game/flip-card game set) 10. Kite atu au – Eye-spy 11. Haere ki te kaukau – Going to the swimming pool (activity) 12. -
101 Card MINDFREAKS
101 MINDFREAKS With Cards !1 of !20 101 MINDFREAKS WITH CARDS INTRODUCTION Card magic is probably the most popular branch of magic in the world. In fact, some magicians specialize in performing this type of magic alone. This booklet has been designed to teach you many of the basic principles associated with card magic. With a little practice and a deck of cards, you’ll soon be destroying your audience with these MINDFREAKS. There are many MINDFREAKS involving the discovery of cards selected by a spectator. These depend on a variety of factors to keep you one ahead of the spectators. Basically there are three ways to discovering a spectator’s chosen card. You can “force” the card on the spectator. Using a force you can make them choose a particular card, then predict it, name it, or produce a duplicate from some place else. You can also merely “locate” the card by its placement in the pack or by looking through the cards as you deal them. You can also “control” the chosen card, by shuffling, cutting or manipulating the cards in your favor. All three methods will be covered in this book, as well as additional effects with a regular deck of cards. We will also go into special gimmicks that can help you including, the “short card”, the “thick” card and the “crimped” card. SELF-WORKING CARD EFFECTS There are many incredible card effects that work without any real skill on the magician’s part. Some effects are based on mathematic principles, others on special arrangements of cards. -
Context Tasks to Complete You Will Need: Session 3 Play a G Am E Playing Games with Friends Or Family Is a Fun Experience! Many
Context Tasks to complete You will need: Playing games with friends or Research Board Games. Research: family is a fun experience! What was the first Board Paper/pencils/pens Many people enjoy the Game and when was it Internet. challenge of winning the game invented? Board Games: whilst others like to learn new Think about some of the Any Board Game- games or improve personal people you have studied in Monopoly, Scrabble, scores. history lessons – what games Chess, Draughts, Lots of people, especially did they like to play? Cluedo, children, enjoy playing games What are the benefits of Frustration, Snakes and Ladders etc. on the computer but a board playing board games? Any Boxed Game: game or card game can be How many board games do Guess Who?, much more fun! you know? Make a list. Buckaroo, Operation, All games have their own rules Connect 4 etc. but they all share some Play a Board Game/Boxed important rules: Game: Card Games: Any Card Game: 1. All players need to Choose a game that you have Snap, Top Trumps, understand the rules of at home or Uno etc. the game Print off a ready made board A pack of Playing 2. You need to take turns game Cards when playing a game. (see ideas attached) 3. You must not cheat Find someone to play with. Session 3 Session Play a Game a Play when playing a game – Check and agree the rules this spoil the fun for (sometimes it’s a good idea everyone to agree a time limit on some 4. -
Math Games War for Two Players Addition War Subtraction
Math Games War For Two Players In the basic game there are two players and you use a standard 52 card pack. Cards rank as usual from high to low: A K Q J T 9 8 7 6 5 4 3 2. Suits are ignored in this game. Deal out all the cards, so that each player has 26. Players do not look at their cards, but keep them in a packet face down. The object of the game is to win all the cards. Both players now turn their top card face up and put them on the table. Whoever turned the higher card takes both cards and adds them (face down) to the bottom of their packet. Then both players turn up their next card and so on. If the turned up cards are equal there is a war. The tied cards stay on the table and both players play the next card of their pile face down and then another card faceup. Whoever has the higher of the new faceup cards wins the war and adds all six cards facedown to the bottom of their packet. If the new faceup cards are equal as well, the war continues: each player puts another card facedown and one faceup. The war goes on like this as long as the faceup cards continue to be equal. As soon as they are different the player of the higher card wins all the cards in the war. The game continues until one player has all the cards and wins.