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3rd/4th grade Family Math Night Games
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Name that Number Players: 2-4
Materials: Deck of cards with numbers 0–10 (Ace = 1, Jack = 0) Rules: The first player turns over 5 cards, placing them in a line on the left side of the deck, and then turns over one additional card to serve as the “target number,” placing it on the right side of the deck. That player then tries to name the target number by adding, subtracting, multiplying, and/or dividing the numbers on 2 or more of the 5 cards on the left side of the deck. If the player can name the target number, he records his number sentence and takes all the cards used, including the target card. The next player then draws from the deck to replace the cards and begins her turn. If the first player cannot name the target number, play passes to the next person who draws a new target number card and begins her turn. Play continues until all cards are used, and the player with the most cards wins.
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Top-it Players: 2 Materials: deck of cards with numbers 0–10 (Ace = 1, Jack = 0), Rules: Partners begin by splitting the deck roughly in half so that they each have their own deck of cards. Then each partner turns over 2 cards and calls out the sum, difference, or product of the numbers. Players check each other’s sums, differences, or products and the player with the largest sum, difference, or product wins the round and takes all of the cards. Adaptations include turning over 3 addends (3 cards each), “Subtraction Top-It,” and “Multiplication Top-It.”
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Close to 20, 100, 1000 Players: 2-3 Materials: Playing cards (face cards removed) Rules: Deal 5 cards to each player face up. Take turns using any 3 cards to make a total as close to 20 (100, 1000) as possible. Write the numbers and total on a score sheet. Each player finds their score, which is the difference between their number and 20 (100, 1000). Discard the used cards and deal out new cards to replace them. After 5 rounds, total scores. The player with the lowest score is the winner.
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Going to Boston Materials: 3 Dice Rules:
Player 1 rolls all 3 dice and keeps the die with the highest number of dots. Example, if you roll 1, 3, and 6…Keep the 6! Player 1 then rerolls the other 2 dice again, and again, keeps the higher of the 2 dice. Player 1 then rerolls the final die, adds the dots on all 3 die, and records her/his score. Each player gets 5 turns. The winner is the player with the highest total after 5 turns.
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Bullseye Materials: 2 dice Rules:
Each turn, you will roll both dice and record your total. Each person rolls 10 times in each game. BEFORE BEGINNING TO ROLL, set a bullseye number. The bullseye is what you think your total will be after 10 rolls. Once bullseye numbers are set, players take turns rolling 2 dice and recording their totals. After 10 rounds, add the scores from each round together to get a grand total. Calculate the difference between you grand total and your bullseye. The person with the SMALLEST difference wins!
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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.
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Product Pile-up Players: 3-4
Materials: Deck of Cards (face cards removed) Rules: Each player is dealt 8 cards. The 1st player to the left of dealer begins by playing 2 cards and saying the product of those 2 cards. The next player must play 2 cards that have a product higher than the cards just played, and play continues around the group in this manner. If a player cannot top the product just played, he/she draws 2 cards from the deck and tries again to create a higher product. If still unable to do so, the player says “pass” and play moves to the next player. If all players “pass”, then the player who last laid cards gets to start a new hand by playing any 2 cards he/she wishes. The object is to use up all the cards in your hand, and whoever plays all of his/her cards first is the winner.
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Fixed Factor “War” Players: 2
Materials: Playing cards (face cards removed) Rules Identify a factor and place one of those values in the middle. Deal the ret of the cards to players face down. Each player turns up a card, says the product, followed by the multiplication sentence, taking turns who goes first. The player with the larger product gets the cards. Example: Fixed factor is 4. Player 1 turns up a 2 and says “Eight—Four times two equals eight.” Player 2 turns up a 6 and says, “Twenty-four—six times four equals twenty-four.” If there is a tie– it is war and they repeat the process, but the winner of the next round wins both sets of cards.
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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 product of the two numbers on the players’ foreheads. Both players determine the number (factor) on their own forehead (based on the number (factor) they see on their opponents forehead). The one who gets their own factor first wins that round and keeps the cards (both players have to say their factor).
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Quick Stop Materials: Deck of cards Rules: Variations:
Place a well shuffled deck of cards, face down, in the center of the playing area. Each player begins by drawing one card and placing it face up in front of themselves. Players write the value of this card down at the top of their papers. (Aces are worth 1, and face cards are all 10.) When all players are ready, everyone draws a second card. They add the value of these cards to their totals. Keep playing until one player reaches 100. Variations: Play until the deck runs out. The player closest to 100, without going over, wins. Add jokers into the deck. If a player draws a joker, their score drops back to zero. Start with 100 points, and subtract your way to the finish. Need a challenge? Use multiplication to reach 1000.
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