```Welcome to the
Our goal this evening is for you to see the fun ways math games
can be integrated at home. Many of the games found in this
packet have been played in your child’s classroom and are
to get through as many tables and games as you can. All the
directions for the games are located in this packet. The materials
and directions will be set out at the tables.
Thank you for joining us tonight! We hope that you all enjoy the
Math Madness games and are able to go home with lots of fun
and exciting ideas!
Beat the Calculator
Beat the Calculator with Fact Triangles
Clock Concentration
Coin Top-It
Digit Game
Dime, Nickel, Penny Grab
Domino Top-It
Fact Power Game
Fraction Top-It
Number-Grid Game
Penny-Cup
Penny, Nickel, Dime Exchange
Pick-a-Coin
Math Web Sites to Visit
6.1
Players: 2-4
Materials:
 deck of number cards (4 cards for each
number 0-9)
 Math Journal 2, p. 134 (addition/subtraction
facts table)
 Shuffle the deck and place it on the desk with the
cards face down.
 At each turn, players turn over two cards and call out
the sum. If they don’t know the sum, they may look it
up in the Addition/Subtraction Facts Table. Players
should check each other’s sums in the table.
 The player with the higher sum takes all the cards. In
case of a tie, players turn over two more cards and
call out the sum. The player with the higher sum takes
all the cards from both plays.
 Play continues until there are fewer than 4 cards left in
the deck. The player who took more cards wins.
**Encourage children to try to find the sums without looking
them up in the table.
3 dice
Object of the game: To score a greater number of points
than the other team.
Directions:
 Players on opposite teams take turns rolling the 3 dice.
 Each player enters the sum of the numbers on the 3
dice in the Points Scored table.
 After each player on a team has rolled the dice, each
team finds the total number of points score by their
team for the first half of the game and enters the Team
Score in the table.
 Players repeat Steps 1-3 to find their team’s score for
the second half of the game.
 Each team adds their team totals from both halves of
the game to find their team’s total score.
 The team with the greater number of points wins the
game.
Materials: Game master 29 (Fact Power Table), number
cards 1-10, 4 of each, 1 calculator
Object of the game: To beat the calculator in finding the
Directions:
 One player is the “Caller,” one is the “Calculator,” and
one player is the “Brain.”
 One player shuffles the cards and places them with
the numbers facedown.
 The “Caller” draws 2 cards from the number deck and
asks for the sum of the numbers.
 The “Calculator” solves the problem using the
calculator. The “Brain” solves it without a calculator. As
soon as a player has found the sum, he or she says it
aloud. The “Caller” decides who got the correct
 Players trade rolls every 10 turns or so.
Variation:
 Players limit the facts used to those with sums through
10 or to the facts in the unshaded section of the
Game Master 29. The caller selects one of the facts in
the unshaded section of Game Master 29 rather than
drawing 2 cards.
Materials: 1 calculator per team,
Number cards (1-10, 4 of each) OR Fact Card Triangles OR Flash
Cards (can be purchased at a dollar store)
Object of the game: To beat the calculator in finding the
Directions:
1. One player is the “Caller,” one is the “Calculator,” and
one player is the “Brain.”
2. One player shuffles the cards and places them with
the numbers facedown.
3. The Caller draws 2 cards from the number card deck
(or one “Fact Triangle,” if playing with these instead)
and asks for the sum of the two numbers.
4. The Calculator solves the problem using the calculator.
The Brain solves it without a calculator. As soon as a
player has found the sum, he or she says it aloud. The
Caller decides who got the correct answer first.
5. Players trade roles every 10 turns or so.
Clock Concentration
Materials: Time cards from Game Master 38, stamp pad,
envelope, scissors
Preparation: Players use Time Card Deck or make a set of clock
concentration cards by doing the following:
1.
2.
3.
4.
5.
6.
7.
Cut out the cards on Game Master 38.
Draw an hour hand and a minute hand on the face of
each clock to show the time.
Write the matching digital time on the other half. Check
one another’s work.
Cut the card in half.
Write “C” on the back of each card with a clock face.
Write “T” on the back of each card with a time.
Choose a mark to use to identify your cards. Make that
mark in the same corner on the back of every card.
Directions to play:
 One player shuffles the cards and places them facedown in
an array on the playing surface.
 Players take turns. For each turn, a player turns a “C” card
and a “T” card faceup. If the cards match, that player takes
both cards and takes another turn.
 If the cards do not match, the player puts them back in the
array facedown. Then the next player takes a turn.
 Play continues until the time is up or until all the cards have
been taken. The player with the most cards wins.
If the players made the cards from Game Master 38, they can
store them in an envelope until they play again.
Coin Top-It
Materials: Game Master 39 (2 copies)
Object of the game: To collect more cards than the other
player.
Directions:
 Players use the money cards deck or each player cuts
apart a copy of Game Master 39. Players combine
their cards.
 Players mix the cards and place them facedown
between them.
 Each player draws a card and says the total amount
of the coins shown on it. The player with the greater
amount collects and keeps both cards. In case of a
tie, players take two more cards. The player with the
larger amount then takes all of the cards.
 The game ends when there are no cards left to draw.
The winner is the player who collects more cards
Digit Game
Materials: number cards 0-9 (4 of each)
Object of the game: To collect more cards than the other
player.
Directions:
 One player shuffles the deck and places it with the
numbers facedown on the playing surface between
the players.
 Each player draws 2 cards from the deck and uses
them to make the largest number possible.
 The player who makes the larger number takes all the
cards.
 The game is over when all of the cards have been
used.
 The player with more cards wins.
 Players draw 3 cards at a time. Each player makes the
largest 3-digit number possible.
Dime-Nickel-Penny Grab
Materials: Game master, 20 pennies, 10 nickels, 10 dimes
(combined to become the “pot”)
 Players figure out the value of the coins that they start
with (To make this game fit different learning levels,
Quarters can be added for enrichment and higher
levels.
 Players record the starting total value coins in the
appropriate space on the board labeled, “I started
with…”
 Players mix the coins together.
 One player grabs a handful of coins; the other player
takes the coins that are left.
 Players help each other count the coin collections.
 Players record the coin collections and amount (value
of the coins) on the recording sheet.
 Players determine which player has more money.
 The player with more money wins the game and
records his/her name on the recording sheet in the
appropriate space.
3.14
Domino Top-It
Materials: Partners, sets of dominos from Math Journal 1, Activity Sheets 3 & 4




Place all of the dominoes facedown on the
table.
Each player turns over a domino and finds the
total number of dots.
The player with the larger total takes both
dominos. In case of a tie, each player takes
another facedown domino…and the player with
the larger total then takes al the face up
dominoes.
Play continues until all the dominoes have been
played. The player who has more dominoes wins.
6.4
Fact Power Game
Players: 2 players or small groups
Materials:
 die, markers to mark places on board
 fact power game mat (math journal 2, p.
140)
Players place their markers on START. They take
turns rolling a die and moving their markers the
correct number of spaces across the rows, as
indicated by the arrows on the game mat.
When players land on a space, they say the sum.
The others in the group check to see if the sum is
correct. If correct, the player marks the space
with his or her color or initials. Players who land on
a marked space skip over that space.
A round is over when a player reaches or passes
END. At that point, there will be some spaces
marked and some not. Players then start again at
the beginning.
When time is up or all spaces have been marked,
players count their marked spaces. The player
with the greatest number of marked spaces wins
the game.
Fraction Top-It
(VERSION 1)
Materials: 32 Fraction Cards (2 sets cut from Game Master
167)
Object of the game: To collect more cards than the other
player.
Directions:
 Mix the Fraction Cards and put them in a stack so that
all the picture sides (the sides with the strips) are
facedown.
 Each player turns over a card from the top of the
stack. Players compare the shaded parts of their cards.
The player with the larger (higher) fraction takes both
cards.
 If the shaded parts are equal, the fractions are
equivalent. Each player turns over another card. The
player with the larger fraction takes all the cards from
both plays.
 The game ends when all of the cards have been taken
from the stack. The player who took more cards wins.
Fraction Top-It
Materials: 32 Fraction Cards (2 sets cut from Game Master
167)
Object of the game: To collect more cards than the other
player.
Directions:
 Mix the Fraction Cards and put them in a stack so that
all the picture sides (the sides with the strips) are
facedown.
 Each player turns over a card from the top of the stack
but DOES NOT TURN IT OVER.
 Players take turn. When it is your turn, compare the
fractions on the two cards. Say one of the following:
o My fraction is more than your fraction.
o My fraction is less than your fraction.
o The fractions are equivalent.
 Turn the cards over and compare the shaded parts. If
you were correct, take both cards. If you were not
correct, the other player takes both cards.
Number-Grid Game
 Materials: die, number grid, game marker per player
(play as partners)
 Players take turns
 Players put marker on 0 on number grid.
 Roll the die. Use the table to see how many spaces
to move the marker.
 Continue. The winner is the first player to get 100 or
to get past 110.
ROLL
SPACES
1 or 10
2 or 20
3
4
5
6
Penny-Cup
Materials: Penny-Cup Record Sheet, 20 pennies, a cup or
can per group
Object of the game: To identify the number of pennies
hidden under a cup
Directions:
 Player 1 turns the container upside-down, hides some
of the 20 pennies under the cup, and puts the rest on
top of the cup.
 Player 2 counts the pennies on top of the cup and
figures out, or guesses, how many pennies are hidden
under the cup.
 If the number is correct, player 2 gets a point.
 Players trade roles and repeat.
 Each player keeps a tally of his or her points. The first
player to get 5 points is the winner.
5.13
Penny-Nickel-Dime Exchange
Materials: 20 pennies, 10 nickels, 10 dimes in a pile
 Partners take turns. At each turn, a player rolls two dice
and collects the amount shown on the dice from the
bank.
 Whenever players have at least 5 pennies, they say
“Exchange” and trade 5 of their pennies for a nickel in
the bank.
 Whenever a players has at least 2 nickels or 5 pennies
and 1 nickel, he says “Exchange” and trades them for a
dime.
 The game ends when there are no more dimes in the
bank.
 The player who has more DIMES is the winner.
If players have the same number of dimes, the player who
has the greater amount of money wins.
Pick-a-Coin
Materials: Pick-a-Coin Record Table, 1 die,
1 calculator per player
Object of the game: To be the player with the largest sum.
Directions:
 Players take turns. For each turn a player does the
following:
o Rolls the die 5 times.
o After each roll, records the number that comes up
on the die in any cell on his or her part of the
Record Table.
o Uses the calculator to find the total amount for
that turn.
o Records the total on the Record Table.
 After 4 turns, each player uses a calculator to add the
4 totals. The player with the largest sum wins.
Materials: a die, base-10 blocks (longs and cubes), a
Tens-and-Ones mat (journal p. 96) for each player
 Take turns rolling the die.
Roll 1=take 1 long
Roll 2=take 2 longs
Roll 3=take 3 cubes
Roll 4=take 4 cubes
Roll 5=take 5 cubes
Roll 6=take 6 cubes
 If you can, trade 10 cubes for 1 long.
 The winner is the first player to get 10 longs.
Alternate Way to Play:
 Place 10 tens on your Tens-and-Ones Mat.
 Take turns rolling the die and taking pieces off the
mat.
 You must get the exact number to take the last
pieces off.
The winner is the first to take all of the pieces off.
Web Sites to Visit
AAA Math:
http://www.aaamath.com
Cool Math:
http://www.coolmath.com
Math is Fun:
http://www.mathisfun.com
A+ Math:
http://www.aplusmath.com
Fact Monster
http://www.factmonster.com
Math Fact Café:
http://www.mathfactcafe.com/
Math Playground:
http://www.mathplayground.com
Everyday Math Online Games:
http://www.everydaymathonline.com
Math Cats Story Problems:
http://www.mathcats.com/storyproblems.html
Math Magician:
http://www.oswego.org/ocsd-web/games/Mathmagician/cathymath.html
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