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4 Educational Card Games: Pyramid Solitaire, Fish For Ten, Mystery Card, Tic-Tac-Ten, Study notes of Game Theory

Instructions for four educational card games: Pyramid Solitaire, Fish For Ten, Mystery Card, and Tic-Tac-Ten. Pyramid Solitaire is a solitaire game where the goal is to remove cards that equal 10 from a pyramid. Fish For Ten is a game similar to Go Fish, where the objective is to make pairs that equal 10. Mystery Card is a solitaire game where the player tries to match cards and predict the number on a hidden card. Tic-Tac-Ten is a variation of tic-tac-toe where the winner is the first player to get three numbers in a row that equal 10. Each game comes with its own set of rules and objectives.

What you will learn

  • How does Tic-Tac-Ten differ from traditional tic-tac-toe?
  • What is the goal of the Mystery Card game?
  • What is the objective of Pyramid Solitaire?
  • How is Fish For Ten played?

Typology: Study notes

2021/2022

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C. Elkins 2015
Pyramid Solitaire
Number Bonds of 10:
1. Use a deck of cards with the face cards removed.
2. Shuffle and place 21 of the cards face up in a 6-row pyramid (or
less rows for younger students).
3. Each row overlaps the previous row. See below.
4. The remaining cards become the
draw
pile.
5. Follow these rules:
Only fully exposed cards can be played at any time. That
means to start, only the bottom row can be considered until
you start removing bottom cards.
You can only remove cards that equal 10, and only up to 2
cards at a time. (Example: Allowed6 and 4. Not allowed2,
2, 6).
When you remove cards from the pyramid, place them in a
discard pile (face up).
When you can’t make any more matches from the pyramid,
draw a card from the
draw
pile. If you can make a match,
great! If you can’t, place this card face up in the discard pile.
You can use the top card of the discard pile for any future
matches.
Goal: Get rid of all of the cards in the pyramid.
pf3
pf4
pf5

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Pyramid Solitaire

Number Bonds of 10:

  1. Use a deck of cards with the face cards removed.
  2. Shuffle and place 21 of the cards face up in a 6-row pyramid (or less rows for younger students).
  3. Each row overlaps the previous row. See below.

4. The remaining cards become thedraw pile.

  1. Follow these rules:  Only fully exposed cards can be played at any time. That means to start, only the bottom row can be considered until you start removing bottom cards.  You can only remove cards that equal 10, and only up to 2 cards at a time. (Example: Allowed 6 and 4. Not allowed 2, 2, 6).  When you remove cards from the pyramid, place them in a discard pile (face up).  When you can’t make any more matches from the pyramid,

draw a card from thedraw pile. If you can make a match,

great! If you can’t, place this card face up in the discard pile.  You can use the top card of the discard pile for any future matches.  Goal: Get rid of all of the cards in the pyramid.

Fish For Ten

  1. Use a deck of cards with the tens and face cards

removed.

  1. Shuffle the cards and deal 5 cards to each player (can

also be 6 or 7). This is played similar to “Go Fish.”

  1. The object is to make pairs that equal 10.
  2. When it is your turn, ask your partner for a card that

could go with one of your cards to make 10. If he/she has the card, you get to keep it and you have a match. If he/she does not, then he says , “Go Fish for Ten,” and you take a card from the deck (or the “pond”).

  1. Lay your matches in front of you on the table.
  2. The player who runs out of cards first is the winner.

1, (^9) 3, 7

5, 5

4, 6 2, 8

Tic-Tac-Ten

Materials:

 tic-tac-toe grid  2 players  1 number cube / dice  Each player needs a different color magic marker or crayon  Ten-frame and tokens (optional) Directions:

  1. Create a tic-tac-toe grid (or laminate one to be used multiple times).
  2. Instead of 3 x’s or o’s in a row, the winner is the player who can write 3 numbers in a row that equal 10, and block the other player from getting 10.
  3. Player 1 rolls a number cube and decides where to write that number in the grid (using their colored magic marker).
  4. Player 2 rolls a number cube and decides where to write their number in the grid (using a different color marker).
  5. Continue taking turns and placing their number in a place where they can get a sum of 10 (horizontally, vertically, or diagonally).
  6. Winner is the player who completes the sum of 10.

Tip #2: Each player can use a 10 frame and some tokens to keep track of total or number needed to make 10.

Tip #1: When 2 numbers are showing on the grid, it is helpful for each player to determine what # on the dice would be needed to make 10 so they know in advance what to look for. Player 1 might say: “2 + 4 = 6. I need a 4 in this spot to win.” Or, “3+6 =9, so I need a 1 in this spot to win.”