Playing Cards
Click on any of these Playing Cards tabs to learn how it is played (Play Plan) and its key learning areas
CARD GAME 0:
Play Plan
GENERAL INFORMATION |
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GAME OVERVIEW & BASIC RULES FOR PLAY | The objective of the game is to make players familiar with the cards by identifying the card number (counting the dots/bindis) and their suit (tactile shapes). The game starts with the players all being dealt 1 or 2 cards each. Players then identify their card number, card suit and then whoever has the highest number card/lowest number card wins the game. |
PLAY SESSION PLANS | SESSION 1
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SESSION 4
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EQUATIONS:
Play Plan
GENERAL INFORMATION |
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GAME OVERVIEW AND BASIC RULES FOR PLAY | The objective of the game is to be the first to make an equation / to be the player with the maximum number of equations at the end of day (in the challenging version of the game). The game starts with the players all being dealt 3 cards each. Players then take turns to discard the card he does not require and draw a card from the draw pile in the centre to make an equation. The player who makes maximum equations is the winner of the game. |
PLAY SESSION PLANS: | SESSION 1:
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RUMMY:
Play Plan
GENERAL INFORMATION | Card deck: Children’s cards or standard cards (as per the child’s play level) |
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GAME OVERVIEW AND BASIC RULES FOR PLAY | Each player is dealt 13 cards. The remaining cards are placed in a face down stack in the middle, forming the draw pile. The objective of the game is to be the first to form a hand consisting of valid combinations of sequences and/or sets. A set consists of at least three cards of the same rank, for example 4♥ 4♦ 4♠ or K♥ K♦ K♠ K♣. A run consists of at least three consecutive cards of the same suit J♣ Q♣ K♣ or 4♥ 5♥ 6♥ 7♥.
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PLAY SESSION PLANS: | SESSION 1:
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Session 5:
Session 6:
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LAST MAN STANDING:
Play Plan
GENERAL INFORMATION |
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GAME OVERVIEW AND BASIC RULES FOR PLAY | In order to reinforce the concept of place value concept, this game involves distributing the cards to the children and they have to form the 3 or 4 digit number and keep all the cards face down. The facilitator should call out numbers and their values. For example: “8 in ten’s place,” or “5 in hundreds place.” The child whose cards match the clue is out of the game. The game continues until there is only 1 person left in the game, who becomes the last man standing. |
PLAY SESSION PLANS: | SESSION 1:
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GO FISH:
Play Plan
GENERAL INFORMATION |
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GAME OVERVIEW AND BASIC RULES FOR PLAY | The objective of the game is to be able to collect maximum sets of cards. A set is to collect all the four cards of different suites of a particular number.The game starts with the players all being dealt 5 cards each. The Player asks for a specific card from one of the other players by specifying their name and the card details. The player asking should already have at least 1 card with him of what number he asked. The person being asked, if they do have the cards requested, should hand them over. If a player does not have the cards being asked for, the player must say “go fish” and it’s now his/her chance to play/ask for a card. The Player who asked for the card, can now draw a card from the draw pile in the center. When all the sets have been made, the game is over. The sets of cards are counted at the end and the person with the most number of sets wins the game. |
PLAY SESSION PLANS: | SESSION 1:
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I SEE 10:
Play Plan
GENERAL INFORMATION |
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GAME OVERVIEW AND BASIC RULES FOR PLAY | There are 2 variants of the game. In the first version, the objective of the game is to be the first to finish the cards in your hand. The players are dealt 6 cards each, with the left over cards forming the draw pile. Each person then takes turns to open up one card from the draw pile and place it face up for all to see. All the players who have cards that, when paired with the card, add up to 10, can play their cards. The game continues until 1 player wins the game by finishing the cards in his hand. In the second variant, the objective is to be able to make 3 pairs that add up to 10. Players are dealt 6 cards each. The remaining cards form the draw pile. One card is opened up to form the discard pile. The first player can take the face up card or one from the pile, and discard one card from their hand instead. The players take turns until one player wins the game by placing all their cards in pairs on the table. |
PLAY SESSION PLANS: | SESSION 1:
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SCOOP:
Play Plan
GENERAL INFORMATION | Card deck: Children’s cards or standard cards (as per the child’s play level) |
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GAME OVERVIEW AND BASIC RULES FOR PLAY | The objective of the game is to sort the cards into four different suits from 1 to 10 along with king, queen and jack. One child is then asked to distribute the entire card pack equally among the four children. Ask the children to place number 6 cards of whichever suits they have, in the given arena. So that we will have number 6 of all suits. Now, each of them will get their turns to play. Suppose if Player 1 is playing, he/she has to check for the preceding (previous) or succeeding (next) of number 6 of any suit and if it is the previous number they have to place it below the number 6 or if it is the next number they have to place it above number 6. Similarly, the game continues until all the cards are over with the players. Whoever empties their cards first will be the winner. |
PLAY SESSION PLANS: | SESSION 1:
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RACE TO 27:
Play Plan
GENERAL INFORMATION |
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GAME OVERVIEW AND BASIC RULES FOR PLAY | The objective of the game is to be the first to reach 27 (or any number that has been decided beforehand). The game starts with the players all being dealt 2 cards each. Players then take turns to draw cards from the draw pile in the center (if necessary), until a player reaches 27 without spilling over. This player is the winner of the game. |
PLAY SESSION PLANS: | SESSION 1:
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Collaborative Sorting:
Play Plan
GENERAL INFORMATION |
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GAME OVERVIEW AND BASIC RULES FOR PLAY | The objective of the game is to collect all cards of the same type (suit). One child is then asked to distribute the entire card pack equally among the four children. Then out of the 4 children in the group, 1 is assigned diamonds, another hearts, one club and the last spades. The players are provided one turn to ask for a missing card in their suite. The game ends when each child has collected all the cards (ace to 10) of the suite they had been assigned. |
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