```Introducing Powers And Models.IIBarrett, Sarah            Mars Hill School                          287-0025                          5916 W Lake Street                          Chicago, Il 60619 Objectives:
A card game to practice rapid calculation and increase the acuity
of excellent students.

Encourages initiatives to create variations of this game, as long as
rules are fair and consistent.

Apparatus (Materials) Needed
A pack of index cards (both sides blank are best), cut in half, i.e.
2 1/2 x 3 inches, markers to number the cards.

Recommended Strategy
Choose the times table products and factors to be practiced, and mark
each number on one card. Include at least 50 in total, for 2 to 5
players, double all numbers for a double deck for 6 to 8 players, the
maximum to play together. Have students make more decks for more
groups. Operation cards may be included for a game in which more than
one operation can be used.
Deal one card at a time, until all players have five each.
The top card of the center pile is turned up next to it.
The first player left of the dealer begins by taking a card, either
the one turned up already or the top of the center pile. He looks for a
true statement to lay out on the board, (the table) from the cards he
holds, e.g. 7, 8, 56. If he has a true combination, he calls out the
equation while laying down cards for all to see and agree. He then puts
these in his personal "book" (or pile), to be totaled at the end. One
card is discarded, placed on top of the turned up one next to the
center pile, at each turn. If a player makes no statement, he is still
to pick the top card, and discard with each turn. Play continues until
either the center deck is finished, or one player has used all his
cards to lay out statements. Winner may be the one to go out first, or
the one with the highest total by adding his personal book, pack.

Individual students may be assigned (rewarded) the task of designing
the backs of a game deck.

```