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John Neal and Kalli Smith Math Wars!

John Neal and Kalli Smith. Each player has a master number that starts at 10. The goal of the game is to get your opponent’s master number to 0. The first

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Page 1: John Neal and Kalli Smith. Each player has a master number that starts at 10. The goal of the game is to get your opponent’s master number to 0. The first

John Neal and Kalli Smith

Math

Wars!

Page 2: John Neal and Kalli Smith. Each player has a master number that starts at 10. The goal of the game is to get your opponent’s master number to 0. The first

Basic Rules

• Each player has a master number that starts at 10.

• The goal of the game is to get your opponent’s master number to 0.

• The first player to have a master number of 0 loses.

Page 3: John Neal and Kalli Smith. Each player has a master number that starts at 10. The goal of the game is to get your opponent’s master number to 0. The first

How to play

• Each player starts out with 3 cards. The maximum number of cards a player can hold is 10 cards.

• The players will roll to see who goes first. Whoever has the highest number will go first, then the rotation will go counterclockwise.

• When starting your turn, draw a card.• You must decide what cards to summon onto

your playing field.

Page 4: John Neal and Kalli Smith. Each player has a master number that starts at 10. The goal of the game is to get your opponent’s master number to 0. The first

How to play cont.

• When summoning cards, you need to make sure you have enough brain power to do so.

• In order to summon an operation card, you have to have a number card all ready on the field.

• Once you have enough cards, you can perform an equation on your own master number, or one of your opponent’s master numbers to increase or decrease the number.

Page 5: John Neal and Kalli Smith. Each player has a master number that starts at 10. The goal of the game is to get your opponent’s master number to 0. The first

How to play cont.

• Once you’ve performed your equation, your turn is over. Each player can only perform one equation per turn.

• If your math is incorrect, a player can challenge you.

• If a challenge is not declared, the next player can proceed with their turn.

Page 6: John Neal and Kalli Smith. Each player has a master number that starts at 10. The goal of the game is to get your opponent’s master number to 0. The first

Number Cards• There are number cards 1-9, wild, and one 0

card per deck.• Each number costs that much brain power to

summon. (1 costs 1 brain power, 9 costs 9, etc.)• A wild number card is unknown until played

onto the field. The player that summoned it must roll a six sided die to decide what number it is. Wild numbers only cost 1 brain power.

• A 0 number card is a game ender. The player that has this card has the ability to decrease their opponent’s master number to 0 immediately if they have a completed equation.

Page 7: John Neal and Kalli Smith. Each player has a master number that starts at 10. The goal of the game is to get your opponent’s master number to 0. The first

Operation Cards

• The operation cards are: X, /, +, -, and ? (multiplication, division, addition, subtraction, and wild)

• Multiplication and division cards cost 4 brain power.

• Addition and subtraction cards cost 2 brain power.

• If you have a ? Operation card, you can decide what operation you want it to be. ? Cards only cost 1 brain power.

Page 8: John Neal and Kalli Smith. Each player has a master number that starts at 10. The goal of the game is to get your opponent’s master number to 0. The first

Brain Power

• Every player starts at 1 brain power on the first turn.

• Every turn after that, the player’s brain power will increase by 1 .

• A player’s maximum brain power is 10.

Page 9: John Neal and Kalli Smith. Each player has a master number that starts at 10. The goal of the game is to get your opponent’s master number to 0. The first

Challenges

• A challenge must be declared before the challenged player’s turn is over. If their turn has passed, they cannot be challenged.

• If a player is challenged, the challenger has to double check the challenged player’s equation for accuracy.

• If the equation is false, the equation cannot be executed, and the challenger gets to steal a random card from the challenged player and add it to their hand.

• If the equation is correct, the challenged player gets to take a random card from the challenger and add it to their hand.