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TESOL Method of Math Crossing

Math Crossing

Players place number and operation cards on a game board grid to make equa- tions that cross each other like a crossword puzzle.

Setup

Cut 60 square cards. Write the numbers 0 to 9 on 40 of the cards and operation signs (+,

—, ×, ÷, =) on the other 20 cards, or copy and use the cards provided. Using a large sheet of paper, make a game board marked with squares the same size as the cards. This game board grid should be about 20 squares on a side, but can be larger or even rectangular if desired.

How to Play

To begin play, the cards are scattered facedown on the table. Each player chooses seven cards for his or her hand without showing the cards to the others. The ﬁrst player uses at least ﬁve cards to create a correct equation on the game board. If that player does not have an equa-

tion in his or her hand, the player chooses an additional card and the turn passes to the next player. A play is scored by adding the val- ues of all the numbers used in the equation, plus one point for every operation square. For example, a play of 2 + 6 = 8 would score 18 points. After a play, additional cards are drawn so that a player always has at least seven.

The equation can use more than ﬁve cards as long as it is correct. Once the ﬁrst equation is on the board, the following players must connect their equations in a “crossword” fash- ion. Players can add to either or both ends of an existing equation. Players score the points that they put on the board as well as the ones that were on the board for that equation already. If the equation requires a two-digit number, two cards are used and they take two spaces on the board.

Play continues until any player uses all his or her cards and there are no more left to draw. The players with cards remaining must subtract the value of those cards from the points they accumulated during the game. The player with the highest score wins.

Variation

■ Add cards with parentheses, decimal points, or fractions to the deck.

Tips

■ Have a calculator and scrap paper handy for players to check their answers and chal- lenge the plays of the others.

■ If a challenger identiﬁes and corrects an equation, he or she scores one point for each card in the equation, and the player who made that incorrect equation loses all his or her points for that equation.

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