note from dr. linda and dr. al - strong learning · maid card, directions, word list, rule card and...

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© Strong Learning, Inc. • Reproducible for classroom use • www.HebrewSchoolFun.com Strong Learning ® SuperDeck Card Games General Directions Matches are two cards with the same text at the top. For the few exceptions, see specific directions at the top of the Directions card or, if downloadable, at the top edge of printable sheets. Wild Cards & Monster Cards If the deck contains Wild cards, use only with Crazy 8s. Use Monster card only with Monster game. If deck has an Old Maid card, follow the same directions as the Monster Game. Non-Playing Cards Before play, remove non-playing cards, such as: Directions, Word List, Rule Card and sample card. Note: Some decks contain fun facts or pictures. Those are not part of the game; they are for information only. Note from Dr. Linda and Dr. Al Note from Dr. Linda and Dr. Al We all share the same goal: to keep our students engaged and learning. Toward this end, we’ve designed every SuperDeck to provide purposeful, playful practice: unlimited practice opportunities for specific skills. Easy to use Easy to use You select the deck (skill) and the players help decide which game to play. It’s reassuring to know that every deck plays the same games; now up to 15+ games each, so you won’t have to learn new directions with each deck. Speaking of games, for students who need more practice, suggest they switch to a different game—using the same deck. In a little more time, mastery will happen. Research Based Research Based We’re happy to report that research shows that allowing children to select the game empowers them and keeps them engaged—and learning—far longer than screen versions, leading to quicker mastery of the skill. Easy Start Easy Start We realize that seeing multiple pages of directions seems overwhelming. Since most of the games are classics, you may already know the basic directions. In any case, we suggest you take two minutes to learn one game, and gradually add additional games. And, feel free to modify the directions to suit your needs. Enjoy.

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Page 1: Note from Dr. Linda and Dr. Al - Strong Learning · Maid card, Directions, Word List, Rule card and sample card. Note: Some decks contain fun facts or pictures. Those are not part

© Strong Learning, Inc. • Reproducible for classroom use • www.HebrewSchoolFun.com

Strong Learning® SuperDeck™ Card Games General Directions

Matches are two cards with the same text at the top. For the few exceptions, see specific directions at the top of the Directions card or, if downloadable, at the top edge of printable sheets.Wild Cards & Monster Cards If the deck contains Wild cards, use only with Crazy 8s. Use Monster card only with Monster game. If deck has an Old Maid card, follow the same directions as the Monster Game. Non-Playing Cards Before play, remove non-playing cards, such as: Directions, Word List, Rule Card and sample card. Note: Some decks contain fun facts or pictures. Those are not part of the game; they are for information only.

Note from Dr. Linda and Dr. AlNote from Dr. Linda and Dr. AlWe all share the same goal: to keep our students engaged and learning. Toward this end, we’ve designed every SuperDeck™ to provide purposeful, playful practice: unlimited practice opportunities for specific skills.

Easy to useEasy to use You select the deck (skill) and the players help decide which game to play. It’s reassuring to know that every deck plays the same games; now up to 15+ games each, so you won’t have to learn new directions with each deck. Speaking of games, for students who need more practice, suggest they switch to a different game—using the same deck. In a little more time, mastery will happen.

Research BasedResearch Based We’re happy to report that research shows that allowing children to select the game empowers them and keeps them engaged—and learning—far longer than screen versions, leading to quicker mastery of the skill.

Easy StartEasy Start We realize that seeing multiple pages of directions seems overwhelming. Since most of the games are classics, you may already know the basic directions. In any case, we suggest you take two minutes to learn one game, and gradually add additional games. And, feel free to modify the directions to suit your needs. Enjoy.

Page 2: Note from Dr. Linda and Dr. Al - Strong Learning · Maid card, Directions, Word List, Rule card and sample card. Note: Some decks contain fun facts or pictures. Those are not part

© Strong Learning, Inc. • Reproducible for classroom use • www.HebrewSchoolFun.com

Go FishGo FishObjectObject: to be first to discard all cards2–6 players Use with all SuperDecks™

REMOVE NON-PLAYING CARDS Set aside any Wild cards, Monster card or Old Maid card, Directions, Word List, Rule card and sample card. Note: Some decks contain fun facts or pictures. Those are not part of the game; they are for information only.

DEALDEAL Dealer shuffles and deals five cards to each player and places the rest of the cards face down in the center as a draw pile. All players put down any matches in their hand.

TO PLAY TO PLAY Player left of dealer shows a card from his hand and asks all other players for the matching card by saying, “Does anyone have [say the matching letter, word or phrase?]” and show the card.

Match: If any player has a match, the asker takes the matching card, puts the pair down, and gets another turn.No Match: If no player has the match, other players say, “Go fish!” and the asker takes the top card of the draw pile. If that card is a match, he puts down the pair; if it is not a match, he places it in his hand. In either case, his turn is over and play moves to the player to his left.

WINNERWINNER Play continues until one player wins by matching and discarding the last card in his or her hand. If the draw pile is depleted before this, the player with the highest number of matches is the winner.

Page 3: Note from Dr. Linda and Dr. Al - Strong Learning · Maid card, Directions, Word List, Rule card and sample card. Note: Some decks contain fun facts or pictures. Those are not part

© Strong Learning, Inc. • Reproducible for classroom use • www.HebrewSchoolFun.com

MemoryMemoryObjectObject: to get the most matches2–6 players, or more players on teams Use with all SuperDecks™

REMOVE NON-PLAYING CARDS Set aside any Wild cards, Monster card or Old Maid card, Directions, Word List, Rule card and sample card. Note: Some decks contain fun facts or pictures. Those are not part of the game; they are for information only.

LAY OUT CARDSLAY OUT CARDS Shuffle and place all playing cards face down in rows in the center of the table. (For young players, use fewer cards by removing matching pairs before shuffling.)

TO PLAY TO PLAY The first player turns over two cards in place.

Match: If the cards match, the player reads aloud the Hebrew at the top, takes the cards and goes again.

No Match: If the cards don’t match, they are returned face down in place, and the turn moves to the player to the left.

WINNERWINNER When no cards are left in the center, the winner is the player with the most matches.

Page 4: Note from Dr. Linda and Dr. Al - Strong Learning · Maid card, Directions, Word List, Rule card and sample card. Note: Some decks contain fun facts or pictures. Those are not part

© Strong Learning, Inc. • Reproducible for classroom use • www.HebrewSchoolFun.com

Same rulesSame rulesas Old Maidas Old MaidMonsterMonster

ObjectObject: to avoid being the last player to have the Monster card2–6 players Use with all SuperDecks™

REMOVE NON-PLAYING CARDS Set aside Wild cards, Directions, Word List, Rule card and sample card. Keep the Monster (or Old Maid) card in the deck. Note: Some decks contain fun facts or pictures. Those are not part of the game; they are for information only.

DEALDEAL Dealer shuffles and deals until all playing cards are dealt. (It’s okay if some players have one extra card.

REMOVE MATCHESREMOVE MATCHES Players remove all matches saying the letter, word or phrase as they put them in the center of the table. Young players may find it easier to spread their cards face-up on the table to remove matches.

TO PLAY TO PLAY The dealer offers his hand, spread out face-down, to the player on his left, who draws one card from it and places it in her hand. If the drawn card makes a match, she discards the pair (saying the word or phrase) and then offers her hand to the player to her left, and so forth.

WINNERSWINNERS Play continues moving clockwise until only one card is left. The player who has that card is the MONSTER! (or OLD MAID). All other players are winners.

Page 5: Note from Dr. Linda and Dr. Al - Strong Learning · Maid card, Directions, Word List, Rule card and sample card. Note: Some decks contain fun facts or pictures. Those are not part

© Strong Learning, Inc. • Reproducible for classroom use • www.HebrewSchoolFun.com

WarWarObjectObject: to get the most matches2 players Use with all SuperDecks™

REMOVE NON-PLAYING CARDS Set aside any Wild cards, Monster card or Old Maid card, Directions, Word List, Rule card and sample card. Note: Some decks contain fun facts or pictures. Those are not part of the game; they are for information only.

1.1. DEALDEAL Dealer shuffles and gives half the deck to each player face down.

2.2. TO PLAY TO PLAY Both players turn their top card face up. The player with the card of the higher value* takes the pair and places it at the bottom of their stack.

3.3. WARWAR If two overturned cards match, war begins. Each player then puts 3 cards face down and turns over the 4th. The player with the higher card takes all 10 cards. Occasionally, there are multiple wars.

4.4. WINNERWINNER A player who runs out of cards during war loses. Otherwise, the winner is the one with all the cards at the end.

* The higher value refers to the Hebrew at the top of the cards, alphabetically, where TAV is the highest and ALEF is the lowest. In the illustration, the player on the left takes the cards because is higher alphabetically than .

Variation for Teacher playing with a young player If a young child is learning how to read, and the goal is to improve reading skills, consider allowing the child to read all overturned cards. For this variation, the child keeps all cards he can read correctly (top words only) and the adult takes the card(s) the child can’t read. Note: We suggest that the adult help the child decode words, and award him with those cards as well. As children love to succeed, and to win, th is will help them improve their reading.

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Page 6: Note from Dr. Linda and Dr. Al - Strong Learning · Maid card, Directions, Word List, Rule card and sample card. Note: Some decks contain fun facts or pictures. Those are not part

© Strong Learning, Inc. • Reproducible for classroom use • www.HebrewSchoolFun.com

Crazy 8sCrazy 8sObjectObject: to be first to discard all cards2–6 players Use with SuperDecks™ containing Wild cardsREMOVE NON-PLAYING CARDS Set aside any Monster card or Old Maid card, Directions, Word List, Rule card and

sample card. Keep Wild cards in the deck. Note: Some decks contain fun facts or pictures. Those are not part of the game; they are for information only.

DEALDEAL Dealer shuffles and deals 5 cards to each player. The rest of the cards are placed face-down in the center to be the draw pile. All players put down any matches in their hand now and throughout the game. Top card of the draw pile is turned face-up beside the draw pile to start a discard pile.

TO PLAYTO PLAY The player to the dealer’s left starts play by seeing if he has a card belonging to the same category as the top card of the discard pile. (Categories are listed on Wild cards.)

If the player has a card from that category, he selects it and places it face up on the discard pile. Play continues to the next player.If the player does not have a card from that category, she begins to draw cards from the draw pile, placing them in her hand until she draws a card from that category, which she then places face-up on the discard pile. Play continues to the next player.If the player has a Wild card in his hand, or picks up a Wild card during his turn—and decides to use it—he says, “I’m changing the category to [say category name]” to change the play to favor a category he has in his hand. The player then discards the Wild card and one card from that category. Play continues to the next player.

If the draw pile is depleted, the dealer removes all but the top card from the discard pile. Those cards are shuffled and are placed face-down to become the new draw pile. The removed card becomes the new discard pile. Play resumes.

WINNERWINNER The game continues until one player has no more cards in his hand, either by discarding his final card or drawing a pair to the last card in his hand. This player is the “WINNER.”

Note: At any time, if the card picked up matches a card in a player’s hand, the pair is put aside on the table.

Page 7: Note from Dr. Linda and Dr. Al - Strong Learning · Maid card, Directions, Word List, Rule card and sample card. Note: Some decks contain fun facts or pictures. Those are not part

© Strong Learning, Inc. • Reproducible for classroom use • www.HebrewSchoolFun.com

ShowdownShowdownObjectObject: to be the first team to reach 100 points2–12+ players Use with all SuperDecks™

REMOVE NON-PLAYING CARDS Set aside any Wild cards, Monster card or Old Maid card, Directions, Word List, Rule card and sample card. Note: Some decks contain fun facts or pictures. Those are not part of the game; they are for information only.

SEPARATE THE DECK INTO TWO HALF-DECKS. Separate matches in the card deck into two identical half-decks. Shuffle both half-decks.

1. TEAMS1. TEAMS Divide class into 2 teams. (If only two players, each player is considered a team.) Each team gets one half-deck, which they place face-up in front of them in any arrangement they choose.

2. TO PLAY 2. TO PLAY Using List card or printed Wordlist, Caller/Teacher selects a Hebrew word or phrase randomly, and says it out loud.

The first team to place their hand on the card and say, “Po!” (or “Got it!”) is the potential winner. The second team halts play while the first team’s results are checked. If correct, the team earns 10 points. If not correct, Caller says “Continue or Go!” and players continue from where they left off.

3. 3. Caller now calls out another item from the list, and so forth.4. WINNER4. WINNER The first team to earn 100 points (modify as appropriate) is the WINNER.

Page 8: Note from Dr. Linda and Dr. Al - Strong Learning · Maid card, Directions, Word List, Rule card and sample card. Note: Some decks contain fun facts or pictures. Those are not part

© Strong Learning, Inc. • Reproducible for classroom use • www.HebrewSchoolFun.com

Gin RummyGin RummyObjectObject: to be first to get three pairs—Gin Rummy!2–4 players Use with all SuperDecks™

REMOVE NON-PLAYING CARDS Set aside any Wild cards, Monster card or Old Maid card, Directions, Word List, Rule card and sample card. Note: Some decks contain fun facts or pictures. Those are not part of the game; they are for information only.

DEALDEAL Dealer shuffles and deals 6 cards to each player, placing the rest of the cards face-down in the center to be the draw pile. Turn the top card over to start the discard pile.

TO PLAY TO PLAY Player to the dealer’s left either takes the top discarded card (if it makes a match) or the top card from the draw pile. He discards one card face-up on the discard pile and reads aloud the text at the top of that card to end his turn.

Play continues clockwise, picking up and discarding cards, reading them as they are discarded.

If the draw pile is depleted, the dealer removes all but the top card from the discard pile. Those cards are shuffled and are placed face-down to become the new draw pile. The removed card becomes the new discard pile. Play resumes.

WINNERWINNER The winner is the first player to get 3 pairs. Winner announces the win by calling, “Gin Rummy!,” and reads aloud their 3 pairs as they place them on the table face-up.

Page 9: Note from Dr. Linda and Dr. Al - Strong Learning · Maid card, Directions, Word List, Rule card and sample card. Note: Some decks contain fun facts or pictures. Those are not part

© Strong Learning, Inc. • Reproducible for classroom use • www.HebrewSchoolFun.com

9-Square Bingo9-Square BingoObjectObject: to be first to get BINGO!2–30+ players Use with all SuperDecks™

BEFORE PLAY Have enough blank 9-SQUARE BINGO SHEETS and WORDLISTS for every player. Wordlist contains all items from one deck. (Download blank sheets at HebrewSchoolFun.com)

REMOVE NON-PLAYING CARDS Set aside any Wild cards, Monster card or Old Maid card, Directions, Word List, Rule card and sample card. Note: Some decks contain fun facts or pictures. Those are not part of the game; they are for information only.

SEPARATE THE DECK INTO TWO HALF-DECKS. Separate Matches in the card deck into two identical half-decks. Place one half-deck aside. Shuffle the other half-deck to be the calling deck.

BINGO CARDSBINGO CARDS Each player makes their own BINGO CARD by filling in every box on their blank, 9-Square BINGO sheet randomly using a different letter, word or phrase from the wordlist.

TO PLAYTO PLAY Caller, who can be a player, turns over one card at a time, calls out the Hebrew text at the top of the card, shows the card, and places it face-up on the table. Players mark any match by crossing off the box or covering the box with a marker (e.g. button, penny, bottle cap)

WINNERWINNER Player(s) with three in a row in any direction, or full card, or 4-corners calls “BINGO!” Teacher verifies the winning card(s). If it isn’t a winning card, play resumes until there is a winner.

Page 10: Note from Dr. Linda and Dr. Al - Strong Learning · Maid card, Directions, Word List, Rule card and sample card. Note: Some decks contain fun facts or pictures. Those are not part

© Strong Learning, Inc. • Reproducible for classroom use • www.HebrewSchoolFun.com

25-Square Bingo25-Square BingoObjectObject: to be first to get BINGO!2–30+ players Use with all SuperDecks™

BEFORE PLAY Have enough blank 25-SQUARE BINGO CARDS and WORDLISTS for every player. Wordlist contains all items from one deck. (Download blank sheets at HebrewSchoolFun.com)

REMOVE NON-PLAYING CARDS Set aside any Wild cards, Monster card or Old Maid card, Directions, Word List, Rule card and sample card. Note: Some decks contain fun facts or pictures. Those are not part of the game; they are for information only.

SEPARATE THE DECK INTO TWO HALF-DECKS. Separate Matches in the card deck into two identical half-decks. Place one half-deck aside. Shuffle the other half-deck to be the calling deck.

BINGO CARDSBINGO CARDS Each player makes their own BINGO CARD by filling in every box on their blank, 25-Square BINGO sheets randomly using a different letter, word, or phrase from the wordlist.

If the calling deck has fewer than 24 cards, players write “FREE” on any empty squares on their Bingo sheets. For example, if there are 22 “calling” cards, players write “FREE” in 2 additional squares. In this version, a “BINGO” requires getting two sets of 5 in a row.

TO PLAYTO PLAY Caller, who can be a player, turns over one card at a time, calls out the Hebrew text at the top of the card, shows the card, and places it face-up on the table. Players mark any match by crossing off the box or covering the box with a marker (e.g. button, penny, bottle cap).

WINNERWINNER Player(s) with five in a row in any direction (or two sets of five in any direction) calls “BINGO!” Teacher verifies the winning card(s). If no winning card(s), play resumes until there is a winner.

Page 11: Note from Dr. Linda and Dr. Al - Strong Learning · Maid card, Directions, Word List, Rule card and sample card. Note: Some decks contain fun facts or pictures. Those are not part

© Strong Learning, Inc. • Reproducible for classroom use • www.HebrewSchoolFun.com

Line-UpLine-UpObjectObject: to be the first team to put cards in correct order2–24 players Use with SuperDecks™ with content that have a sequential order

BEFORE PLAY Select a deck with content that has a sequential order, such as: Alef Bet, prayers, Calendar Words, 4-Questions, Hatikvah.

REMOVE NON-PLAYING CARDS Set aside any Wild cards, Monster card or Old Maid card, Directions, Word List, Rule card and sample card. Note: Some decks contain fun facts or pictures. Those are not part of the game; they are for information only.

SEPARATE THE DECK INTO TWO HALF-DECKS. Separate Matches in the card deck into two identical half-decks. Shuffle both half-decks.

1. TEAMS1. TEAMS Divide class into 2 teams. If only two players, each player is considered a team.

2. TO PLAY2. TO PLAY Each team gets one half-deck. Teams place cards face-up in front of them.3. 3. When caller says, “GO,” each team assembles their cards in the correct order.4. 4. When a team says, “Po!” (or “Got it!”) the other team halts play while the results

are checked. The Judge does not move cards. If they are not in correct order, play resumes.

5. WINNER5. WINNER is the first team to put the cards in the correct order.

Page 12: Note from Dr. Linda and Dr. Al - Strong Learning · Maid card, Directions, Word List, Rule card and sample card. Note: Some decks contain fun facts or pictures. Those are not part

© Strong Learning, Inc. • Reproducible for classroom use • www.HebrewSchoolFun.com

Card-Deck LottoCard-Deck LottoObjectObject: to be first to match all cards on the Lotto sheet(s)2–6 players, or more players on teams Use with all SuperDecks™

BEFORE PLAY Have enough blank Card-Deck Lotto sheets for every player. (Download blank sheets at HebrewSchoolFun.com)

REMOVE NON-PLAYING CARDS Set aside any Wild cards, Monster card or Old Maid card, Directions, Word List, Rule card and sample card. Note: Some decks contain fun facts or pictures. Those are not part of the game; they are for information only.

1. SEPARATE MATCHES1. SEPARATE MATCHES into two half-decks. Shuffle both.2. HAND OUT2. HAND OUT one or more blank Card-Deck Lotto sheet to every

player.3. TO PLAY3. TO PLAY Place one half-deck face down on the table. This is the

draw pile.4. 4. Use the other half-deck to place 4 cards face-up on each player’s

Card-Deck Lotto sheets. Put any extra cards aside.5. 5. The Caller (or player on his/her turn) selects one card at a time from the draw pile

and reads the text written at the top. The card is placed on top of the matching card on the Lotto sheet.

6. WINNER6. WINNER is the first to match all cards on one (or all) of their Lotto sheets. Optional: Continue play to see who finishes second, third, etc.

Page 13: Note from Dr. Linda and Dr. Al - Strong Learning · Maid card, Directions, Word List, Rule card and sample card. Note: Some decks contain fun facts or pictures. Those are not part

© Strong Learning, Inc. • Reproducible for classroom use • www.HebrewSchoolFun.com

In-the-DoghouseIn-the-DoghouseObjectObject: to be first to get their cards out of the dog house2–6 players, or more players on teams Use with all SuperDecks™

BEFORE PLAY Have enough blank In-the-Doghouse sheets for every player. (Download blank sheets at HebrewSchoolFun.com)

REMOVE NON-PLAYING CARDS Set aside any Wild cards, Monster card or Old Maid card, Directions, Word List, Rule card and sample card. Note: Some decks contain fun facts or pictures. Those are not part of the game; they are for information only.

1. SEPARATE MATCHES1. SEPARATE MATCHES into two half-decks. Shuffle both.2. HAND OUT2. HAND OUT one or more blank In-the-Doghouse sheets to

every player.3. TO PLAY3. TO PLAY Place one half-deck face down on the table. This is

the draw pile.4. 4. Use the other half-deck to place 4 cards face-up on each player’s In-the-Doghouse

sheets. Put any extra cards aside.5. 5. The Caller (or player on his/her turn) selects one card at a time from the draw pile

and reads the text written at the top. The matching card is then removed from the Doghouse and both are set aside.

6. WINNER6. WINNER is the first to get all of their cards out of their doghouse(s). Optional: Play continues to see who finishes second, third, etc.

Page 14: Note from Dr. Linda and Dr. Al - Strong Learning · Maid card, Directions, Word List, Rule card and sample card. Note: Some decks contain fun facts or pictures. Those are not part

© Strong Learning, Inc. • Reproducible for classroom use • www.HebrewSchoolFun.com

Reading RaceReading RaceObjectObject: for the player to earn 100 points1 player and 1 adult Use with all SuperDecks™

REMOVE NON-PLAYING CARDS Set aside any Wild cards, Monster card or Old Maid card, Directions, Word List, Rule card and sample card. Note: Some decks contain fun facts or pictures. Those are not part of the game; they are for information only. Shuffle.

TO PLAY TO PLAY The adult places 3 cards face-up in front of the player. The adult uses a stopwatch or timer to measure the time.

If the player can read all three cards s/he gets points according to the following.

After recording the time, the adult puts out 3 new cards, and so forth. WINNERWINNER Play continues until the player accumulates 100 points. If the player wants to

continue playing after going through all the cards, either re-shuffle the same deck and continue or switch to a different deck.

Note: 1. As improved reading fluency is the desired outcome, it is perfectly okay for the player to practice prior to being timed. 2. It’s okay to help the child. 3. Increase the number of cards from 3 to 4 or more at any time during play. The point chart is provided as a suggestion. Modify as appropriate for each child. Prizes can be anything including stars, stickers, candy pieces, etc. If the child is anxious about being timed, modify this game using fewer cards, or consider playing a different game.

Reading Race – Point Chart0-5 seconds 20 points6-10 seconds 15 points 11-15 seconds 10 points

Page 15: Note from Dr. Linda and Dr. Al - Strong Learning · Maid card, Directions, Word List, Rule card and sample card. Note: Some decks contain fun facts or pictures. Those are not part

© Strong Learning, Inc. • Reproducible for classroom use • www.HebrewSchoolFun.com

StickmanStickmanObjectObject: to try to figure out a Hebrew word by guessing letters2–12+ players Use with SuperDecks™ having single Hebrew words at the top

REMOVE NON-PLAYING CARDS Set aside any Wild cards, Monster card or Old Maid card, Directions, Word List, Rule card and sample card. Note: Some decks contain fun facts or pictures. Those are not part of the game; they are for information only.

1. 1. SEPARATE MATCHESSEPARATE MATCHES into two half-decks. Shuffle both.2. TEAMS 2. TEAMS Set up two teams. If only two players, each player is considered

a team. Choose to see which team goes first.3. TO PLAY3. TO PLAY A player from Team-1 turns over one card and draws on paper as

many underlines _ _ _ _ _ as there are letters in the word.4. 4. Players from Team-2 guess one letter at a time.

If the letter is in the word, a player from Team-1 writes it on the proper underline(s). If the letter is not in the word, a player from Team-1 draws one part of the stickman. One part is drawn for each incorrect guess.

5. HOW TO DRAW THE STICKMAN5. HOW TO DRAW THE STICKMAN Draw the stickman in this order: head, body, right leg, left leg, right arm, left arm, right foot, left foot, right eye, left eye, nose, mouth.

6. 6. If Team-2 guesses the word before the Stickman is complete, Team-2 wins the round.7. 7. Teams switch roles, and play continues.8. WINNER8. WINNER is the team that wins the most rounds by a pre-determined time.

Page 16: Note from Dr. Linda and Dr. Al - Strong Learning · Maid card, Directions, Word List, Rule card and sample card. Note: Some decks contain fun facts or pictures. Those are not part

© Strong Learning, Inc. • Reproducible for classroom use • www.HebrewSchoolFun.com

Treasure HuntTreasure HuntObjectObject: to try to find hidden treasure (cards previously hidden by the Teacher)2–24+ players Use with all SuperDecks™

REMOVE NON-PLAYING CARDS Set aside any Wild cards, Monster card or Old Maid card, Directions, Word List, Rule card and sample card. Note: Some decks contain fun facts or pictures. Those are not part of the game; they are for information only.

SEPARATE MATCHES into two half-decks.TEACHER SETS UP TREASURE HUNT Before class, Teacher hides all cards from one

half-deck around the room(s). Teacher places all cards from the other half-deck face up on a table.

1. TEAMS 1. TEAMS Set up two teams. If only two players, each player is considered a team. Each team writes their team name on a box or paper bag, which are placed on opposite sides of the room.

2. HINTS 2. HINTS Teacher provides useful hints, such as: specifying a room or rooms where cards are hidden; which places are off limits; that cards are hidden in plain sight so nothing has to be opened or moved.

3. TO PLAY3. TO PLAY When Teacher says “go,” students look for hidden cards (hidden treasure).4. 4. Students who find cards place them, and their matches from the table, in the team’s box.

Meanwhile, all others continue searching for hidden cards until all are located.5. WINNER5. WINNER is the team that finds the most hidden treasure.

Page 17: Note from Dr. Linda and Dr. Al - Strong Learning · Maid card, Directions, Word List, Rule card and sample card. Note: Some decks contain fun facts or pictures. Those are not part

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Fun.

com

Page 18: Note from Dr. Linda and Dr. Al - Strong Learning · Maid card, Directions, Word List, Rule card and sample card. Note: Some decks contain fun facts or pictures. Those are not part

MA

KE Y

OUR

OW

N B

ING

O C

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Fill

in a

ll 9

squa

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BIN

GO

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9-Sq

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nal o

r cla

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se. w

ww

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wSc

hool

Fun.

com

Page 19: Note from Dr. Linda and Dr. Al - Strong Learning · Maid card, Directions, Word List, Rule card and sample card. Note: Some decks contain fun facts or pictures. Those are not part

In-t

he-D

ogho

use

In-t

he-D

ogho

use

Gam

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Use

with

all

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ks™

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r cla

ssro

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ww

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Fun.

com

Page 20: Note from Dr. Linda and Dr. Al - Strong Learning · Maid card, Directions, Word List, Rule card and sample card. Note: Some decks contain fun facts or pictures. Those are not part

Card

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kCa

rd-D

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all

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uper

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trong

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com