Flip Flop Memory

Open to learn how to play Flip Flop Memory

Remove Zapp! cards

1. Place the cards in a 4 by 6 array (4 down and 6 across). See diagram below.

2. Choose a player to go first.

3. Players take turns turning two cards face up and saying the value of each card.

4. If the cards match in value, the player keeps both cards and plays again.

5. If the cards do not match, the player places the cards back in their spots face down.

6. Play continues until all cards are matched.

7. The player with the most cards wins.

Flip Flop War

Open to learn how to play

Remove Zapp! cards

1. Place all the cards face down in one draw pile between the players.

2. Each player draws one card, places it face up, and says the value of the card.

3. The player with the greatest value says, “____ is more than ____,” and wins both cards.

4. If both cards have the same value, each player draws another card and places it face up. The winner wins all cards face up.

5. When all the cards have been drawn, the player with the most cards wins.

Flip Flop Say, Sort and Sequence

Open to learn how to play

1. Place cards face down in a pile.

2. Pick a card and say the value. Place it face up. Continue this as you sort the cards into piles by the type of card it is. For example: numerals, dice dots, tallies, finger patterns, Zapp! cards, etc.

3. When all the cards have been sorted, sequence the numeral cards from the smallest value to the greatest value across the top going from left to right in a line.

4. Choose a card from another category and lay it face up where it belongs under the numerals. Continue to play the cards from that category until they are placed. Continue to the next category until all cards are placed. Each category has its own row. Zapp! cards are placed in a pile off to the side. See diagram below.

Flip Flop Switch

Open to learn how to play

Include 8 Zapp! cards

1. Find the starter card (the first number in the sequence) for each category and place each one face up at the beginning of a row. Shuffle the remaining cards including the Zapp! cards.

2. Place the remaining cards face down, 5 across and 4 down and place the rest of the cards in a draw pile. See the diagram below.

3. Players take turns drawing a card from the draw pile and deciding where it belongs in the array.

4. The card in that place is removed and the correct card is placed face up. The removed card is given to the next player and play continues.

5. If a player chooses a Zapp! card, it is placed in that player’s win pile and the next player draws from the draw pile.

6. If the draw pile is gone, choose a face down card from the array and continue play. Play continues until all cards are face up and in the correct spot.

8. The winner is the player with the most Zapp! cards.

Flip Flop Casino Match

Open to learn how to play

Include 8 Zapp! cards. (This can be played without Zapp! cards.)

1. Choose a player to deal 4 cards to each player and to deal 4 cards face up between players. See diagram below.

2. Players take turns trying to find a card in their hand to match the value of one of the face up cards. Zapp! cards match Zapp! cards. If there is a match, both cards get placed in that player’s win pile. If there is no match, a card from that player’s hand must be placed face up with the rest of the face up cards. The face up group of cards can grow to any number if players can’t match a card. When there are no cards face up, players take turns placing one card face up in the middle until a match can be made.

3. Players take turns until the cards in their hands are gone. Players take turns dealing 4 cards to each player. No more cards are dealt face up. The player who does not deal gets to start.

4. Play continues until all the cards are dealt and played.

5. If there are remaining cards face up in the middle, the player who matched the last card gets all the remaining cards.

6. The player with the most cards wins.

Flip Flop Go Fish

Open to learn how to play

Zapp! cards may be used or can be removed. Zapp! cards match Zapp! cards.

1. Choose a dealer to deal out 5 cards to each player.

2. Players find pairs of cards that match in value in their hands and lay the pairs down.

3. Players take turns asking each other for a card that matches the value of a card in their hand.

4. If the player has a card that matches, that player must give the card to the other player.

5. If the player does not have a card that matches, that player says, “Go Fish” and the other player must take a card from the draw pile.

6. Each time players have a match, the players lay the match down.

7. Play continues until a player has no more cards or the draw pile runs out.

8. The player with the most matches wins.

Flip Flop Before and After

Open to learn how to play

Remove Zapp! cards.

1. Deal out all the cards.

2. Each player places 4 cards face up in a row and one card face up in the middle between the players. The remaining cards are placed face down in a draw pile to the side. See diagram below.

3. The player who did not deal goes first.

4. The first player tries to play all cards from his 4 face up cards that go before or after the two cards in the middle. These cards are placed face up on the middle cards.

5. A player continues to place cards before or after the middle cards until no more cards can be played. If a player plays all 4 cards, that player turns 4 more cards face up and continues play.

6. When a player can no longer play from his face up cards, play goes to the next player.

7.Each time a player starts his turn, he draws from his draw pile until he has 4 cards face up.

8. The winner is the first player to deplete his draw pile.

Creating Differentiated Game Decks

Do you need differentiated math games for your students to practice skills required in the new Common Core Math Standards? The focus in the early grades in the Common Core Math Standards is number. Our Flip Flop Math Teacher Toolkit (Number Sense to 100) has 550 playing cards to create MANY differentiated decks for students to gain valuable number sense skills.

LIST OF SKILLS to create a game deck for students in kindergarten, first, and second grade:

• Subitizing or recognizing small quantities of objects
• Counting forward and backward by ones, twos, fives, tens
• Recognizing quantities on five, ten, and double ten frames
• Practicing beginning addition; 5 and some more; doubles; doubles plus 1; 10 and some more; 9 and some more
• Counting money, tallies, base ten blocks, etc.

See our video How to Create a Game Deck with the Flip Flop playing cards at the top of this page. The standard deck is created using 24 cards (6 cards in 4 different categories). This is not necessary for many of the games. You can create decks of however many cards you want with as many categories as you want.

There are detailed explanations and some videos on how to play 7 different games using the same deck.

One of our future products will be individual differentiated Game Decks for a variety of levels. For now, you can create your own using the cards in the Teacher Toolkit.

Game Decks you could create (A1, B2, etc. refers to the indexed placement of the cards in the Toolkit):

• Numerals 1-6 (A1)
• Regular dot patterns 1-6 (B1) OR irregular dot patterns 1-6 (B1) OR frog patterns 1-6 (B1)
• Finger patterns 1-6 (B2)
• Tallies 1-6 (B5) OR base ten blocks 1-6 (C3)
• Numerals 5-10 (A1)
• Finger patterns 5-10 (B2) five wise or pair wise
• Dominoes 5-10 (B3) five or pair wise or concept of one more such as 4 and 1, 5 and 1, etc.
• Tallies 5-10 (B5)
• Ten frames 5-10 (C1) five wise or pair wise
• Numerals 10-15 (A1)
• Double ten frames 10-15 (C2)
• Base ten blocks 10-15 (C3)
• Money: dimes and pennies 10-15 (D2)

There are many ways and many skills you can create decks for.

If you have students who are learning about 9 plus some more, the following playing cards are arranged for that skill:

• Dominoes (B4): There are dominoes for 9 and 1, 9 and 2, 9 and 3, etc.
• Double ten frames (C2): The frames are arranged 9 and 1, 9 and 2, 9 and 3, etc.

You can make a deck with three rows using numerals, dominoes and double ten frames. You may want to use the blank cards to create another row with the addition fact 9+1, 9+2, etc.

If you have students who are learning about doubles and doubles plus 1, the following playing cards are arranged for that skill:

• Dominoes (B3 and B4)
• Frames (C1 and C2)
• Finger patterns up to 10 (B2)

If you have students who need practice with numeral recognition and ordering of numerals, there are 4 different colors of numerals 0-20. There are also numerals arranged by fives and tens, and by twos.

There are unlimited possibilities. I hope the above suggestions help get your brain thinking of many more ways to use the cards.

Game Board

The game board can be used for many games and activities. The two games below focus on understanding 1 and 2 more/less, and can be used to teach the concept of how many more by having students tell how many they have, who has more, and how many more. Teachers can differentiate depending on student need by having students play the game with all counters or only one counter as a marker. Teachers can also differentiate by using the more/less die or the +/- die.

Race to Twenty Frog Count

Open to learn how to play

Goal: to practice 1 and 2 more, 1 and 2 less with counters

Materials: game board, 40 counters, die

1. Place the frog counters within reach of each player.

2. Each player takes 10 frog counters and places t hem on his game board number line starting at number one.

3. Players take turns rolling the die and adding/removing that many frog counters.

4. If a player rolls 1 or 2 less and does not have that many counters to remove, that player does nothing and play goes to the other player.

5. The winner is the player who reaches 20 first or whoever has more if time is up.

Race to Twenty Frog Hop

Open to learn how to play

Goal: to practice 1 and 2 more, 1 and 2 less by moving a counter

Materials: game board, 2 counters, die

1. Each player places a frog counter on 5 on his game board number line.

2. Players take turns rolling the die and moving the counter according to the die.

3. If a player rolls 1 or 2 less and cannot move any spaces back, that player does nothing and play goes to the other player.

4. The winner is the player who reaches 20 first or whoever has more if time is up.