NumTanga™
Kakooma®
Numskill™
Math Limbo™
Tic-Tac-Tang™
Tic-Tac-Tenframe™
Equato™
Web Bonds™ Plus
Web Bonds™ Times
1. Player 1 rolls the dice and writes that number in any open circle.
*You are trying to create number bonds so try and put that number between numbers that are both divisible by it. Like how above 5 is both divisible by 15 and 20. And 4 is divisible by 20 and 24.*
3. Player 2 rolls the dice and writes that number in any open circle. Preferably one that will create a number bond.
4. If you create a number bond, outline the dashed square and put your initials in the square. Then give yourself a tally at the bottom of the board. 
5. If there is a square that is not a number bond, put an X in the box and nobody gets that point. 
6. Keep rolling back and forth until there are no number bonds left. 
7. The player with the most points wins!
Tang Cards™
Suggested Games:

MATCH MANIA
1. Cards are divided evenly amongst players.
2. On the count of 3, every player flips over a card facing up.
3. The goal is to match any cards that you’ve flipped with any of the cards your opponent has
flipped. *You cannot match 2 of your own cards together*
4. The first player that sees a match says “Match!” & states the match and collects those 2 cards.
If no match is found, those cards then remain on the table and in play.
5. Repeat steps 2-4 until players run out of cards.
6. The player with the most matches wins!

CLOSE CALL (Advanced)
1. Shuffle the deck and deal each player 6 cards.
2. Players then select 4 of the cards to create two 2-digit numbers. The object is to create two
numbers that when added together come as close to 100 as possible, without going over.
For example, lets say in this hand I select the cards 2,3,4, and 5. With those, I was able to create the numbers 53 and 42, which when added together total 95.
3. The player with the total closest to 100 wins the round and 1 point. In the event of a tie, each player receives a point. After playing 5 rounds, the player with the most points wins.

Expresso™

1. Flip a card.
2. Roll a 6-sided dice. That is now your target number.
3. Create an equation with the numbers on the card using any operation (+ - x ÷) to equal your target number. You can only use each number once.
4. Lower grades can play by using 2 or 3 numbers while upper grades have to use all 4 numbers. 

Example: Your card says 5  2  7  4 and you roll a 3

 7 - 5 = 2, 2 ÷ 2 = 1, 4 -1 = 3