**NumTanga™**

**Kakooma®**

**Numskill™**

**Math Limbo™**

**Tic-Tac-Tang™**

**Tic-Tac-Tenframe™**

**Equato™**

**Web Bonds™ Plus**

**Web Bonds™ Times**

**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™**

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**