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1-2-3 OY!

Instructions
Version 38

 

 

K - 2
1 - Tots OY! - A Child's First Math Game
2 - Line OY! - Easy, Slow; Suitable for Solitaire
3 - Set OY! - A Slow Game

K - 4
4 - Quad OY! - Play slow or fast, even solitaire
5 - High Five OY! - Similar to 21 but with many challenging twists

K - 4 - Adult
6 - Flash OY! - The dealer cont the pace, no turns
7 - 2 Quick OY! - Starts slow but watch out, use for competitions
8 - Slap Match OY! - Excellent for School Competitions
9 - Manic OY! - Fast! Fast! Fast!, the title says it all
10 - Panic OY! - The world's fastest math game, lasts only seconds

11 - Educator Bonus - For Elementary Students

Visit www.123oy.com to see our other great games and download the free computer version of 2 Quick OY!.
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If you decide to run school competitions, please contact us.
P.O Box 2347, Weirton, WV 26062
© 1994, 1999, 2000, 2001 Don Green

The word OY is pronounced as in JOY and is derived from the nautical term AHOY or 'HOY and is used in Great Britain, Australia and elsewhere as a greeting or exclamation to attract attention.
Version 38

CONTENTS
The deck contains 90 cards: 5 each numbered 0 to 16 and 5 OY! cards. The symbols on the cards represent the card number and can be used to teach basic numbering. Up to 5 players or 5 teams of players can use one deck.

THE DECK AND THE CARDS
OY! cards are either wild cards or have an assigned value depending on the game being played. We recommend a value of 1 for ease of play but for higher level students the OY! could, for example be used as any prime number. The cards left over after hands have been dealt are placed face down in a Stock Pile.

TIPS FOR PARENTS AND EDUCATORS
In 1-2-3 OY! instructions can be adjusted to suit the abilities of the players and we encourage you to let players develop their own games. You should begin all games by using only addition and subtraction. For younger players, first remove the cards above 8 or 10 and later add them back into the deck, one number higher at a time, as the players gain confidence, especially when introducing multiplication and division. If you have players who are having trouble with negative numbers use a felt tip marker and mark 2 of each card with a minus sign. Further tips are given in the game descriptions.

TEACHERS: Ask all students to shout OY! three times together to get them enthusiastic, then select five students who, with your assistance, will play a selected OY! game for ten minutes. Divide the other class members into teams to actively assist those five students. Resolve all questions and problems before dividing students into groups to play individually or in teams against each other. Younger players or those less skilled in math should play in teams to build confidence. In most games it is much quicker to give each player a stack of cards and let them take 7 cards or what ever number is required than to spend time dealing out cards.

GAME 1: TOTS OY! ( A Child's First Math Game )
Remove the higher numbers and replace them as players become more proficient. Play to win the most cards. All cards are dealt to the players, who hold them face down in a stack. OY! cards are wild. The first player plays the top card from their stack to the table face up. Each player in turn plays one card on top of the previous player's card. If the new card is higher in value than the previous card, or if an OY! card is played, whoever first calls OY! wins all the played cards and places them at the bottom of their stack, then plays the next card. A player who calls OY! incorrectly, must play three penalty cards one at a time. If any of these cards are higher than the previous card, any player can call OY! and win the cards.
Variations: Require that the winning number must be lower in value than the previous number or the next card has to be at least 2 numbers higher or lower to call OY!. Then it must be at least 3 higher or lower and so on.

GAME 2: LINE OY! (Easy, Slow; Suitable for Solitaire)
Each player is dealt 6 cards which are held face up in their hands. A LINE of five cards is placed face up on the table. Each player in turn plays 1 or 2 cards on top of the selected LINE cards to form a combination of 3 cards where 2 cards added or subtracted equal a third. Players receive and record points based on the number of each card used including the LINE card/s, then replenish their hands to 6 cards from the Stock Pile. Played cards are left on the LINE. The OY! card can represent any number, but has no value. A player unable to make a combination discards one card to a Discard Pile, replaces it with a new card from the Stock Pile, and misses that turn. When the Stock Pile is depleted, players count their scores to select the winner.
Variations: To play solitaire, play as above but without scoring until you have used all the cards in the Stock Pile. You may also play against time by trying to make the most combinations in a preset period. Consider using multiplication and division.
Tips: To increase the challenge, deal more cards to each player, increase the number of cards in the line and require combinations of at least 4 or more cards.

GAME 3: SET OY! ( A Slow Game )
Play to get rid of all your cards. Assign the OY! cards a value. Each player takes 7 cards and the remaining cards are placed in a Stock Pile. In turn, players take one card from the Stock Pile and attempt to make a set of two or three cards which when added and/or subtracted equal the target number, which starts at zero and increases by 1 number after every player has had one turn, until the highest card number is reached and then starts again at zero. The player shows their set and places it on the discard pile. If a set cannot be made, the player calls pass and the next player plays. The game ends when a player has laid out all their cards.
Variations: Use three or four card sets, multiplication and division, and increase the target number past 16. When no Stock Cards remain, the Discard Pile is made into a new Stock Pile.

GAME 4: QUAD OY! ( Play slow or fast, even solitaire )
Play to win the most cards. Assign the OY! card a value. The dealer (who also plays) turns a Target Card face up from the Stock Pile and deals 4 cards to the first player who uses addition and/or subtraction of as many of the four cards as they can to equal the Target Number. The player then places the Target Card and Solution cards in their win pile. Any cards not used in the solution are passed on to the next player who receives an additional 4 cards and a new target number. If a player is unable to find a solution the next player receives those 4 cards and 4 new cards and a new target card (placed on top of the old target card). Play until there are no more Stock Cards.
Variations: Consider using multiple target numbers as shown under variations 1 and 2 in HIGH 5 OY!. Allocate a turn time limit for skilled players for fast and very dramatic play. This is best achieved using the G8 Game Timer.

GAME 5: HIGH 5 OY! ( Similar to 21 but with many challenging twists )
Unlike 21, players can go higher or lower than the Target Number, which changes each round. Assign the OY! card a value. A dealer gives each player and himself two cards face down, makes a Stock Pile with the rest and turns up a Target Number card. Players try to get closer to the Target Number than the dealer by adding and / or subtracting their cards. Each player can request up to 3 additional cards (hits) but all cards taken MUST be used in their calculation. Once no additional cards are called for and calculations are done, the dealer's hand is revealed. The dealer may also receive up to 3 additional cards. After he has done his calculation, the players reveal their cards. If there are three or more players, any player whose total is closer to the Target Number than the dealer's is a winner. If the dealer and a player have the same total, the dealer wins. If there are only two players and both have the same number or one is higher and the other lower, but both are the same difference to the target number, it's a draw. If a player gets the Target Number with the initial two cards dealt and one of is an OY! card, that player wins and automatically becomes the dealer for the next round. Otherwise the deal passes to the next player after each round.
Variation 1: Turn over 2 Stock Pile cards and add their values for a possible Target Number of up to 32 (16 +16), eg. if the cards are 9 and 12, the Target Number is 21 (9 + 12).
Variation 2: Turn over 2 Stock Pile cards and multiply them for a possible Target Number of up to 256 (16 x 16), eg. if the cards are 9 and 12, the Target Number is 108 (9 x 12). Allow addition, subtraction, multiplication and division plus roots and exponents in solutions. Another option is to use three cards, multiplying the first two and adding the third so players are less likely to throw down cards that are identical to the Target Cards.
Variation 3: Turn over two Stock Pile cards and divide the lower number by the higher number to form a fraction. For example, if the Target cards are 9 and 12, the Target fraction is 3/4.

GAME 6: FLASH OY! ( The dealer controls the pace, no turns )
Win the most cards. Assign the OY! card a value. The dealer (who also plays) holds the cards face down and deals cards face up on the playing surface so all the cards can be seen. The first player to see any combination of two or more cards that when added or subtracted are equal to another card shouts OY! and places the cards used in the calculation in their Win Pile. When all the cards have been dealt, players count their cards and the one with the most wins. The player with the least cards becomes the dealer for the next game. If a player shouts OY! but does not immediately have a solution, they can be penalized by not being allowed to call on the next possible solution
Example: If there are 4 cards on the table, a 3,6,1,5 then a player could shout OY! since 6-5=1. This player would place the 6,5 and 1 cards on his or her Win Pile and the 3 card remains on the table.
Tips: Select the weakest player to deal initially so they can control the speed of the game or have a parent or teacher deal only enough cards to find a solution and wait until a player finds it.
Variations: Start playing the games by using only addition and subtraction, but as player's math skills improve use multiplication and division as well. Players could also be required to use 4 or more cards to obtain a solution.

GAME 7: 2 QUICK OY! ( Starts slow but watch out, excellent for school competitions.) Play to win the most cards. OY! cards are wild unless played as one of the first two cards when they equal 1. Deal all the cards to the players, who hold them face down in a stack. The first player plays their top card face up onto the table. The second player plays their card so it covers 3/4 of the first card. Before the third card is played, all players mentally add and subtract the 2 cards to obtain 2 possible Target Numbers, eg. if they are 3 and 12, the Target Numbers are 15 (3 + 12) and 9 (12 - 3). Disregard totals above 16 as the highest card is 16. The next player then plays his card covering 3/4 of the second card and completely covering the first card. If the third card played equals one of the Target Numbers (9 or 15 in our example), or if it's an OY! (wild) card, the first player to shout OY! wins all the played cards, adds them to the bottom of their stack, and starts the next round. If the card does not equal either of the Target Numbers, only the top 2 cards are added and subtracted to arrive at 2 new Target Numbers. Players in turn place cards on the Target pile until an OY! is called. A player who incorrectly calls OY! must play 4 penalty cards, 1 at a time. If a Target Number is placed while doing so, players can call OY! and no further penalty cards are required. If there is any uncertainty about who called first, the game continues. A player with no cards left must call the next OY! to continue.
Tips: Before playing a card the player states the next Target Numbers required for an OY! For example, if a 2 and then an 8 card are played, players would say, "We're looking for 6 or 10." (If using multiplication and division as well as addition and subtraction, players would also be looking for a 4 and a 16.) Players can stop calling the numbers out once they're comfortable with doing the calculations. The faster you play the more fun it is. Enforce the rule that players must rapidly pull the cards from the far end of their stack by using their thumb and turn them over and place them on top of the Target pile quickly in such a manner that all players see the card simultaneously. Get the free computer version from www.123oy.com

GAME 8: SLAP MATCH OY! (Very Fast, Excellent for School Competitions)
Play to win the most cards, excluding those in hand. Assign the OY! card a value. Each player takes seven cards. Place the rest face down as a Stock Pile and turn the top card up as the Target Number. Players race to find a combination of two or more cards in their hand, using addition or subtraction or both, that equal the Target Number. The first to throw these cards on the table and then call OY!, wins their cards and the Target Card and places them on their Win Pile. Cards used are replaced from the Stock Pile ( always 7 cards in hand ). The winner turns up the new Target Number from the Stock Pile. If no player calculates a match, or if two players throw down their cards and call OY! simultaneously, a new Target Number is turned up. The next winner collects both Target Number cards. Calling anything, even OY!, before placing your cards on the table disqualifies you from the round. When no Stock Pile cards remain, the player with the most Win Pile cards wins.
Tips: Remove the higher number cards with younger players or when introducing multiplication and division. Use variations 1 and 2 in High 5 OY!.
Variation 1: Instead of giving the win to the quickest player to throw down cards, give it to the player (or team) who is the quickest to use the most cards in their solution. Players must explain their solutions.
Variation 2: Try using nine cards and requiring that at least three cards be used to equal the Target Number.

GAME 9: Manic OY! ( Extremely fast, no turns )
Be the first to get rid of all your cards. Assign the OY! card a value. Two Target Cards are dealt face down on the table. Deal the rest of the cards equally to the players who spread them out face up on the playing surface in front of them. There are no turns. After turning over the Target Cards players race to find one of their cards that equals the addition and/or subtraction of these 2 cards. They place their card on top of either Target Card which immediately produces new Target Numbers by the addition and/or subtraction of the 2 top cards. Players go as fast as possible to get rid of their cards and the first to have only 4 cards remaining shouts OY! and wins the game. Any player who suspects cheating can call OY! to pause the game so that a player's solution can be checked. A player who cheats is immediately expelled from the game. If only one player remains, they win the game. If two players place cards on top of the Factor Cards simultaneously, each picks up the card they last played. They then simultaneously place 1 card on either of the factor piles and the game proceeds with new Target Numbers.
Variations: Use 3 Factor Cards. Include multiplication and division.

GAME 10: PANIC OY! ( Not for the timid - A very Fast Game)
Assign the OY! card a value. Spread all the cards face up on the table. Players immediately race each other to find the most combinations of 3 cards where 2 of them equal the third. On finding a combination a player places these cards face down in a neat vertical pile in front of them to start their winning pile. The next group is placed on top of these in a horizontal position and then the next group vertically again and so on. This makes it quicker to count and easier to check when no more combinations can be made.
Variations: Require 4 or 5 card combinations. Multiply and divide as well.

EDUCATOR BONUS ( For Elementary Students )
Divide the class into pairs and give each pair nine cards. Write a target number on the board. Each pair of students then tries to find two or more cards that when added or subtracted equal the Target Number, and holds them up. The fastest pairs, or the pairs that used the most cards, move to the back of their seat row and the others move forward. At the end of 10 rounds or so, the winners in the rear are all put in the same row on the right-hand side of the class and another 10 or so rounds are played. The fastest pair in the class should now occupy the back seats on the right hand side. With more advanced children, consider using multiplication and division and including negatives and Target Numbers above 16.


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