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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!.
E-mail us your stories or suggestions to: support@123oy.com
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.

4
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Download
the free pc version of 2 QUICK OY, one of the 10 games in
the set of 1-2-3 OY!.
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