Linear War

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Transcript of Linear War

  • 8/6/2019 Linear War

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    Set up: Make your own deck: 11 lines. Each line should be drawnso that it passes through at least two points with integer coordinates,such as (-2,4) or (5,5).

    Claim your deck! Mark each line card on the graph side with your insignia. Initials, emoticon, math symbol,etc. your choice. Tip: make your cards NICE and personalized. Decorations and alterations that do notobscure the line or the math are not only permitted but encouraged.

    War: 2-4 players. Each player needs a deck of 11 face down cards,shuffled or not its up to you. Set aside any extras, make one more ifyou need it.

    Players roll the die for the combat. (2nd roll and beyond, the winner oflast battle rolls.) Flip over the top card of your deck and follow thecombat rule. On a tie, flip over one more cardto determine the winner ofthe battle. If more than two are playing, this is only on ties for best andonly the people who are tied.

    Play through the deckonce. The winner is the player at the end with the most cards. Give cards back to theowner. Except for the Spoils of War.

    Spoils of War: Out of the cards the winner captured, they take one card from the opponents deck to keep.Add your mark and cross out theirs. This may mean the loser

    Example: The first roll is a 5. Greatest slope. 1 > -2.

    Math notes:

    Use the cards for sorting activities before playing. Have players keep track of hard to determine battles. Discuss card design strategies. What about undefined and zero slope lines? What other combat rules could you have?

    Combat Rules

    1 Least y-intercept

    2 Least slope

    3 Least x-intercept

    4 Greatest y-intercept

    5 Greatest slope

    6 Greatest x-intercept

    Linear War

    Winner! Loser!