Homeroom:
Good Morning. Please use this time to get ready for your day.
Do Now:
- Check that your homework is done
- Make sure you have all your materials
- Sharpen pencils
ELA Learning Target:
Today we will discuss the learning fair, and I will teach you how to play a new card game.
Learning Fair Discussion Questions:
Share your thoughts on the learning Fair.
How did you feel presenting?
Were you nervous? How did you handle it?
What was the best part?
What was the hardest part of the entire project?
What part was harder, presenting or judging?
Share something that you learned.
What part of your presentation went the best?
What part went the worst?
What else would you have added if you had more time?
If you had to present again what would you do differently?
How do you feel now that it is over?
Card Games:
- Hearts
- Crazy 8's
- Cap, No Cap
- Spoons
- Kings in the Corner
Directions for Hearts:
To play Hearts, the main goal is to finish the game with the lowest score by avoiding winning any "penalty cards" (Hearts and the Queen of Spades) during gameplay.
The Setup
- Players: 4 players, playing individually (no teams).
- The Deal: Deal out the entire 52-card deck evenly. Every player starts with 13 cards.
- Card Rankings: Aces are the highest value, and 2s are the lowest value. There is no trump suit in Hearts.
Step 1: The Passing Phase
Before the round begins, look at your cards and pick three cards to slide face-down to an opponent. This lets you get rid of high cards you don't want. The passing direction changes each round:
- Round 1: Pass to the player on your left.
- Round 2: Pass to the player on your right.
- Round 3: Pass to the player across from you.
- Round 4: Hold your cards (no passing).
- Repeat this rotation for future rounds.
Step 2: Playing a Hand
- The Opening Lead: The player holding the 2 of Clubs must place it face-up in the center to start the game.
- Following Suit: Moving clockwise, every player must play a card of the same suit that was led (Clubs). If you have a Club, you must play it.
- The No Penalty Rule (Trick 1): If you do not have a Club on the very first turn, you can discard any card except a Heart or the Queen of Spades. No penalty cards can be played on the first trick.
- Breaking Hearts: On later turns, if you cannot follow the led suit, you can discard any card you want (including Hearts or the Queen of Spades). You cannot lead a new round with a Heart until someone has already discarded a Heart on a previous turn (called "breaking Hearts").
Step 3: Winning a Trick
The player who threw the highest card of the led suit wins the trick. They collect the 4 cards, place them face-down in their personal pile, and lead the next round.
Step 4: Scoring
Once all 13 tricks are played, everyone counts up the penalty cards in their personal pile:
- Each Heart: 1 point
- The Queen of Spades: 13 points (the most dangerous card!)
- All other suits (Diamonds, Clubs, and normal Spades) are worth 0 points.
Winning the Game
Keep playing multiple rounds and tracking the cumulative scores. The game ends immediately when any player hits 100 total points. The player with the lowest score at that moment wins the game.
Directions for Crazy 8's:
To play Crazy Eights, players race to get rid of all the cards in their hand by matching the rank or suit of the top card on the discard pile.
The Setup
- The Deal: Deal 5 cards to each player (or 7 cards if there are only 2 players).
- The Pile: Place the remaining deck face-down in the center. Turn the top card face-up to start the discard pile.
How to Play
On your turn, you must play one card from your hand onto the discard pile. Your card must match the top card in one of three ways:
- Match the Suit: Play a Diamond on a Diamond.
- Match the Rank: Play a 7 on a 7.
- Play an Eight: Eights are completely wild! You can play an 8 at any time, on top of any card.
The Wild Eights
When you play an Eight, you must state a new suit (e.g., "The new suit is Hearts"). The next player must play that chosen suit or play another Eight.
Drawing Cards
If you cannot match the top card and do not have an Eight, you must draw cards from the deck until you get a playable card. If the deck runs out, you must pass your turn.
Winning the Game
The first player to completely empty their hand wins the round.
Directions for Cap, No Cap:
To play Cap, No Cap players try to get rid of all their cards by discarding them face-down in numerical order and lying about what they are playing without getting caught.
The Setup
- The Deal: Shuffle a standard 52-card deck and deal out all the cards evenly to all players.
- The Order: The game always moves in sequential order from Ace to King (Ace, 2, 3, 4... Jack, Queen, King), then loops back to Ace.
How to Play
- The Lead: The first player must discard one or more Aces face-down in the center pile and state what they are playing (e.g., "Two Aces").
- The Catch: They must discard cards face-down, but they do not have to tell the truth. If they don't have any Aces, they must slide any other cards from their hand onto the pile and lie about it.
- The Rotation: The next player clockwise must discard 2s (e.g., "One 2"), the next player 3s, and so on, moving up the ranks.
Calling "Cap!"
At any point after a player discards but before the next person plays, anyone at the table can slam their hand down on the pile and yell "Cap!"
The player who just discarded must turn over the cards they just played for everyone to see:
- If it was "Cap" (They Lied): The liar must pick up the entire discard pile and add it to their hand.
- If it was "No Cap" (They Told the Truth): The player who falsely accused them must pick up the entire discard pile instead. The honest player can triumphantly shout "No Cap!" as the caller takes the cards.
Winning the Game
The first player to completely empty their hand of cards wins the game.
Directions for Spoons:
To play Spoons, players race to get four-of-a-kind in their hand and secretly grab a spoon from the center, triggering a chaotic scramble where everyone else tries to grab one to avoid losing.
The Setup
- The Spoons: Place a group of spoons in the middle of the table. You must use one fewer spoon than the number of players (e.g., if you have 5 players, use 4 spoons).
- The Deal: Deal 4 cards to each player.
- The Deck: The dealer keeps the remaining deck of cards next to them.
How to Play
The game moves at a lightning-fast pace with no individual turns. Everyone plays simultaneously following a circular passing rotation:
- The Dealer: Draws one card from the deck, decides whether to keep it or pass it, and slides one unwanted card face-down to the player on their left.
- The Middle Players: Pick up the card passed from their right, decide whether to keep it, and pass an unwanted card face-down to their left.
- The Last Player: Takes the card passed to them and places it into a trash pile to their left.
Note: You can never have more than 5 cards in your hand at any time. You must pass a card before picking up the next one.
Grabbing a Spoon
The moment you collect four cards of the same rank (like four 7s or four Kings):
- The Stealth Grab: You can sneakily take a spoon from the center and continue passing cards to pretend the game is still going.
- The Chaos Scramble: The moment any player grabs a spoon, all other players can immediately grab a spoon, even if they do not have a matching set.
Losing and Scoring
The player left empty-handed without a spoon loses the round and gets assigned a letter, starting with S.
If a player spells out the full word S-P-O-O-N-S across multiple rounds, they are eliminated from the game. The last remaining player wins.
Directions for Kings in the Corner:
To play Kings in the Corner, players take turns building solitaire-like columns on the table, trying to be the first to completely empty their hand of cards.
The Setup
- The Deal: Deal 7 cards face-down to each player.
- The Board: Place the remaining deck face-down in the center to form the stock pile. Draw the top 4 cards and place them face-up on the North, South, East, and West sides of the deck. This creates a cross pattern.
- The Corner Slots: The 4 diagonal spaces (the corners) start completely empty. They are reserved exclusively for Kings.
How to Play
On your turn, you must first draw 1 card from the center stock pile. After drawing, you can make as many of the following moves as you want from your hand:
- Play a Card onto a Pile: You can lay a card face-up onto any of the active piles. Cards must be placed in descending numerical order and must alternate colors (e.g., a Black 6 can only be placed on a Red 7).
- Move an Entire Pile: If the bottom card of one pile can legally be placed on top of another pile (following the descending, alternating color rule), you can move that entire pile of cards onto the other one.
- Open a Corner (The Kings Rule): If you have a King in your hand, you must place it face-up into one of the empty diagonal corner slots. Once a King is in the corner, players can start building a new descending, alternating pile on top of it (King, Queen, Jack, 10, etc.).
- Fill an Empty Side Slot: If you move a pile and leave one of the original North, South, East, or West spaces empty, you can place any card from your hand into that space to start a new pile.
Ending a Turn
When you cannot make any more moves (or choose to stop playing cards), your turn ends. Gameplay passes clockwise to the next player.
Winning the Game
The first player to completely empty their hand wins the game.
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