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    Puzzles and games that teach the mind to think

    Tournament Play

    Jayz Letterhead 97 Pic: Jayz Letterhead 97 Pic



    How to Play: Refer to the instructions inside the 24 GAME pack. Once you have reviewed these instructions, you can begin practice play with your class.

    TOURNAMENT PLAY

    I Class Winners

    Divide the deck into two equal stacks of 12 cards. Since the cards have different difficulty levels, be certain to evenly distribute the 1, 2 and 3 point cards in both stacks. Remember to shuffle the cards between rounds and to use both the red and white sides of the game cards.

    Divide your class into groups of 4 or 5 depending on numbers. Place a stack of twelve cards in centre of table. Students play for the cards as described in the instructions found in the Game pack. The students with the most points after all cards are claimed wins the round. Since you have two stacks of cards, two groups can play at a time.

    Repeat the process until each group has played a round. (For example, if there are 25 students in your class, 5 groups of 5 students will all have played one round). These 5 "semi-finalists" will now play a round of cards to determine the "Class Winner".

    II School Winners

    Class winners in each round play in groups of 4 or 5 students to produce "semi-finalists" and ultimately the Year Level Winners of the School.

    There are four levels participating in the Tournament, so your school could have an entry for each of the Year Levels 5--8 (formerly Standards 3 and 4, and Forms 1 and 2).

    III Tournament Conduct

    When a student has a solution in mind, s/he makes a declaration by touching the card. The student may touch anywhere on the card, yet with no more than three finger tips. This rule prevents students from slapping the card hard with the whole hand as a way of dominating play. The first student to make a valid declaration will be allowed to give their solution.

    In their eagerness to achieve, some students will touch a card before having a solution in mind. They may then stall for time as they try to figure out a solution. Students must announce a number and start giving the solution within 3 seconds of touching the card. They can take a reasonable time to complete the solution (15 seconds is recommended), yet they must continue from the first number announced as they complete their solution. If they cannot give a solution or give an incorrect solution, they will earn a penalty flag (we suggest you use "3M Post-It Note's" as penalty flags). Students who earn three penalty flags will be disqualified from further play during that round. Disqualified students may keep the points they have scored and are eligible to play in subsequent rounds.

    There are 4 versions of the Pocket Edition 24 GAME, and a selection of all 192 card combinations will be used at the SHARP 24 CHALLENGE Regional Tournaments. All 4 sets are available at most or all of the retailers below. The Standard, Fraction, Decimal, Algebra and Exponents Editions may be purchased from Jayz International Limited on our Order Form.

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