US20060170162A1 - Ten0 - Google Patents

Ten0 Download PDF

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Publication number
US20060170162A1
US20060170162A1 US11/049,581 US4958105A US2006170162A1 US 20060170162 A1 US20060170162 A1 US 20060170162A1 US 4958105 A US4958105 A US 4958105A US 2006170162 A1 US2006170162 A1 US 2006170162A1
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card
game
player
cards
ten0
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Abandoned
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US11/049,581
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Abhishek Kumar
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Individual
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Individual
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Priority to US11/049,581 priority Critical patent/US20060170162A1/en
Publication of US20060170162A1 publication Critical patent/US20060170162A1/en
Priority to US12/590,253 priority patent/US20100052256A1/en
Abandoned legal-status Critical Current

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F1/00Card games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F1/00Card games
    • A63F1/04Card games combined with other games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F1/00Card games
    • A63F1/04Card games combined with other games
    • A63F2001/0416Card games combined with other games with numbers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/04Geographical or like games ; Educational games
    • A63F3/0457Geographical or like games ; Educational games concerning science or technology, e.g. geology, chemistry, statistics, computer flow charts, radio, telephone
    • A63F2003/046Mathematics

Definitions

  • Ten0 signifies the importance of Math and reminds us of why we need it to be integrated in our daily lives.
  • Ten0 has several qualities, which comprise of fun, competitive learning and entertainment.
  • the game also consists of different levels that involves interactive skills and allows every individual to have fun at every level.
  • Ten0 prepares people for real-world applications. More importantly, we are able to learn how the math operations are applied by learning the sequence of operands. Playing the game is extremely fun for the family, friends and even among strangers while being a mentally stimulating challenge.
  • Ten0 can be played by all ages, specifically 8 and above.
  • FIG. 1 The front face of the card.
  • FIG. 2 The back face of the card.
  • FIG. 3 Switch0 card.
  • FIG. 4 Zero0 card.
  • FIG. 5 Ten0 card.
  • FIG. 6 Ten0 Scale Reading card; instructs players what operand to use within the cumulative point domain.
  • FIG. 7 The back face of the card specifically with a divide operand.
  • FIG. 8 The back face of the card specifically with a add operand.
  • FIG. 9 The back face of the card specifically with a subtract operand. All figures are detailed below in the section labeled “Detailed Description of the Invention”.
  • the math must be applied with respect to the card and to the player's best ability.
  • Switch0 Card: can turn the Addition sign “+” to a Subtraction sign “ ⁇ ” and vice versa. It can also turn the Multiplication sign “ ⁇ ” to a Division sign “/” and vice versa.
  • This card is considered a bonus or wild card.
  • a player can use this card by choosing any operand in the game regardless of the operand stated on a specific card. Specific operands are adding, subtracting, multiplying, and dividing.
  • the player uses a “Ten0” card with another card in his or her hand such as “4 +” but doesn't want to use the add operand. Fortunately with the “Ten0” card, the player can change the operand however the player chooses. The player changes the “4+”, to “4 ⁇ ” which translates to 4 ⁇ 8. The current cumulative point is at 32 and the game continues. Also, a player can use the “Ten0” card and change the second card to a division operand card only if the remainder of the function is strictly 1. A further detail is below in the Situations in “Ten0 Game”; specifically situation # 7.
  • This card is considered another bonus card.
  • a player can choose whichever operands (adding, subtracting, multiplying, or dividing) to comply with the number 0 (zero). All features of the special cards are in the “Drawings” section.
  • the 50th point is considered as a neutral point where the next player can decide to use any operand to either go above 50 points or less.
  • the cumulative point is at 0.
  • the first player must play an add operand to start. If the first player does not have the add operand card to start or special card(s), then a player must draw one card. If the first drawn card is playable then play the card. Otherwise, the first player must take another card and loses a turn regardless if the second drawn card is playable or not.
  • a player can choose to use whichever operand to comply with zero.
  • Add and subtract operands the players can use combinations of both add and subtract cards. Add and subtract operands cards are separated from the deck. All the special cards are excluded from the game. The players must compete with each other until a player's hand is finished.
  • the players have an equal amount of cards dealt to them.
  • the cumulative point starts out at 0.
  • the first player must add first to start the game. For an example, starting the cumulative point at 0, the first player starts to use add operand with 7 on the face value. At this point, the cumulative point is at 7, then the second player throws down subtract operand with the face value 5 and says 2. They go ahead and compete; using strictly add and subtract operands to play this game.
  • the player must pick a card from a deck and play it, if playable. Otherwise, draw another card and lose a turn.
  • the multiply and division operands cards are separated from the deck. All the special cards are excluded from the game. The first two players must use a multiply card to initiate the game. A player throws the first multiply operand card and the next player must also throw a multiply operand card to start a cumulative point. The players continue the game using only the division and multiply operands. In addition to this, the players must not surpass the absolute cumulative point between 0 and 100. The only exception of this objective is that the cumulative point does not start at 0.
  • the players are dealt an equal amount of cards.
  • the cumulative points are formed using the combinations of the division and multiplication operands.
  • the first player starts using the multiply operand with the face value 7 and the second player throws down a multiply operand card with the face value 5 and says 35.
  • the cumulative point is at 35.
  • the next player decides to throw a 5 with the division operand.
  • the cumulative point is back at 7 and they go ahead and compete.
  • This game is for 2 to 6 players. There are no special cards included in this game; therefore there are only 80 operand cards to play with. This advanced game also has the same rules, however exceptional situations are detailed below. The major difference is that instead of focusing on the operands applied the players can manipulate any operand within the “Ten0 ” Scale Reading cumulative point. In other words, you can use any operand that is appropriate to apply and must be within the absolute domain value of 0 to 100.
  • Each player is dealt an equal amount of cards until the deck is finished. If there is a remainder of cards they are used to start the game. There are a couple of alternatives to start the game with the remainder cards.
  • the resulting cumulative point is the highest face value, which is the card chosen.
  • the remainder cards are “5/”, and “7 ⁇ ”.
  • the game begins by choosing the 7 and this is the starting cumulative point.

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

Ten0 is an entertaining, multi-level card game involving the findamentals of math. It is inclusive of four operands that are central to the game. The Ten0 also features a Ten0 scale reading and special cards. One of the unique features of this game is that it is an educational game and also a fun game. The various math applications provide the basic building blocks needed throughout life. It also helps build confidence for those that are not entirely comfortable with math applications. Additionally, the multi level feature enables the game to be stimulating for people of all ages.

Description

    CROSS-REFERENCE TO RELATED APPLICATIONS
  • Not Applicable.
  • STATEMENT REGARDING FEDERALLY SPONSORED RESEARCH OR DEVELOPEMENT
  • Not Applicable.
  • REFERENCE TO SEQUENCE LISTING
  • Not Applicable.
  • BACKGROUND OF THE INVENTION
  • Math applications continue to exist in our everyday lives and it has become necessary for people to grasp a basic understanding of the topic. However there are individuals that struggle with math applications, not only in the real world but also academically. This invention, Ten0, enables people not only to understand how to apply math when needed but it also builds confidence in the process. Additionally this invention also allows young students to excel in the subject.
  • BRIEF SUMMARY OF THE INVENTION
  • This invention Ten0, signifies the importance of Math and reminds us of why we need it to be integrated in our daily lives. Ten0 has several qualities, which comprise of fun, competitive learning and entertainment. The game also consists of different levels that involves interactive skills and allows every individual to have fun at every level. Ten0 prepares people for real-world applications. More importantly, we are able to learn how the math operations are applied by learning the sequence of operands. Playing the game is extremely fun for the family, friends and even among strangers while being a mentally stimulating challenge. Ten0 can be played by all ages, specifically 8 and above.
  • BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWING
  • FIG. 1: The front face of the card.
  • FIG. 2: The back face of the card.
  • FIG. 3: Switch0 card.
  • FIG. 4: Zero0 card.
  • FIG. 5: Ten0 card.
  • FIG. 6: Ten0 Scale Reading card; instructs players what operand to use within the cumulative point domain.
  • FIG. 7: The back face of the card specifically with a divide operand.
  • FIG. 8: The back face of the card specifically with a add operand.
  • FIG. 9: The back face of the card specifically with a subtract operand. All figures are detailed below in the section labeled “Detailed Description of the Invention”.
  • DETAILED DESCRIPTION OF THE INVENTION
  • Objective of Ten0:
  • The math must be applied with respect to the card and to the player's best ability. The cumulative score must be an absolute value and there should be no decimals or negative numbers and should not be outside of the Ten0 Scale Reading. Further details about Ten0 Scale Reading are in the following pages. The following is an example of how the game is played with an absolute cumulative point value. If one player throws a card labeled “5” and its sign is “+” and another player throws a card labeled “3” and it′ sign is “+”, then the math applied would be 5+3=8. The current cumulative point total is 8 and the next player goes. A player must finish the hand in order to win the game.
  • Tool:
  • A Deck of Cards
  • Players Participate in the game:
  • 2-6
  • Cards:
  • Number of cards in a deck:
  • 100
  • Symbols Desiqned in the cards:
  • “+” (Add); “−” (Subtract); “×” (Multiply); “/” (Divide).
  • Face Card Value:
  • 1-10 (2 times for each operand)-80 cards
  • Number of Special Cards:
  • 12 cards
  • Name of Special Cards:
  • “Switch0” Card-4 cards; “Ten0” Card-4 cards; “Zer0” Card-4 cards. All features are in “Drawings” section.
  • Ten0 Scale Reading:
  • It has an absolute domain of 0 to 100 and the operands displays-4 cards. It is enclosed in the “Drawings” section. The remaining 4 cards are instructions, miscellaneous or displays.
  • Definitions of Special Cards:
  • “Switch0” Card: can turn the Addition sign “+” to a Subtraction sign “−” and vice versa. It can also turn the Multiplication sign “×” to a Division sign “/” and vice versa.
  • “Ten0” Card:
  • This card is considered a bonus or wild card. A player can use this card by choosing any operand in the game regardless of the operand stated on a specific card. Specific operands are adding, subtracting, multiplying, and dividing. The “Ten0” card can be used regardless of where the current cumulative point is. For an example: If the first player throws a card labeled “5” and it's sign is “+”, and the second player throws a card labeled “3”and it's sign is “+”, then the math applied would be 5+3=8. The current cumulative point total is 8. Now it is the first player's turn and he chooses to use a “Ten0” card. The player uses a “Ten0” card with another card in his or her hand such as “4 +” but doesn't want to use the add operand. Fortunately with the “Ten0” card, the player can change the operand however the player chooses. The player changes the “4+”, to “4 ×” which translates to 4×8. The current cumulative point is at 32 and the game continues. Also, a player can use the “Ten0” card and change the second card to a division operand card only if the remainder of the function is strictly 1. A further detail is below in the Situations in “Ten0 Game”; specifically situation # 7.
  • “Zer0” Card:
  • This card is considered another bonus card. A player can choose whichever operands (adding, subtracting, multiplying, or dividing) to comply with the number 0 (zero). All features of the special cards are in the “Drawings” section.
  • Ten0 Game:
  • Objective:
  • Math must be applied appropriately and the cumulative point must be an absolute value between 0-100. The 50th point is considered as a neutral point where the next player can decide to use any operand to either go above 50 points or less.
  • 0-100 points:
  • The player must use, if the cumulative point is at:
  • 0-49: add or multiply.
  • 50: Players chooses which operand to play.
  • 51-100: subtract or divide. The math must be played appropriately and must be within the scale reading. The Ten0 Scale Reading is included in the “Drawings” section, FIG. 5.
  • Instruction of “Ten0” Game:
  • There can be 2 to 6 players that can participate in this game and there are 92 cards that are used (80 operand cards and 12 special cards). Each player is dealt 5 cards. The player on the left of the dealer must start first. The starting cumulative point is 0. The first player must add if the player has the “add” card. The game optionally can have a pad to write down the cumulative points. Additionally, there is a Ten0 Scale Reading card to emphasize the utility of the cards played which is FIG. 5 on the “Drawings”.
  • Situations of “Ten0” Game:
  • 1. At the beginning of the game, the cumulative point is at 0. The first player must play an add operand to start. If the first player does not have the add operand card to start or special card(s), then a player must draw one card. If the first drawn card is playable then play the card. Otherwise, the first player must take another card and loses a turn regardless if the second drawn card is playable or not.
  • 2. If a player does not have a card that is playable then the player must draw one card. If the card that is picked is playable then the player can play, otherwise draw another card and lose a turn.
  • 3. If a player miscalculates the card during the game, then the player takes the card back and draws another card. Additionally the player loses a turn. For an example, a player draws a “5”, and it's operand sign is add and the current cumulative point is at 3. This specific player says 3+5=10, which is considered incorrect. The player takes the card back that was drawn which is the “5+” card, draws another card from the deck and loses a turn.
  • 4. If a player goes beyond the cumulative point, less than 0 or more than 100, then the player takes the drawn card back, draws another card, and loses a turn. The only exception is the “Ten0” card which can surpass the cumulative point, either 0 or 100. Although the cumulative point can surpass 0 or 100 mathematically, the points must be stated as the maximum of 100 or the minimum of 0.
  • For an Example:
  • Assuming the cumulative point is at 20, if a player throws a “Ten0” Card and chooses to use 10× card. The combination of the “Ten0 ” card will result over 100 (20×10=200) mathematically. However, the current cumulative point will be at 100 specifically. Vice versa for going below the cumulative point at 0.
  • The following is another scenario using “Ten0”card. The cumulative point is at 78 and a player chooses to use a “7/” card. Mathematically, it would be incorrect but with the “Ten0” card you can use it since the result will be 78/7=11 remainder 1. Therefore, the cumulative point is at 11 disregarding the remainder.
  • 5. If a player uses a card that results in a cumulative point of exactly 0, the next player must use the “add” operand.
  • 6. If a player has a “Zer0” card, then a player can choose to use whichever operand to comply with zero. For an example, the current cumulative point is at 55, and a player decides to use “Zer0” Card using a division operand, the result cumulative point is 0; since 55/0=0.
  • Ten0 Game (Advanced Level 1):
  • It is strictly for 2-4 players. Note if there are 3 players playing use the last card to start the game. There are 40 operand cards each for the add and subtract operands. There are also 40 operand cards for the multiply and divide operand. There are two different games that can be played with the cards. The first game consists of cards that only have the add and subtract operands, and the second is for multiply and division operands. A further explanation is detailed below.
  • Objective for Add and Subtract Operands:
  • For add and subtract operands, the players can use combinations of both add and subtract cards. Add and subtract operands cards are separated from the deck. All the special cards are excluded from the game. The players must compete with each other until a player's hand is finished.
  • Instruction:
  • The players have an equal amount of cards dealt to them. The cumulative point starts out at 0. The first player must add first to start the game. For an example, starting the cumulative point at 0, the first player starts to use add operand with 7 on the face value. At this point, the cumulative point is at 7, then the second player throws down subtract operand with the face value 5 and says 2. They go ahead and compete; using strictly add and subtract operands to play this game.
  • Situation:
  • 1. If a player miscalculates when playing a card, the player then takes the card back.
  • 2. If a player does not have a card that is playable, then the player must hand pick one card from any other player without looking and then loses a turn. It must be hand picked from a player who has more than one card. If all the other players have one card left on their hand then the player keeps his own card and loses a turn.
  • 3. If no players can play on a specific round or cannot finish one last card, then shuffle the cards that have been played and set it up as a deck.
  • Once it is a player's turn, the player must pick a card from a deck and play it, if playable. Otherwise, draw another card and lose a turn.
  • 4. For a game with 3 players the cards are dealt equally and the remaining one card is used to start the game. If the last card is not an add operand then the first player must put an add operand card to start the game; the add operand card will be on top of the last dealt card.
  • Objective for Multiply and Division Operands:
  • For multiply and division operands, the multiply and division operands cards are separated from the deck. All the special cards are excluded from the game. The first two players must use a multiply card to initiate the game. A player throws the first multiply operand card and the next player must also throw a multiply operand card to start a cumulative point. The players continue the game using only the division and multiply operands. In addition to this, the players must not surpass the absolute cumulative point between 0 and 100. The only exception of this objective is that the cumulative point does not start at 0.
  • Instruction:
  • The players are dealt an equal amount of cards. The cumulative points are formed using the combinations of the division and multiplication operands.
  • For an example, the first player starts using the multiply operand with the face value 7 and the second player throws down a multiply operand card with the face value 5 and says 35. Currently the cumulative point is at 35. The next player decides to throw a 5 with the division operand. The cumulative point is back at 7 and they go ahead and compete.
  • Situation:
  • 1. If a multiplication or division miscalculation occurs, then the player takes the card back that was already played and also loses a turn.
  • 2. If a player does not have a card to play with, then the player must take one card from any other player who has more than one card on hand; hand picked without looking and loses a turn.
  • 3. If all players cannot play on a specific round, then shuffle the cards that have been played and set it up as a deck. Once it is a player's turn, the player must pick a card from a deck and play it, if playable. Otherwise, draw another card and lose a turn.
  • Ten Game (Advanced Level 2):
  • Objective:
  • Math must be played appropriately with its respect. The rules that are applied in respect to the cumulative point and the instructions are the same as above.
  • Ten0 Game
  • This game is for 2 to 6 players. There are no special cards included in this game; therefore there are only 80 operand cards to play with. This advanced game also has the same rules, however exceptional situations are detailed below. The major difference is that instead of focusing on the operands applied the players can manipulate any operand within the “Ten0 ” Scale Reading cumulative point. In other words, you can use any operand that is appropriate to apply and must be within the absolute domain value of 0 to 100.
  • Instruction:
  • Each player is dealt an equal amount of cards until the deck is finished. If there is a remainder of cards they are used to start the game. There are a couple of alternatives to start the game with the remainder cards.
  • First Alternative:
  • Take the card with the add operand to start the game if available. If not available, use the second alternative.
  • Second Alternative:
  • Take the card with the highest face value to start the game regardless of the operand. The resulting cumulative point is the highest face value, which is the card chosen. For an example: The remainder cards are “5/”, and “7×”. The game begins by choosing the 7 and this is the starting cumulative point.
  • Situation:
  • 1. If any math miscalculation occurs, then the player takes the card back that was already played and loses a turn.
  • 2. If a player does not have a card to play with, then the player must take one card from the any other player; hand picked without looking and loses a turn. The player must pick a card from another player who has more than one card.
  • 3. If no players can play on a specific round, then shuffle the cards that have been played and set it up as a deck. On the next player's turn, the player must pick a card from the deck and play it, if playable. Otherwise, draw another card and lose a turn.

Claims (8)

1. The game is limited to a specific scale reading and the math applied during the game. The math applied must be in conjunction with the Ten0 Scale Reading.
2. With claim 1, the scale includes the cumulative point and the range of the cumulative point is confined to 0 to 100, specifically.
3. With claim 2, the use of math applications within the scale boundary where you use or apply specific math operand within the cumulative point. Instructive and elaborate details are indicated above, in the section of “Detailed Description of the Invention”.
4. With claim 3, the cards include the face value of 1 to 10.
5. With claim 4, the cards are also included with the associated math operand specifically, where instructive details are in the section of “Detailed Description of the Invention”.
6. With claim 5, the special cards that are defined and are appropriately issued within the definition of my invention. Instructive and elaborate details are indicated above, in the section of “Detailed Description of the Invention”.
7. With claim 6, the special cards are also included and the names that are given for each special card as titled.
8. With claim 7, the game has different levels of participation described specifically in the section of “Detailed Description of the Invention”.
US11/049,581 2005-02-03 2005-02-03 Ten0 Abandoned US20060170162A1 (en)

Priority Applications (2)

Application Number Priority Date Filing Date Title
US11/049,581 US20060170162A1 (en) 2005-02-03 2005-02-03 Ten0
US12/590,253 US20100052256A1 (en) 2005-02-03 2009-11-05 Ten0

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Application Number Priority Date Filing Date Title
US11/049,581 US20060170162A1 (en) 2005-02-03 2005-02-03 Ten0

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Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20090061994A1 (en) * 2007-08-29 2009-03-05 Aristocrat Technologies Australia Pty Limited Method of gaming and a gaming system
US8523573B1 (en) 2010-02-19 2013-09-03 Consuelo Isabel Villarreal-Reyes “2 × 3” math learning game
US9278278B1 (en) * 2010-02-19 2016-03-08 Consuelo Isabel Villarreal-Reyes “2×3” math learning game

Citations (9)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US1115441A (en) * 1913-11-29 1914-10-27 Warner G Lake Game apparatus.
US1699629A (en) * 1927-08-04 1929-01-22 Eugene H Phifer Educational card game
US2198670A (en) * 1938-06-25 1940-04-30 Corydon M Johnson Game piece
US4281835A (en) * 1979-08-03 1981-08-04 Nat Seiden Arithmetic card game method
US5603501A (en) * 1995-10-30 1997-02-18 Hayes; Mark G. Mathematical board game
US5639091A (en) * 1996-05-21 1997-06-17 Morales; Ysela Integer cards
US6056553A (en) * 1999-05-28 2000-05-02 Huang; Pingsheng Apparatus for math teaching and self-learning
US6447300B1 (en) * 2001-02-12 2002-09-10 Joseph G. Greenberg Educational card game
US6676414B1 (en) * 2000-10-13 2004-01-13 Machendrie Jennifer L. Method and computer program for playing an educational card game that teaches mathematical facts

Patent Citations (9)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US1115441A (en) * 1913-11-29 1914-10-27 Warner G Lake Game apparatus.
US1699629A (en) * 1927-08-04 1929-01-22 Eugene H Phifer Educational card game
US2198670A (en) * 1938-06-25 1940-04-30 Corydon M Johnson Game piece
US4281835A (en) * 1979-08-03 1981-08-04 Nat Seiden Arithmetic card game method
US5603501A (en) * 1995-10-30 1997-02-18 Hayes; Mark G. Mathematical board game
US5639091A (en) * 1996-05-21 1997-06-17 Morales; Ysela Integer cards
US6056553A (en) * 1999-05-28 2000-05-02 Huang; Pingsheng Apparatus for math teaching and self-learning
US6676414B1 (en) * 2000-10-13 2004-01-13 Machendrie Jennifer L. Method and computer program for playing an educational card game that teaches mathematical facts
US6447300B1 (en) * 2001-02-12 2002-09-10 Joseph G. Greenberg Educational card game

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20090061994A1 (en) * 2007-08-29 2009-03-05 Aristocrat Technologies Australia Pty Limited Method of gaming and a gaming system
US8998711B2 (en) 2007-08-29 2015-04-07 Aristocrat Technologies Australia Pty Limited Method of gaming and a gaming system
US8523573B1 (en) 2010-02-19 2013-09-03 Consuelo Isabel Villarreal-Reyes “2 × 3” math learning game
US9278278B1 (en) * 2010-02-19 2016-03-08 Consuelo Isabel Villarreal-Reyes “2×3” math learning game

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