Acey Twosey
Materials Required
- One full pack of playing cards (jokers removed)
Activity: Card Game of Chance
How to Play:
- Divide the class into groups of four or five players.
- Model a game in a group with all other students in a fishbowl set up to observe.
- Choose one player in each group to act as the dealer.
- In this game, aces are the highest value cards and 2s are the lowest.
- The dealer deals two cards face-up to each player.
- Each player then decides whether to play or pass.
- Point system. 5 maximum points risked / 0 if you pass.
- If a player chooses to play, they may ask the dealer for a third card after they indicate points that they would like to risk.
- If they decline to take a third card, they score zero points for that round.
- The goal is to receive a third card that falls between the values of the first two cards (regardless of suit).
- If the third card is between the values of the original two cards, the player earns the points risked.
- If the third card does not fall between the first two, the player loses that number of points which could take their score below zero.
- Once all players have taken their turn, the role of dealer rotates to the next player.
- Players keep track of their scores, which are totalled at the end of the game.
Discussion and Reflection:
After playing, ask students to reflect on and share the strategies they used to decide whether to take a chance. For example:
“Terry was dealt a King and a 4. His chances of drawing a card between those values were high because many cards (5 through Queen) would earn him a point. Only a 2, 3, 4, King, or Ace would cause him to lose. He chose to play.”
Encourage groups to discuss the element of chance involved. For instance:
“Even with an Ace and a 2, there’s still a small chance you’ll draw one of those cards again and lose a point.”
Allow students to replay the game, using these reflections to guide their decisions.
Extension Activity:
To help students make more informed decisions during the game, challenge them to design a simple card counting system. This system should help them keep track of which cards have already been played and estimate the likelihood of drawing a card that falls between their two.
