CloseCall
Materials
One deck of cards for each group. Aces = 1, Jokers = 0, Tens and face cards are removed.
One Close Call record sheet for each player/team.
Rules and Play
1. This is a mental math game for 2-3 players/teams.
2. The object of the game is to accumulate the highest score by coming closer to the goal than your opponent(s).
3. Play begins with the dealer providing each player/team with six cards from a well-shuffled deck.
4. Players then select four of the six cards they receive and attempt to make two numbers whose sum is close to 100
without going over. Each player/team has a one-minute time limit to make a decision.
5. After the selections are made, each player puts his/her cards on the playing surface in front of him/her so that all
players can see. The player/team with the total that is closest to 100 wins a point. In case of a tie, one point is awarded
to each player/team. Problems, answers and scores are recorded on a record sheet at the end of each round.
6. Cards are shuffled and redealt at the end of each round.
7. Play continues until 5 rounds have been played. The player/team with the most points after 5 rounds wins the game.
Variations
• Change the number of cards dealt, used and the goal.
• For younger players, restrict the number of cards dealt to each player/team to 4, allow the use of only 2 cards, and set
the goal to 10.
• To make the standard game more challenging, change the rules so that the number of cards dealt to each player/team is
8, the number of cards that may be used is 6, and the goal is 1,000. You may want to allow the use of calculators in this
variation.
CloseCall
Variations (continued)
• Change the scoring rules. For example, scores can be the difference a total is from the goal. If the goal is 100 and a
total is 96, a player/team score would be 4. If a total was 107, the score would be 7. Scores can be totaled for all five
rounds. Lowest total wins!
• Change the operation that is used. In this variation players/teams create subtraction problems where the goal is to get
as close to zero as possible.
• Adjust the rules so that a player/team must come as close to the goal as possible without going over.
• Add motivational cards to the deck. For example, Jokers=0, One-eyed Jacks are wild.
Name Name
Round Problem Created Score Round Problem Created Score
1 1
2 2
3 3
4 4
5 5
6 6
7 7
8 8
9 9
10 10
11 11
12 12
13 13
14 14
15 15
16 16
17 17
18 18
19 19
20 20
Final Score Final Score