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At-Home Games

Watermelon Math Game

Game 1

1 6
3 9
5 10

Game 2

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+ =
.
Inc
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ce
ur

+ =
so
Re
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©Learning Resources, Inc. www.learningresources.com Page 1


At-Home Games
Watermelon Math Game

Game 1

3 7
2 9
4 8

Game 2

+ =
+ =
.
Inc
s,
ce
ur
so

+ =
Re
ng
ni

ar
Le

©Learning Resources, Inc. www.learningresources.com Page 2


At-Home Games
Watermelon Math Game

Game 1

1 8
4 10
5 7

Game 2

+ =
+ =
.
Inc
s,
ce
ur
so

+ =
Re
ng
ni

ar
Le

©Learning Resources, Inc. www.learningresources.com Page 3


At-Home Games
Watermelon Math Game

Game 1

2 6
1 9
3 7

Game 2

+ =
+ =
.
Inc
s,
ce
ur
so

+ =
Re
ng
ni

ar
Le

©Learning Resources, Inc. www.learningresources.com Page 4


At-Home Games
Watermelon Math Game

1 2 3 4 5 6
7 8 9 10 1 2
3 4 5 6 7 8
9 10 1 2 3 4
5 6 7 8 9 10
CUT ALONG DOTTED LINES

©Learning Resources, Inc. www.learningresources.com Page 5


At-Home Games
CUT ALONG DOTTED LINES Watermelon Math Game

©Learning Resources, Inc. www.learningresources.com Page 6


2–4 Players
5 ans et plus
Ages 5+
LSP 8913-S
© Learning Resources, Inc., Vernon Hills, IL, US
Learning Resources Ltd., Bergen Way,
King’s Lynn, Norfolk PE30 2JG, UK
Please retain our address for future reference.
To find other great products, visit Made in China. LRM8913-S-GUD
www.LearningResources.com. Fabriqué en Chine.
Contents:
4 Double-sided watermelon cards
36 Markers
Activity guide

Level 1: Count Your Seeds


• Each player picks a watermelon card and places it in front of
them with the “Count Your Seeds” side up. Place all of the
markers in the box.
• The youngest player starts the game by picking a marker and
looking at the side with the seeds.
• He counts the number of seeds on the marker and looks at his
watermelon card to see if he has the matching number. If so,
he places the marker on top of the number on his card. If
not, he puts the marker back in the box and it is now the next
player’s turn to pick.
• If a player picks a marker that has the watermelon missing a
bite, he must remove one marker from his watermelon card
and put it back in the box.
• Play continues to the left and the first player to cover all of the
numbers on his watermelon card is the winner.

Level 2: Watermelon Math


• Each player picks a watermelon card and places it in front
of them with the “Watermelon Math” side up. Place all of the
markers in the box.
• The youngest player starts the game by picking a marker from
the box and looking at the side with the number.
• He then looks at the equations on his watermelon card. If
he can complete one of the equations with the number on his
marker, he places the marker on the blank spot on his card. If
not, he puts the marker back in the box and it is now the next
player’s turn to pick.
• If a player picks a marker that has the watermelon missing a
bite, he must remove one marker from his watermelon card
and put it back in the box.
• Play continues to the left and the first player to correctly
complete all 3 equations on his watermelon card is the winner.

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