Description: “Get Lucky” is a fast-paced thinking game that requires students to be creative in the ways that they can manipulate basic operators and randomly given integers to reach a “lucky number.” “Algebra Jeopardy” is a team-based activity that tests the knowledge students have acquired in the classroom with review questions categorized by topic. The combination of these games is appropriate for students in 6th through 9th grade (Algebra 1).
How to Play:
1. Separate into teams of 2-4 people.
2. Once teams are made, the game leader picks a “lucky” number (any integer) and each team draws three cards randomly from a deck of cards that has been shuffled and sprawled out on a desk.
3. Once your group has your three cards, quickly determine which combination of cards will put your team closest to the “lucky number” the game leader has chosen. Teams can choose two of the four basic operations (addition, subtraction, multiplication, or division) to achieve a number closest to the one selected by the teacher. However, no card or operator can be used twice. Additionally, Aces are worth 1, Jacks are worth 10, Queens are worth 12, and Kings are worth 13.
For example,
Let us say that the “lucky number” is 90 and
Your team draws a 5 of Clubs, a Jack of Diamonds
(11), and a 4 of Hearts.

Some of your options include:
(5 + 11) * 4 = 64, (11 - 4) * 5 = 35, (5 + 4) * 11 = 99, (11 * 4) - 5 = 39, etc.
Options you may not use include:
(11 - 4) * 4 = 28 (repeated card) (11 * 4) * 5 = 220 (repeated operator)
The most ideal situation would then be to select the combination that totals 99 because it is closest to 90!
4. Once the game leader says that time is up, all groups will present their card combinations. The team closest to the “lucky number” wins the round!
Student Handout
5. In the case of a tie or if two teams have totals that are equidistant from the “lucky number,” the teams will settle the match via Rock, Paper, Scissors (best 2 out of 3). In the case of more than two teams having equidistant totals, the round is discarded.
6. Repeat two (or more) times and have teams tally their scores. They will carry over to Algebra Jeopardy.
7. Now moving into “Algebra Jeopardy,” the team with lowest score from “Get Lucky” will go first. If there is a tie, it will again be settled with Rock, Paper, Scissors (best 2 out of 3).
8.)

Teams answer one after the other, choosing whatever subject and points they wish from the projected game board.
9.) If one team answers incorrectly, the team directly after has the chance to answer for double the points issued to that specific question. If that team answers incorrectly, then the team directly after has the chance to answer for triple the points issued to that specific question. If the question circles all of the way back to the initial team, the question is thrown out, and the team following the original team continues.
10.) Every cycle, a different student should answer than the one who went before on the same team.
11.) For the final minutes, the game moves into Final Jeopardy. Prior to answering, teams must wager all, some or none of their points.
Student Handout
12.) Each team that answers correctly gets the exact amount of points they wagered. If a team answers incorrectly, they lose the amount that they wagered. The winner is the team with the highest score at the end!
Variations:
Poker Face
After all teams draw their cards and have been given the “lucky number,” the option is given to each team to exchange one or two of their cards for new ones. This choice is optional and is not required if only one or some of the teams choose to do so. Play continues normally.
Lemmy’s Luck
Any team that draws the Ace of Spades is given the option to eliminate another team from participating in the round. Once the team is eliminated, play continues normally.
Jokers Wild
Two Jokers are placed in the deck, and act as “wild cards.” Wild cards may be assigned any value between 1 and 13. The value must be announced when the team that draws the card presents their combination. No changes may be made following this announcement. Play continues normally.
All In
No changes are made to the general gameplay. However, if a tie occurs, preference will be given in the following order: straight flush (cards in numerical order all of same suit i.e. 6, 7, and 8 of Clubs), flush (cards all of the same suit), straight (cards in numerical order), three of a kind, one pair. Play continues normally.
Questions:
Student Handout
Teacher Lesson Plan
Grade levels
Algebra Jeopardy is a game that is compatible with freshmen (possible early sophomores) in high school taking Algebra I. The template itself can be adjusted to adapt with other curriculum so as to be used with other grade levels. The template is a power point presentation that allows the teacher to pick the questions at his/her discretion. Our goal was to use Algebra Jeopardy as a fun-filled exam review that gets the entire class involved. Get Lucky is a game that can be applied to a broader range of grade levels. It requires only knowledge of addition, subtraction, multiplication, division, and quick thinking. Suitable grade levels are 6th grade and above.
Game Type
Combination of several types
Required materials
Instructions (Games are played in unison with each other)
(1, 2, 3…..1, 2, 3……etc)
GET LUCKY
ALGEBRA JEOPARDY
Correlation with NCTM standards
Get Lucky requires students to “think on their feet” by quickly executing addition, subtraction, multiplication, and division between three numbers to devise an answer that closely matches the one asked by the teacher. The correlation with NCTM standards is that Get Lucky allows for students to “develop a deeper understanding of very large and very small numbers and of various representations of them.” Get Lucky also allows students to “understand meanings of operations and how they relate to one another.”
Algebra Jeopardy encompasses all the NCTM standards required in Algebra some of which are to “understand patterns, relations, and functions.” The questions asked are either variations from upcoming class exams or variations of possible state exam questions.
The process of the game itself requires communication within the team and fast problem solving skills.
Teacher’s Answer Sheet
Get Lucky:
1.) What is the smallest “lucky number” one could achieve with one hand (three cards)?
A: The smallest number one could achieve playing with standard rules would be -168 (an ace and two kings).
2.) Given that the “lucky number” is 2 and you’re dealt a King of Hearts, an Ace of Diamonds, and a Queen of Clubs, what strategy do you use to win?
A: (K – Q) + A = (13 – 12) + 1 = 2
3.) Given that the “lucky number” is very large (greater than 169) and you draw three Kings, you have an advantage. What is it?
A: If you have all three kings and are playing with standard rules and one deck of cards, you know that you hold three of the four kings, making it impossible for an opponent to get a higher total than you (K*K = 169, K*Q = 156).
4.) Create your own variation of “Get Lucky,” and explain what effects it would have on both game play and team strategy.
A: While there is no right answer, all forms of the game should attribute victory to a fair amount of chance. Have students explain what makes their game easier, harder, or more interesting and what strategies other students would need to discover to win in their version.
Algebra Jeopardy:
Solving Equations:
10) x = -5
20) x = (y - b)/m
30) n = 5
40) x = 2
50) t = 10
Graphing Equations:
10) (View Drawing)
20) Vertically
30) Horizontally Forward
40) D
50) A
Quadratic Formula:
10) f(x) = ax2 + bx + c, where f(x) = 0
20) (-b (+/-) (b2 – 4ac)1/2)/(2a)
30) b2 – 4ac
40) x = -7; x = -3
50) x = 4; x = -3
Systems of Equations:
10) x = -2; y = 2
20) x = 4; y = 5
30) x = (51/13); y = (3/13)
40) x = (13/54); y = (1/18)
50) 14 chickens; 48 goats
Trivia:
10) Arabic
20) 4
30) 11 out of 36
40) 40
50) 26
Final Jeopardy:
(270 votes + 72 years)/4 wins = 85.5 or 171/2 or 342/4


