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1-2-3 OY! Instructions
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1-2-3 OY! Instructions
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GAME 5: HIGH 5 OY! ( Similar to 21 but with many challenging twists )
Unlike 21, players can go higher or lower than the Target Number, which changes each round. Assign the OY! card a value. A dealer gives each player and himself two cards face down, makes a Stock Pile with the rest and turns up a Target Number card. Players try to get closer to the Target Number than the dealer by adding and / or subtracting their cards. Each player can request up to 3 additional cards (hits) but all cards taken MUST be used in their calculation. Once no additional cards are called for and calculations are done, the dealer's hand is revealed. The dealer may also receive up to 3 additional cards. After he has done his calculation, the players reveal their cards. If there are three or more players, any player whose total is closer to the Target Number than the dealer's is a winner. If the dealer and a player have the same total, the dealer wins. If there are only two players and both have the same number or one is higher and the other lower, but both are the same difference to the target number, it's a draw. If a player gets the Target Number with the initial two cards dealt and one of is an OY! card, that player wins and automatically becomes the dealer for the next round. Otherwise the deal passes to the next player after each round.
Variation 1: Turn over 2 Stock Pile cards and add their values for a possible Target Number of up to 32 (16 +16), eg. if the cards are 9 and 12, the Target Number is 21 (9 + 12).
Variation 2: Turn over 2 Stock Pile cards and multiply them for a possible Target Number of up to 256 (16 x 16), eg. if the cards are 9 and 12, the Target Number is 108 (9 x 12). Allow addition, subtraction, multiplication and division plus roots and exponents in solutions. Another option is to use three cards, multiplying the first two and adding the third so players are less likely to throw down cards that are identical to the Target Cards.
Variation 3: Turn over two Stock Pile cards and divide the lower number by the higher number to form a fraction. For example, if the Target cards are 9 and 12, the Target fraction is 3/4.

GAME 6: FLASH OY! ( The dealer controls the pace, no turns )
Win the most cards. Assign the OY! card a value. The dealer (who also plays) holds the cards face down and deals cards face up on the playing surface so all the cards can be seen. The first player to see any combination of two or more cards that when added or subtracted are equal to another card shouts OY! and places the cards used in the calculation in their Win Pile. When all the cards have been dealt, players count their cards and the one with the most wins. The player with the least cards becomes the dealer for the next game. If a player shouts OY! but does not immediately have a solution, they can be penalized by not being allowed to call on the next possible solution
Example: If there are 4 cards on the table, a 3,6,1,5 then a player could shout OY! since 6-5=1. This player would place the 6,5 and 1 cards on his or her Win Pile and the 3 card remains on the table.
Tips: Select the weakest player to deal initially so they can control the speed of the game or have a parent or teacher deal only enough cards to find a solution and wait until a player finds it.
Variations: Start playing the games by using only addition and subtraction, but as player's math skills improve use multiplication and division as well. Players could also be required to use 4 or more cards to obtain a solution.

GAME 7: 2 QUICK OY! ( Starts slow but watch out, excellent for school competitions.) Play to win the most cards. OY! cards are wild unless played as one of the first two cards when they equal 1. Deal all the cards to the players, who hold them face down in a stack. The first player plays their top card face up onto the table. The second player plays their card so it covers 3/4 of the first card. Before the third card is played, all players mentally add and subtract the 2 cards to obtain 2 possible Target Numbers, eg. if they are 3 and 12, the Target Numbers are 15 (3 + 12) and 9 (12 - 3). Disregard totals above 16 as the highest card is 16. The next player then plays his card covering 3/4 of the second card and completely covering the first card. If the third card played equals one of the Target Numbers (9 or 15 in our example), or if it's an OY! (wild) card, the first player to shout OY! wins all the played cards, adds them to the bottom of their stack, and starts the next round. If the card does not equal either of the Target Numbers, only the top 2 cards are added and subtracted to arrive at 2 new Target Numbers. Players in turn place cards on the Target pile until an OY! is called. A player who incorrectly calls OY! must play 4 penalty cards, 1 at a time. If a Target Number is placed while doing so, players can call OY! and no further penalty cards are required. If there is any uncertainty about who called first, the game continues. A player with no cards left must call the next OY! to continue.
Tips: Before playing a card the player states the next Target Numbers required for an OY! For example, if a 2 and then an 8 card are played, players would say, "We're looking for 6 or 10." (If using multiplication and division as well as addition and subtraction, players would also be looking for a 4 and a 16.) Players can stop calling the numbers out once they're comfortable with doing the calculations. The faster you play the more fun it is. Enforce the rule that players must rapidly pull the cards from the far end of their stack by using their thumb and turn them over and place them on top of the Target pile quickly in such a manner that all players see the card simultaneously. Get the free computer version from www.123oy.com



 
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