# RiverTimes Flash Cards - Game rules

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We offer you a game to revise your times tables while having fun. This game uses the Flash Cards and the Animals by RiverTimes. To play, you will need:

Click on the button below to download the rules of the game for revision (in PDF format) and then print it.

Print the rules of the game RiverTimes (PDF)

## Rules of the RiverTimes game

For the learning step of the multiplication tables, the cards must be used following the RiverTimes method of memorization, you will find more information about the RiverTimes Method here. Then, in a second step, for the revision of the time tables and for training, you can use them in the form of board game. The children will thus be able to revise their tables with other kids or with their parents while having fun.
To use the Flash cards as a game, you have to cut them in half (to separate the multiplication part from the result part).
A complete game (with all multiplication tables) includes:

• 42 Multiplication cards
• 42 Result cards

In this game, Animal cards are not used. Indeed, the child is supposed to have been beforehand familiar with the features of each animal.
This rule applies to a complete game, but you can adapt it according to your child's progress. For example, if he has only learned his tables up to 5, remove the cards that relate to the multiplication above.

### Goal of the game:

The child have to find the pairs of cards. A pair consists of a Multiplication card + the associated Result card. Each time a player makes a pair, he has to show it to the other players, so that they can check that the pair is correct. When a player has a pair, he removes it from his hand of cards. A player who has no cards left can't play longer. The game is over when all the pairs have been found and the player with the most pairs wins!

### Course of the game:

• 1- Deal 5 cards to each player. The remaining cards will form the draw pile, place it face down on the table.

• 2- Before starting the game, players must check their cards to remove any pairs. Players who have a pair have the right to remove it from their hand of cards. They place it face up on the table to show it to the other players (who will check that it is a correct pair). If any of the pairs placed by a player is incorrect, this player must put the cards back in his hand of cards.

• 3- The game can then begin: The youngest player starts (we will call him player 1). He will try to find the card corresponding to one of the cards in his possession, for that he asks it to the player of his choice (which we will call Player 2).
Example 1: Player 1 has the Multiplication card "7x7", so he will ask Player 2 for the Result card "49". There are then 2 possibilities:
- Player 2 has the card "49": he gives it to player 1 who makes a pair with his "7x7" card and has the right to play again and asks for another card to the same player or to a different player.
- Player 2 does not have the "49" card: player 1 draws a card, if it is the "49" he says "good draw" he has won and can play again. Otherwise it's the next player's turn (clockwise).
Example 2: Player 1 has the Result card "49", so he will ask one of the players for the "7x7" card, and then the principle is the same as in example 1.
Example 3: Player 1 has the Multiplication card "7x6", he's wrong and asks player 2 for the Result card "49" (instead of "42"). There are 2 possibilities:
- Player 2 has the card "49": he gives it to player 1, but when player 1 puts down his pair, the others players notice his error. He has to give back the card "49" to player 2, he is not allowed to draw a card and it's the next player's turn.
- Player 2 does not have the card "49": Player 1 draws a card and it is the next player's turn (because no one could see his mistake).