Factor Match is a game which gives students an enjoyable way to practice recognizing common factors in numbers. It also gives practice in recognizing the various ways a number can be reached on the times tables. The game includes thirty-six cards with numbers and four Change Cards. The object of the game is to find a play a card which has a factor in common with the number on the Target Card. The first player to play all the cards in his hand wins.
The game works well with 2-6 players. Each player is dealt 5 or 7 cards, depending upon how many are playing. The remaining cards are placed face down in the center of the playing area as the Draw Pile. The top card of the draw pile is turned face up. This becomes the first Target Card.
The first player considers the factors of the Target Card. The factors must be within the basic times table, that is, from 1 x 1 through 12 x 12. For example, if the Target Card is a 48, the suitable factors would be 4,6,8, and 12. Any card having one of these factors may be played. (Two and three are also factors, but 2 x 24 and 3 x 16 are beyond the basic times table.) Suppose the first player has a 42. He may play that card, and call out that the common factor is 6.
The next player must consider the factors of 42, which are, of course, 6 and 7. He may play any card whose number has a factor of 6 or 7. The game continues, each play having to consider the various factors of the new Target Card.
If a player can not play a card with a factor which matches the Target Card, he must draw from the pile until he can match a factor. Once he is able to complete his turn, the games continues.
There are also four Change Cards in the deck. If a player has one of these in his hand, he may play it at any time. Whoever plays a Change Card can determine the next factor to be matched. For example, if a player can not match a factor of the number of the target card, but has a Change Card, he may play it and call out one factor which must be matched by the next player.
Since the cards do not include any numbers from the eleven times table and only a few from the twelve times tables, only the factors from 2 through 10 may be called out by the player using a Change Card.
Once the Draw Pile is empty, the cards beneath the current Target Card are shuffled and used as the Draw Pile.
The
Factor Match link will open a PDF file of the cards as well as a pattern which can be printed on the back of the cards.