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HOW TO PLAY - MAGIC ISLAND SEARCH - GAME RULES
Hunt for keys that open an ancient treasure chest
overflowing with gold and jewels.  You have landed on MAGIC
ISLAND SEARCH, where the adventures of a lifetime await you.
 

Math Games | Logic Games | Measurement Games
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HOW TO PLAY - MAGIC ISLAND SEARCH GAME
GAME RULES

Game Objective:
The object of MAGIC ISLAND SEARCH  is to reach the treasure chest first will all 6 MAGIC ISLAND SEARCH key cards and the greatest number of digits flipped over on one's Flip-Card Board.  In doing so, a student opens the treasure chest and collects the riches that win the game.

Preparation:
Game Board Setup:

  1. The students choose a set of MAGIC ISLAND SEARCH key cards.  The 36 cards are divided according to their MAGIC ISLAND SEARCH key areas.

  2. The appropriate 6 cards are put in any order in the correct MAGIC ISLAND SEARCH key area with question sides up.

  3. The 6 MAGIC ISLAND SEARCH Cover Cards are put on top of the correct key area pile so that the questions of the cards are not displayed.

Flip Card Board Setup:

  1. Each student places six digits ranging from 1-3 on his/her Flip-Card Board.

  2. No more than three of a digit may be displayed.

  3. The students do not show the other students their digits until they are all finished.

General Rules:

  1. The students flip over as many Flip-Card Board digits as possible by answering the question cards correctly.

  2. The students must collect the 6 different MAGIC ISLAND SEARCH key cards to complete the game.

  3. In order to turn over more of their Flip-Card Board digits, the students make repeat visits to MAGIC ISLAND SEARCH areas after collecting the 6 different MAGIC ISLAND SEARCH key cards.

  4. The students may refer to the Measurement Chart at any time throughout the game.

Specific Game Rules:

  1. All students put their markers on the start space.

  2. The students roll to see who starts.  The highest numbered person goes first, the second highest goes second, and so on.

  3. On the game board are brown path spaces that go in many directions to the different MAGIC ISLAND SEARCH areas.  A student may go on any path that he/she desires.  Also, a student may travel through one key place to reach another key place.

  4. When a student reaches a MAGIC ISLAND SEARCH place, he/she draws from that MAGIC ISLAND SEARCH pile of cards one card from anywhere in the card pile.  The Cover Card always remains on the top of the pile so that the questions cannot be seen.

  5. Without looking at the answer on the back of the card, the student tells all in the group the correct answer number.  The pupil next turns the card over to see if he/she is correct.

  6. If the answer is correct, the player tries to match the answer number on the MAGIC ISLAND SEARCH key card to one digit that he/she has on his/her Flip-Card Board. 

  7. If the student is incorrect, he/she keeps the card but does not turn over any Flip-Card Board digits.  The student also loses his/her next turn.

  8. After collecting and answering correctly a MAGIC ISLAND SEARCH key card, the student travels to other areas to collect the 5 remaining cards.

  9. As a student collects the MAGIC ISLAND SEARCH key cards, they are placed below his/her Flip-Card Board.  After each card is answered correctly, the answer digit flipped over on the student's Flip-Card Board.  If no digit remains on the Flip-Card Board that is the same as the answer of a MAGIC ISLAND SEARCH key card., no digit is turned over.  However, the student keeps the key card.

  10. After collecting the 6 different MAGIC ISLAND SEARCH key cards, the student returns to any key areas to find answer cards that may allow him/her to turn over more of his/her Flip-Card Board digits. 

  11. In deciding what areas to visit, the students studies the answer cards of the other students to determine what numbers are already taken.  For each MAGIC ISLAND SEARCH area, there are 6 cards.  The answer on these 6 cards are two 1's, two 2's, and two 3's.  The above student needs MAGIC ISLAND SEARCH question cards with the answers of either 2 or 3.  The student does not want to go to an area where the 2's and 3's are taken:

  12. When a student is collecting additional cards, these cards are put below his/her Flip-Card Board.  Matching area cards are placed in a column.
     

  13. When all students reach the treasure chest, the winner of the game is the student with the 6 different MAGIC ISLAND SEARCH key cards plus:
          a.  The first students to reach the treasure chest with all digits on his/her Flip-Card Board turned over.
          b. 
    If no student has all of his/her digits turned over; it is the person who reaches the treasure chest with the most digits turned over,
          c. 
    If there is a tie in digits turned over, it is the first person to reach the treasure chest.

*Exception to Game.  In rare instances, a student may not be able to obtain a 6th MAGIC ISLAND SEARCH key card because all cards are taken.  If this happens, when the student reaches the area without cards, he/she may take the MAGIC ISLAND SEARCH card from a student who has two.  However, the student must add the number answer of the card to his/her Flip-Card Board, the student now has 4 digits left.

Summary of Rules

  1. The game board is set up and the 36 cards are put in the different area card piles on the game board.

  2. Six digits from 1-3 are put on the students' Flip-Card Boards.  The students may not use the same digit more than three times.

  3. The students role the die and move to the 6 different MAGIC ISLAND SEARCH key areas.  They  may go in any direction but must collect all 6 keys.

  4. The digits that match the answers to the MAGIC ISLAND SEARCH key questions are turned over on the students' Flip-Card Boards.  (Only one digit per answer)

  5. The key cards are placed below the students' Flip-Card Boards with the answer sides displayed.

  6. After collecting the 6 different keys, the students may make return trips to MAGIC ISLAND SEARCH areas in order to answer question cards and flip over remaining Flip-Card Board digits.

  7. The students may only answer one question for a turn at a key area.  They must then move to another key area but, after this, are allowed to return to the previous key area.

  8. The winner is described in Rule 14.

  9. Additional rules:
    a. 
    Incorrectly answering a question - Rule 7
    b.  Obtaining a needed key question card where all cards have been taken - In Exception to Game Section

Additional Activities:

  1. NO MEASUREMENT CHART
    -  The game is played without being able to refer to the Measurement Chart

  2. COMBINING CARDS
    - More key cards can be used to increase the difficultly of the game and/or create different type of questions for one game.  When combining cards, the game rules are the same.
    - Combine the two sets of most reasonable questions.
    - Combine the two sets of correct equation questions.
    - Combine one set of the most reasonable questions with one set of the correct equations questions.  Sets should be at the same level.

  3. EXTENDING MOST REASONABLE CARDS
    -
    When answering the most reasonable cards, the students eliminates the correct statement.
    - From the remaining measurement statements, the student changes one statement to make it correct.
    - The students check each other to see if the statement is correct.
    - The rules stay the same as the general rules for MAGIC ISLAND SEARCH.

  4. EXTENDING CORRECT EQUATION CARDS
    - When answering the correct equation cards, the student changes one of the incorrect statements.
    - The students uses the same type of measurements such as changing inches to feet, however, the student changes the numbers to make the statement true.
    - The students check each other to see if the statement is correct.
    - The rules stay the same as in the general rules for MAGIC ISLAND SEARCH.

  5. HOMEWORK CARDS
    - The students are assigned to each make 6 measurement cards.  The teacher assigns the type of cards that the students are to make.
    - The students make two number 1's as answers, two number 2's as answers, and two number 3's as answers.
    - The teacher has the students exchange cards with a partner to check for mistakes.
    - After this, the teacher checks to see if the students' questions and answers are correct.  If they are, the six cards are rubber-banded together and used as future game cards.

TABLE OF MEASURES:

METRIC UNITS

Length
1 meter = 1000 millimeters
1 meter = 100 centimeters
1 meter = 10 decimeters
1,000 meters = 1 kilometer
1 centimeter = 10 millimeters
1 decimeter = 10 centimeters

Mass/Weight
1 kilogram = 1000 grams
1 gram = 1000 milligrams

Capacity
1 liter = 1,000 milliliters

CUSTOM UNITS

Length
1 foot = 12 inches
1 yard = 36 inches
1 yard = 3 feet
1 mile = 5,280 feet
1 mile = 1,760 yards

Weight
1 pound = 16 ounces
1 ton = 2,000 pounds

Capacity
1 cup = 8 ounces
1 pint = 2 cups
1 quart = 2 pints
1 quart = 4 cups
1 gallon - 4 quarts

Time
1 minute = 60 seconds
1 hour = 60 minutes
1 day = 24 hours
1 week = 7 days
1 year = 12 months
1 year = 52 weeks
1 year = 365 days
1 century = 100 years

 

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