Core Design Elements
- Space: The player stands infront of a deck of cards and a board that holds six grocery items.
- one deck of cards
- six grocery items
- numbers for placing prices underneath the grocery items
- upright board that holds grocery items, players hand, and house hand
- Goal: The sum of the player’s cards must be greater than the sum of the house’s hand. The sum of the player’s cards must not go over 21.
- Core Mechanics: The player should constantly be dividing item prices by 1-10, to see if the the multiple makes sense. For example, if a bottle of water has $20.00 price tag, and the player knows that bottles of water are $1-2, then the player can conclude that the bottle of water is worth a 10 card.
- The player cuts the deck of cards. The top two cards are then given to the dealer. One face up, one face down.
- The player is shown six grocery items. Each has a price underneath.
- One item price is the actual price (1×price)
- One item price is ten times the actual price (10×price)
- The other items are some multiple of 2-9 times the item price (2×price, 3×price, 4×price…9×price)
- The player selects an item, receives a card that is equivalent to the multiple value (see bottled water example).
- The player stops selecting items when he or she is satisfied with their hand.
- The player loses if his hand is greater than 21 or less than the dealers hand.
- Selecting an item with its actual price gives an ace, which is worth 1 or 11 (decided by the player).
The player has to use multiplication or division skills to earn the best hand possible. In this case the player thinks the Slim Fast priced at $49.90 here might be 10 times the real price, and picks it hoping to get a ten card. Then the player thinks the price of the nuts is the actual price, so picks it to get an ace (worth 11 or 1), which gives the player 21.