interaction with or without time constraints and able to adjust to players abilities; strategy that exemplifies convenience, fun and education. Froggisticards TM
This is how the site works:
1) copy the rules and try the game on a traditional deck of cards, no obligation.
2) go to the raz tm ball section of the website for instruction on how to make the cards and ball "raztime downtime with the kids" and activities to get the ball rolling.
3) if you are interested in obtaining more information on how to create fundraisers for your institutions with functional and educational products "Drop us a line!"
4) if you appreciate what this site represents, use the pay pal button (optional) to purchase the contents based on the how the product brought quality time to your family, school program or for the intramural rules. The place to appreciate is $3.00. The fee helps raztmst market fundraising opportunities.
Enjoy the site :)
Froggisticards TM Official Rules
"raztmst recognizes spirit for the unconditional" spirits looking for a vocational choice, waiting for those to give them a voice. A chance to perform what they were made to do. Dependent, yet giving a love that is true... play the game with that spirit in heart and show them how unconditional starts, by defining their goals a vocational voice. the attention they need to give them a choice.
Advertising on froggisticards tm cards and / or rules prohibited without written consent from raztmst, "Drop us a line" on this website for more information on how to advertise with the game.
ages 5 to adult (teaches simple math, counting and organizational skills)
The rules are written for strategy. Reference the rules as you play. You will find "catching on" is easy and teaching your child is rewarding. Add other variations of the game as your child masters easier levels of play. Game variations add excitement and spontaneity for older players. See "Game Options" after the beginner rules.
Note: using a traditional card deck to play the game, card association is difficult to teach younger players... add three number cards (2,3 and 4) to the deck, remove the fly cards (queens in a traditional deck) and the raztmst card (king in a traditional deck) from the deck. When your child has mastered the number cards, challenge them with the fly and raztmst cards.
Step one: get familiar with the cards;
Number cards 1-4 (cards 3,aces; 3,2's; 2,3's; 2,4's traditional deck);
Five card, value of five (3,5 cards traditional deck);
Fly card (2 queens traditional deck), changes the balance of the cards played (if the balance is less than seven, double the balance; if the balance is greater than seven, subtract eight);
Raztmst card (1 king traditional deck), is an automatic 7 when the card is played.
Step two: shuffle the cards; when shuffling the deck, the deck size is much easier to overhand shuffle than riffle shuffle.
Step three: deal the cards one at a time; player to the left of the dealer starts.
Number of cards / player:
2 person (8 cards each)
3 person (5 cards each)
4 person (4 cards each)
(extra cards are set aside and are not used). This is a sixteen card deck. Decks can be combined to accommodate more players. One deck can support up to four players. A minimum of four cards per player is required.
Step four: start play; each player is allowed to play one card at a time. The objective is to make a balance of seven with the cards played. If the first player plays a 3 card then the next player would have to play a 4 card in order to keep the cards (balance of seven). If a fly card is played, since three is less than seven the balance is doubled and becomes six. If a raztmst card is played on the 3 card, the balance is an automatic seven and that player keeps the cards. If a 5 card is played on the 3 card, the balance becomes eight (greater than seven), the next card played is subtracted. So if the balance is eight and the next card played is 4 then the balance of the cards is four. The balance of seven has to be achieved in four cards or less. If seven is not achieved in four cards, then the cards played are set aside and are not used. After all cards are played in a hand, then the cards earned (balance of seven that are kept) can be calculated.
How to calculate the cards kept; when you keep cards by making the balance of seven, these cards are called a point set. Keep each point set earned separate as they are earned. Count the cards in one point set, this becomes the point set value. A point set of three cards has a point set value of three. If you earned a second point set of value of two in that hand played, your calculated point set balance is five. If your calculated point set value is greater than seven, subtract the next point set value. Point set values can be calculated in any order. Write down each players point set balance after each hand. The balance is carried over into the next hand. So if my point set balance is five from the first hand and three from the second hand, my point set balance going into the third hand is eight. The point set balance from the third hand is subtracted from the eight because the value eight is greater than seven.
Use the Mathematical Rule for calculating the balance of cards played and calculating point sets earned;
("if the balance of the cards are less than 7, then add the next value; if the balance of the cards are greater than 7, then subtract the next value.")
Mark R. Acton
The fly card rules are different;
("if the balance of the cards played is less than 7, then double the balance...
if the balance of the cards played is greater than 7, then subtract 8 from the balance...")
Mark R. Acton
and are only applied during a round of play, not for calculating point sets.
Step five: after all cards are played and point set values are calculated and written down, gather all of the cards. The next player to the left of the previous dealer, deals the next hand. The new deal always starts with a card balance of zero.
Winning: if your calculated point sets balance is seven after a hand is played, you win the game.
There are four game options to make the game more challenging after the basic rules are mastered. You can choose one or multiple options to play a game...
Optional: use the sponsor cards as traditional wild cards 1-4 (jokers in a traditional deck).
Optional: when you earn a point set with the raztmst card (king in a traditional deck), you can keep the point set or give it to another player.
Optional: the five card can be used as a wild card with a value 0-5.
Optional: save your "set aside" cards as point sets unearned. If a player earns a point set, they get the last group of cards set aside "point set" plus the point set they earned. That player has the option to keep the extra point set or give it to another player.
”Mix and match” game options and adjust to player abilities...
Play three hands, do not calculate point sets until after the third hand is played. To keep track, write down the point set values for each player after each hand. After the third hand is played, calculate your point sets. The player that achieves the number value of 7 or less, closest to the number value 7 without going over the number value 7 wins.
If there is a tie, then one more hand is played by the players that are tied. Deal the number of cards according to the rules for the number of players involved. The player that earns the first point set wins.
When four players are playing, you can choose team play. Two players on each team, one player holds the point sets achieved and keeps track of point set values.
Mark R. Acton
Apologize (identify the conflict)
Ask (for a solution)
Acknowledge (agree on a solution)
Act (apply the solution)
Mark R. Acton
Mission: a business strategy that exemplifies working for that unconditional spirit with educational games that create community.
Mark R. Acton
froggisticards tm copyright 2014
WARNING; choke hazard, not a throw toy.
Let's build a froggisticard deck first:
all you need are some precut business cards (or cut down 110# card stock 2" X 3.5") and something to color with, 16 cards total.
Have the children design their cards according to the card descriptions in the rules. Create a pattern for the back of the cards, laminate the cards to make them super durable.
Raz Ball Play:
WARNING; choke hazard, not a chew toy, always play on a clean surface, secure your playing area.
Now, how to make a raz ball:
the throw ball are two socks of the same size; turn the socks inside out; insert so two socks become one; from the top of the socks, roll and tuck the socks so the outside of the sock is showing; roll until the ball is tight. (hint: new socks roll tighter)
the roll ball you need to make a single cut across the toe to make each sock a tube; roll the same way as a throw ball, except start rolling from the toe end; roll until the ball is tight.
raz tm roll ball:
United States Patent Application
Pub. No.: 2007/0142138 A1
Pub. Date: Jun. 21, 2007
Other intellectual property for the intramural will be disclosed on the official rules.
the throw ball will have a cover and the roll ball will have a hole. The larger the socks, the bigger the ball (ex. soccer socks). The more colorful the socks, the more colorful the ball (ex. baseball socks). You can apply nontoxic fabric glue to hold the seams or (as the ball does hold up well without it) just roll tight. Unglued socks can be unrolled, machine washed and dried. Glued socks can be as well but takes much longer to dry. Unglued socks are much easier to maintain.
practice throwing and catching first; easy to catch because the thumb and pinky are out of the way; throwing with follow through will propel the ball with no wobble. (no glove necessary, catching does not hurt)
base tag: set up three bases; space the bases apart to safely accommodate the number of kids playing; one thrower at each base and the rest run the bases; throwers try to tag the runners; keep it simple or add your own rules to the game; the kids will love the thrill of not being tagged.
raz horseshoes; two five gallon buckets and four raz balls; space the buckets to fit the abilities of the players; add buckets for accommodating players that have different abilities; space the buckets accordingly; scoring is the same as regular horseshoes; in the bucket is a ringer, hit the bucket is a leaner and set the bucket on its side to measure for one point. Now kids of any age can play.
with younger kids, roll the ball back and forth; fill washed 20 oz bottles with water (more the water, the harder to knock down); use the bottles as pins; add ramps (ex. magazines and books) in front of the pins or without the pins to roll and catch.
raz bowling; use washed 20 oz bottles for a recycle project as pins and a roll ball; you can also use throw balls as pins when squashed on there sides; set up obstacles (ex. cones) roll a curve around the obstacles to hit the pins; make up your own scoring games.
raz baseball; use a tennis racket as a bat; add safety rules (excessive force hitting is an out) (hit the wall or ceiling is an out) does not take much to get the ball into play.
raz floor hockey; throw ball makes a great safety puck. (hint; roll an adult tube sock with an over the ankle sock to make the puck flatter)
two base, base tag; flag football for younger kids with smaller hands, better accurate throws and easier to catch, more catches.
...washable, save money and use them as dry erasers or use your dry erasers as raz balls. Great fund raising by cost cutting with usable art projects. Color socks make color fun...
Go to "Promotions" section below and see how the first team with no people pins win...
Making the best out of a pair of socks:
the throw ball is the best option to create; with a pair of inexpensive tube socks you can create instant products for functional and educational use; create a dry eraser that fits on the shelf, unroll and wash to reuse the dry eraser OR create that physical education gadget for safe gym and recess activities; looking for the rules for a great co-educational intramural game? "Drop us a line!" for more information...
instant educational products that promote fundraising opportunities
Raz Bowling Race: divide into equal teams; draw two lines (one for the bowler and one for the pins); the catcher stands behind the pins; the rest of the players are the pins; each team gets a ball; the bowler rolls the ball at the pins; the player (pin) that picks up the ball, runs to the line to be the bowler; the bowler becomes another catcher and one less pin; if the bowler misses the pins, then the bowler becomes the pin and the catcher that gets the ball becomes the bowler. copyright 2017
Is the answer that unconditional trait? Hidden in shelters awaiting their fate?
Maybe give them a destiny, of which they were made. One that always acknowledges the unconditional pursuade. DONATE / ADOPT / FOSTER / VOLUNTEER help them love us, find their way...