Problem 19 · Pen Nib’s First MovePrint one blank worksheet now, download its PDF, or prepare a family or classroom packet.
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Pen Nib’s First Move

Complete to collectTumbled GarnetLevel 2 · 3 Glints

In the game Slay the Spire, the Ironclad has a relic called Pen Nib. This turn, Pen Nib doubles the damage of the first Attack card he plays. He will play Strike and Cleave once each. Use only the damage shown.

Card Normal damage
Strike 6
Cleave 8

Compare both orders in the record below. Separate paper is optional.

  1. The Ironclad plays Strike first, then Cleave. How much total damage does he deal?

  2. He still plays each card once. Can he deal more damage by changing only their order? Give the better order and total. Explain why it is better.

OrderDoubled attackTotal damage
Strike, then Cleave
Cleave, then Strike

Better order: ____________________   Why: ________________________________

At a glance

About this problem

These tags show what the problem is about and the math you’ll use. Choose one to find similar problems.

Theme

Skills

Helpful first

Grade

Math area

Topics

Is this a good fit?

Before you choose this problem

A plain-language look at readiness, thinking, time, and the expected response.

Math readiness

Designed for Grade 3

Uses Early Grade 3 math.

Thinking

Standard challenge

The solver chooses and coordinates familiar methods.

Time & response

About 2–6 minutes

Light amount of written work · Short Explanation response.

How to support: Have the learner compare both compact order lanes before generalizing about which value should receive the multiplier.

Keep exploring

Slay the Spire challenge 1 of 4

Technical reference

Rating, skills & curriculum

Designed for Grade 3 · Uses Early Grade 3 math · About 2–6 minutes

Grade 3 · Operations and computation · Multiplication and division

MJ 3.0 · C2 · W1

Precise MJD coordinates, factor scores, skill weights, calibration evidence, and curriculum crosswalks. This reference is available to everyone and is intentionally last.

Content level

MJ 3.0

Grades 3–5

Grade 3 progression · point 0

Likely range
MJ 2.8–3.1
Confidence
90%

Challenge

C2 · Standard

The solver chooses and coordinates familiar methods.

  • Method selection1
  • Reasoning depth2
  • Novelty1
  • Constraint management1
  • Proof or justification2

Workload

W1 · Light

A short response with only a few steps.

Active time
2–6 minutes · typically 4
Response
Short Explanation
Known-method steps
5
  • Mechanical execution1
  • Written output1
  • Representation production1
  • Bookkeeping0

Learning focus

Skills this problem practices

What a successful response demonstrates, with each skill’s share of the content rating.

  • Double and halve whole-number quantities

    The learner can double and halve whole-number quantities. The capability is credited only when the task makes that demand necessary for success.

    • Fluent mastery
    • 100% focus
    • MJ 3.0 milestone

Readiness

Helpful prerequisites

Skills the rating assumes are already available to the learner.

  • Solve one- and two-step addition/subtraction stories within 100

    The learner can solve one- and two-step addition/subtraction stories within 100. This capability is distinct from mere exposure to or isolated use of Grade 1 story structures.

    • Independent readiness
    • Required
    • MJ 2.3 milestone

External alignment

Curriculum and standards crosswalks

Approved evidence-backed locations that support discovery. They do not define the MathJewels rating.

Bridges in Mathematicsthird-edition · 2 locations
Number Corner workouts2 locations · Representative: November: Computational Fluency