Letterland Make-a

WHAT’S IN YOUR PACK?
Your pack contains 60 double-sided cards. All the
cards have a colour banding at the bottom.
The white-based cards are
subject cards – containing nouns..
The yellow-based cards are action
n
cards – containing verbs.
The cards also feature punctuation
on
indicators:
Story or New Paragraph Starter,
Sentence Starter,
Sentence Ender,
Paragraph Ender,
Story Ender.
For example, your made-up story might look like this:
Turn over for lots of great games ideas!
NON-READERS
Play sorting games with a reading partner
• Find all the Letterland animals: b, c, d, e, p, s, w
and z. Learn their names.
• Find all the other Letterland characters, including
the 5 Vowel Men: Mr A, Mr E, Mr I, Mr O and Mr U.
Learn the names on both sides of the vowel cards.
• Pair letters to their action cards by matching the
alliterative bold letters on both cards. Then read the
words to the non-reader. Where possible exaggerate
the bold letters’ sounds.
Make and say sentences
Select 3 or 4 familiar yellow-based action cards and
‘read’ them (with help from the pictures) ,
adding “I/and/then” between the cards.
For example: “I had lunch with a lion and I went
dancing with a donkey and then I played ping-pong.”
2
Go over the words on each card together. The more
you play with the cards the sooner your non-reader
will be able to read all the words!
Make your own story
Place any cards you like in a row. First place a whitebased card, then yellow, then repeat white, yellow,
white, yellow, white, yellow. Add a Story Ender card.
The reading partner should then read the story out
loud. Next turn all the cards over within their row and
discover the other story you have also just made!
TWO READERS TOGETHER
Play ‘Could this happen... at least in Letterland?’
Find all the pairs (with matching bold letters). Read
them and decide together, “Could this happen...
at least in Letterland?”
Yes!
Turn one or both cards over.
Ask the question again.
No, no way!
Not even in
Letterland!
Mix up the pairs and see what happens!
3
Maybe!
Unlikely, but it
could happen!
Give an opinion. Anyone can be right!
Snap! Spot the pairs!
One player takes all the white-based cards, the other
takes all the yellow-based ones. Simultaneously, both
players put down one card. The first to spot a pair
says “Snap!” to win that pair. Play to a time limit, or
until all pairs match.
ONE READER
Make your own story
Start with a double green-arrow card and end each
sentence with a single red-arrow card.
Always start a sentence within the
story with a single green-arrow card.
Never place two yellow-based cards side by side.
4
Finally find a double red-arrow
card to finish your story.
Change Your Story Turn over some or all of your
cards, or swap them around. Try making your story
more logical – or make it as silly as possible!
TWO OR MORE READERS TOGETHER
Who can make a story first?
Take it in turns to draw a card from the pack and lay
it on the table or floor. Gradually build sentences into
stories, paying attention to the arrows so they are in
their right places. Whoever has completed the longest
story by drawing the last ‘Story Ender’ card
is the winner.
Each story must start
and end with double
arrowed cards. The winner reads out the completed
stories. Runners-up may then ‘borrow’ cards so that
they can complete and read out their stories, too.
Make an alphabet story
Work together to set out all the pairs in a-z order.
Read your story. Turn some or all of the cards over
and read out your new story!
Test your reading
Stack the cards on the table showing only the words
5
of your story. How quickly can you read it with all but
the final picture hidden?
FOUR OR FIVE PLAYERS TOGETHER
Play ‘Who Can Give Me...?’
Shuffle the pack. Deal 4 cards to each player. They
hold them so they can only see the tops and they
shield the backs with their hand. Place the rest of the
cards in the centre. The aim is to make pairs by asking,
for example,
“Who can give me Bouncy Ben?”
or
“Who can give me Bouncy Ben’s action card?”
If no player has it, the asking player draws a card
from the central pack. The next player then asks for
a particular card. Empty-handed players must draw a
card at each new turn before asking. The player with
the most pairs wins. If there is a tie, the player with
the most alliterative words (words that begin with the
same sound or letter) in his/her pairs wins.
More advanced
Play the same game, but the winner is the one who
can then construct the most complete sentences, with
all green and red arrows correctly placed.
Most of all.. HAVE FUN!
6
You may also like...
Sammy Snake’s Snap
Develop your child’s letter
recognition skills with Sammy
Snake’s Snap cards. Play
traditional ‘snap’, ‘odd-one-out’
or ‘memory pairs’ and use for
word building and spelling games.
The colourful cards provide
excellent educational value as
well as instant entertainment!
Plus with our range of flashcards your
child will learn while having lots of fun!
See our full range at: www.letterland.com
Find us online...
www.letterland.com
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© Letterland International 2011
One fine day
Firefighter Fred
© Letterland International 2011
went dancing with a donkey
© Letterland International 2011
while Lucy Lamp Light
© Letterland International 2011
had lunch with a lion.
© Letterland International 2011
Then they all went
for a train ride.