Design a board Game: Masters for Photocopying

NUMERACY
~ THROUGH
~ PROBLEM
~ SOLVING
Design a
Board Game
Shell Centre for Mathematical Education
Joint Matriculation Board
MASTERS
FOR PHOTOCOPYING
Masters for Photocopying
Except where indicated, these Masters are designed to produce single-sided, reusable worksheets.
Masters for consumable sheets are labelled (c). Masters for double-sided sheets are labelled *.
Contents
Chapter 1
Resource sheets
Stage 1
Isometric dotty paper (c)
18
Isometric lined paper (c)
19
2
Squared dotty paper (c)
20
21
'Comments'
'Looking
sheet (c)
at other game~' sheet (c)
Assessment
task 1: 'The Great Horse Race'
3
Squared lined paper (c)
Assessment
task 1: Blank grids (c)
4
Chapter 2
Assessmenttask
Assessment
2: 'Snakes and Ladders'
5
task 2: Blank boards (c)
6
Stage 2
'Brainstorming'
sheet *(c)
7.8
'Rough plan' sheet (c)
9
'How to ... draw a spiral'
22
'Goal' problems
23
'Honeycomb'
24
problems
'Making and playing board games' *
25,26
'Looking forwinning
27,28
strategies'
Assessment
task 3: 'Deep Sea Diving'
10
'Games and probability'
Assessment
task 4: 'Treasure'
11
Chapter 3
Assessment
task 4: Answer sheet (c)
12
Record sheet (c)
Stage 3
Assessment
task 2: 'Chasing Packs'
Assessment
task 3: 'Chuck-a-Luck'
LONGMAN
30
Examination
paper 1 task 1
31,32
Examination
paper 1 task 2
33,34
Examination
paper 1 task 3
35
Examination
paper 2 task 1
36
Examination
paper 2 task 2
37,38
Examination
paper 2 task 3
39,40
15
your own game' sheets *(c)
16,17
GROUP UK LIMITED
Longman House, Burnt Mill, Harlow,
Essex CM202JE, England
and Associated Companies throughout
© Shell
29
13,14
Stage 4
'Evaluating
*
Centre for Mathematical
This work is copyright, but
solely within the institution
circumstances be copied.
from the Publishers and a
First published
the World
Education/Joint
Matriculation
Board 1987
copies may be made without fee or prior permission provided that the work has been paid for and such copies are used
for which the work is purchased. Works sent on approval or inspection and not yet paid for may not under any
For copying in any other circumstances (e.g. by an external resource centre) prior written permission must be obtained
fee may be payable.
1987
Set in Neue Helvetica
Printed in England
by Burgess & Son (Abingdon) Limited
~~~
Longman::
STAGE 1 AND STAGE 4
Comments
Name of the game
_
Filled inby
_
While you are playing, write down some good and bad features of it.
Good points
Bad points
Play the game a few times.
Make a note of the result on the back of this sheet.
About how long did each game take?
I
-----.JI minutes
After you have played, say how you could improve the game.
DESIGN A BOARD GAME
©
Shell Centre for Mathematical Education/Joint Matriculation Board 1987
M1
STAGE
1
Looking at other games
Filled inby
_
Think of a board game that you like.
What is it called?
Why do you like it?
Is there anything you would change?
Think of a board game you don't like.
What is it called?
Why don't you like it?
What could you do to improve it?
DESIGN
©
A BOARD
M2
GAME
Shell Centre for Mathematical
Education/Joint
Matriculation
Board 1987.
STAGE 1
ASSESSMENT TASK 1
The Great Horse Race
Turn to pages 4 and 5 of you(Student's
Booklet.
The 'Great Horse Race' is being played.
The scores on the first six throws of the dice are shown below:
Throw 1
[JQ
r;-;l~
Throw 4
U~
Throw 2
Throw 5
•
[S]
IT]
[8][8]
••
••
•
• •
•• •• [8]
IT]
• •
[J[8]
Throw 3
Throw 6
1. On a copy of this grid, mark
the positions of the horses
after the six throws.
1-----1--------
---
-----
--1---+----+---+-+---+---+---1
I---+----+----t--+---+-------+---+---f--- --
--
f-
1----+---+------ ----1----+------+----
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__
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--'----'
START
2. Suppose you want to win the game.
(a) Which horse would you not choose?
Explain your answer.
(b) Which horse would you choose?
Explain your answer.
(c) Do you think the game is fair?
Explain your answer.
DESIGN A BOARD GAME
©
Shell Centre for Mathematical Education/Joint Matr!culation Board 1987
M3
STAGE 1
ASSESSMENT
TASK 1
Blank grids for 'The Great Horse Race'
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DESIGN A BOARD GAME
© Shell Centre for Mathematical Education/Joint Matriculation Board 1987
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START
M4
STAGE 1
ASSESSMENT TASK 2
Snakes and Ladders
Read the following description of a game, and answer the questions which follow.
This is a game for 2 players.
You will need a coin and two counters.
Rules
I
FINISH:
• Take it in turns to toss the coin.
If it is heads, move your counter 2 places
forward.
14
13
12
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If it is tails, move your counter
1 place forward.
11
8
q
1---
• If you reach the foot of a ladder, you must go
up it.
5
7
If you reach the head of a snake, you must
go down it.
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2~--
• The winner is the first player to reach
'FINISH'.
1. Suppose you start by tossing a head, then a tail, then a head.
Where is your counter now?
2. List and describe all the faults you notice with the board.
3. Using 3 snakes and 3 ladders, design a good game on a copy of this blank board.
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Shell Centre for Mathematical Education/Joint Matriculation Board 1987
-
11
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DESIGN A BOARD GAME
©
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M5
STAGE 1
ASSESSMENT TASK 2
Blank boards for 'Snakes and Ladders'
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DESIGN A BOARD GAME
© Shell Centre for Mathematical Education/Joint Matriculation Board 1987
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STAGE
2 AND STAGE
3
Rough plan
Names
~
Our game is called ...
Who it's for ...
What you need in order to play ...
What it's about ...
Aims of the game ...
Rules
How to start ...
How to make a move ...
Other rules ...
DESIGN
©
A BOARD
M9
GAME
Shell Centre for Mathematical
Education/Joint
Matriculation
Board 1987
STAGE 2
ASSESSMENT TASK 3
Deep Sea Diving
One group have been discussing their plans for a board game.
Here are some of the things they have decided:
Our game will be about
deep sea divers looking
for treasure in a sunken
shipwreck.
The game will be
for 3 players.
The winner will be the first
to bring the treasure to
the surface.
You need to throw a dice
to move around the board.
\
~
I ~
./
(/
There are sharks and other dangers
which make the task more difficult.
Your task is to design a board for this game.
Try to make your design interesting and fair.
(You do not need to draw it accurately.)
DESIGN A BOARD GAME
©
Shell Centre for Mathematical Education/Joint Matriculation Board 1987
M10
STAGE 2
ASSESSMENT TASK 4
Treasure
The board drawn below was designed by a group of students, but they haven't written any rules.
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35
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52
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24
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DESIGN A BOARD GAME
©
41-
Shell Centre for Mathematical Education/Joint Matriculation Board 1987
/2
M11
STAGE 2
ASSESSMENT TASK 4 (CONTINUED)
Answer sheet for 'Treasure'
Fill in the 'Rough Plan' sheet shown below, so that a young child could understand how to play this
game.
Rough plan
Names
Our game is called ...
Who it's for ...
What you need in order to play ...
What it's about ...
Aims of the game ...
Rules
How to start ...
How to make a move ...
Other rules ... Make sure you explain what happens if you land on a gun or a ship.
M12
DESIGN A BOARD GAME
©
Shell Centre for Mathematical
Education/Joint
Matriculation
Board 1987
STAGE 3 .ASSESSMENT
TASK 2
Chasing Packs
Here is part of a rough plan for a game called 'Chasing Packs'.
We
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DESIGN A BOARD GAME
©
b.e.
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Shell Centre for Mathematical Education/Joint Matriculation Board 1987
STAGE
3
ASSESSMENT
TASK 2 (CONTINUED)
Chasing Packs
Two students are about to make this game.
1. How many counters will be needed altogether?
2. They are going to make a full-size version of the board. Work out how big the large cardboard
base should be, (use the measurements on the rough plan).
The students have found this scrap of black paper
3. They could cut out the black squares on the board from it and then paste them on.
How many 2 cm by 2 cm squares can be cut from this piece?
(Find the largest number you can make).
DESIGN
©
A BOARD
M14
GAME
Shell Centre for Mathematical
Education/Joint
Matriculation
Board 1987
STAGE 3
ASSESSMENT TASK 3
Chuck-a-Luck
A group of students have designed a board for a game called 'Chuck-a-Luck'.
Draw the board full size, as accurately as you can.
Make sure you follow the instructions in the bubbles.
DESIGN A BOARD GAME
©
Shell Centre for Mathematical Education/Joint Mcttriculation Board 1987
M15
STAGE
4
Evaluating your own game
Name of the game
_
Filled in by
_
Read through the Comments sheets.
1. What did other people say about your game?
Tick the points you agree with.
2. These are the good points of the game:
3. These are weak points of the game:
Turn over
DESIGN
©
A BOARD
M16
GAME
Shell Centre for Mathematical
Education/Joint
Matriculation
Board 1987
STAGE
4
Evaluating your own game (continued)
4. I could improve it by changing the rules like this ....
5. I could improve it by changing the board like this ....
6. Next time I design a board game, I will ....
7. If a friend asked my advice about designing a board game, I'd say ....
8. Space for further points
DESIGN
©
A BOARD
M17
GAME
Shell Centre for Mathematical
Education/Joint
Matriculation
Board 1987
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Isometric lined paper
DESIGN
©
A BOARD
M19
GAME
Shell Centre for Mathematical
Education/Joint
Matriculation
Board 1987
Squared dotty paper
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DESIGN
©
A BOARD
M21
GAME
Shell Centre for Mathematical
Education/Joint
Matriculation
Board 1987
How to ... draw a spiral
You will need: Pencil, ruler, compasses, scissors, glue, rubber.
1. Draw some concentric semi-circles, with diameters of 2, 4, 6, 8.
.. units.
2. Now draw some more, with diameters of 3, 5, 7, 9 ... units .
.I-:~
.1.1
1------7
3. Now join the two halves together:
DESIGN
©
A BOARD
M22
GAME
Shell Centre for Mathematical
Education/Joint
Matriculation
Board 1987
'Goal' problems
(See pages 8 and 9
in Stage
1)
1. In one particular game of Goal,
the red team put down: Ace, then 4, 6,
3 , 2, 10, 9, 7, 5, 8
the black team put down: 8, then 3, 2, Ace, 10, 5, 4, 6, 9, 7
What was the final score?
2. Write down all the other possible final scores.
Describe one way in which the cards could be laid to give each of these final scores.
3. When you played 'Goal', you may have found it boring ... maybe no-one scored!
• Change the rules to make it more exciting
• Write down your new rules
• Play your new version.
4. Suppose you keep all the rules the same as on page 9, apart from the rule which says:
'If you have the higher value, move the ball
towards your opponent's goal.
one step
• Change this rule to
'If your card is one higher than your opponent's,
move the ball one step towards his/her goal;
If your card is two higher, move the ball
two steps ... and so on'
•
Play the game using this new rule.
• What final scores are possible now?
• Describe a game which ends in
a score
of 6-3.
5. Make up some similar questions of your own, which refer to your own rules for question 3.
Give them to a friend to solve.
DESIGN
©
A BOARD
M23
GAME
Shell Centre for Mathematical
Education/Joint
Matriculation
Board 19~7
IHoneycomb' problems
(See pages 12 and 13 in Stage 1)
1. This diagram shows how the board looked after 8 moves in one game.
(a) Imagine that you are playing 'Drones' in this game. It is your turn.
Where .would you put your next Drone counter?
Explain why you would do this.
(b) Using the same board, now imagine that you are playing 'Workers'. It is your turn.
Where would you put your next Worker counter?
Explain why you would do this.
2. Do you think that the game of 'Honeycomb'
is fair?
Does it make any difference who goes first?
Explain your answers as fully as you can.
3. If you start first, and you are playing 'Workers', where would be bad places to go? Explain why.
If 'Drones' were to start first, where would be a bad move for them?
4. Can the game of 'Honeycomb'
ever end in a draw?
Either:
show how the game can end in a draw
or
explain why the game can never end in a draw.
5. Try changing the rules to 'Honeycomb'
DESIGN
©
A BOARD
and play your new version of the game.
M24
GAME
Shell Centre for Mathematical
Education/Joint
Matriculation
Board 1987
Making and playing board games
Choose a game from those described below.
Draw the board, full size, as accurately as you can.
Play the game with a friend and comment on it.
Now try changing the rules ...
Ashi.,...a game for 2 players from Ghana.
What you need: 8 counters, 4 of one colour, 4 of another.
Aim of the game: To get 3 counters of your colour in
a straight line, before your opponent does.
How to play
Take turns to put a counter on the board, like Noughts
and Crosses.
When all the counters are on the board, take turns to
move a counter to a neighbouring empty position
along the lines.
(You can only move a counter of your own colour).
Lau-Kati-Kata - a game for 2 players from Bengal.
What you need: 12 counters, 6 of one colour,
6 of another.
Aim of the game: To 'take' all your
opponent's counters.
How to start: Put your 6 counters
on the dots to the left of the centre.
Your opponent puts her counters on
the dots to the right. The central
dot is left empty.
How to play
Take turns to move a counter to a neighbouring
empty dot along a line.
You capture a counter by hopping over it to an empty
position beyond. (This is a bit like 'Draughts').
As in 'Draughts', you can make more than one hop in a move.
If you
DESIGN
©
can hop over one of your opponent's counters, then you must do so.
A BOARD
M25
GAME
Shell Centre for Mathematical
Education/Joint
Matriculation
Board 1987
Making and playing board games (continued)
Mu- Torere - a game for 2 players from New Zealand.
What you need: 4 black counters and 4 white
counters.
Aim of the game: To block your opponent's
counters so that he cannot move.
How to start: Each player puts his pieces on
four neighbouring points of the star.
How to play
Black starts, and players take it in turns to
move their counters.
There are 3 kinds of move.
(a) A counter may be moved to the centre circle if
one or both of the neighbouring points on the
star are occupied.
(b) A counter may move from one point to a
neighbouring point if it is empty.
(c) A counter may move from the centre circle to a
point.
Only one piece is allowed on each point or in the
centre circle.
Drawing the board
Diameter of large circle
Diameter of small circle
=
=
16 cm
2 cm
The points on the star are equally
spaced, 6 cm from the centre.
Jumping is not allowed.
Sixteen Soldiers - a game for 2 players from Sri Lanka.What you need: 32 counters, 16 black and 16 white.
Aim of the game: To capture all your
opponent's counters.
How to start: Put the counters on the board as
shown below:
How to play
Take turns to move a counter to a neighbouring empty
dot along a line.
You capture a counter by hopping over it to an
empty position beyond. [[his is a bit like 'Draughts').
As in Draughts, you can make more than one hop in a move.
If you can hop over one of your opponent's counters
then you must do so.
DESIGN
©
A BOARD
M26
GAME
Shell Centre for Mathematical
Education/Joint
Matriculation
Board 1987
looking for winning strategies
Make one of the following games and play it.
In each game, one player can make sure that he or she always wins.
• Try to find this winning strategy
• Try changing the rules, and see what happens
Now try playing a different game.
The Spiral Game
ts
-
This is a game for 2 players.
Place a counter on the dot marked'
t 5'.
Take it in turns to move the counter inwards,
along tbe spiral.
~
-
-
:1
~F
On your turn you can only move the counter
1,2,3,4,5 or 6 dots.
~
The first player to reach the dot marked ' ~ F' wins.
•
~
L
Pin them down!
A game for 2 players.
WALL
Place the counters on the board as shown.
The players take it in turns to slide one of their
counters up or down the board any number of
spaces.
I
eeeee
No jumping is allowed.
The aim is to stop your opponent from being
able to move, by pinning all her counters to the wall.
00000
WALL
DESIGN A BOARD GAME
©
Shell Centre for Mathematical
M27
Education/Joint
Matriculation
Board 1987
Looking for winning strategies (continued)
First one home
This game is for 2 players.
...•
~-- ---
Place the counter on any square of the grid.
/
/
/
/
Now take it in turns to slide the counter any
number of squares due West, South or
Southwest (like the dotted arrows).
;I
~
I
I
I
I
+
The winner is the player who moves the counter
to "Finish".
..
----::-<'-
{s"~Cj
"'
Domino square
This is a game for 2 players.
You will need a supply of 8 dominoes or 8 paper
rectangles.
Each player in turn, places a domino on the
square grid, so that it covers two squares.
After a domino ha~ been placed, it cannot be
moved.
If you cannot place a domino on the grid,
you lose the game.
For example:
This board shows the first five moves in one
game.
It is the second player1s turn.
How can she win with her next move?
DESIGN
©
A BOARD
M28
GAME
Shell Centre for Mathematical
Education/Joint
Matriculation
Board 1987
Games and probability
Read through the games described below.
Before you playa game, try to answer the following questions:
• Is the game fair?
• If the game is plaxed a lot of times, who would you expect to win most often?
Who do you expect to come second, third, ... last? Explain your reasoning.
Now play the game and see if your predictions are correct! Try to explain what you notice.
Double-toss
FINISH
- a game for 3 players.
What you need: 3 counters, 2 coins and a large copy
of the board.
Aim of the game: To be the first to get your counter past
the finishing line.
How to start
•
Place the 3 counters on their starting
squares, labelled 0,1, and 2.
•
Each player chooses a different counter.
How to play
• Toss the coins.
•
If you toss 0 heads, then move counter
number 0 one square forward
1 head, then move counter
number 1 one square forward
2 heads, then move counter
number 2 one square forward.
•
1
0
2
Keep tossing until one counter wins.
START
FINISH
Take-away - a game for 2 or 3 players.
What you need: 5 counters, 2 dice and a large copy of
the board.
Aim of the game: To be the first to get your counter past
the finishing line.
How to start
•
Place the 6 counters on their starting squares, labelled
5.
o to
•
Each player chooses 2 or 3 counters (depending on the
number of players).
How to play
•
Roll the dice.
•
Find the difference between the numbers you roll.
(e.g. ~ GJ gives a difference of 3)
•
Move the counter which is labelled with this difference,
one square forward.
r;] GJ would mean
one square forward)
(e.g.
DESIGN
©
A BOARD
that you move counter number 3
1
2
3
4
5
START
M29
GAME
Shell Centre for Mathematical
0
Education/Joint
Matriculation
Board 1987
Record sheet
Criteria satisfied
Stage 1
Stage 2
Stage 3
Stage 4
en
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DESIGN
©
A BOARD
"25
C])O
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0.0
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::::l
1:5 "00
cu •...
co.
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::t:. .•••
~.S
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M30
GAME
Shell Centre for Mathematical
(/)~
C])"O
o >
an:»
..x::
t)"tO
e
tEen
.8 .§
to.
cuc
Education/Joint
Matriculation
Board 1987
PAPER 1
ASSESSMENT TASK 1
Overtaking
Here is the description of a game called 'Overtaking'.
Read it through and answer the questions which follow.
This is a game for 4 players.
Green
start and
finish
••
Yellow
start and
finish
1
1
Blue
start and
finish
Red
start and
finish
..•
What it is about
Each player has a counter.
Players take it in turn to throw a dice.
Each player moves his or her counter around the track the number of squares shown on the
dice, in the direction of the arrows.
How to win
The first player to complete the circuit back to their 'home' square is the winner.
Rules
1. Red starts first, then Yellow, then Green, then Blue.
2. If a counter lands on the same square as another, both counters are removed and those
two players are out of the game.
The remaining players continue to play in the same order as before.
continued
DESIGN A BOARD GAME
©
Shell Centre for Mathematical Education/Joint Matriculation Board 1987
M31
PAPER 1 ASSESSMENT TASK 1 (CONTINUED)
Overtaking
Using counters if you wish, become familiar with the game.
Then answer the questions.
The first 4 throws of the dice give these numbers:
Red
Yellow
r;:-;l
8
~
~
~
U
Fl
~
1. On a copy of the diagram, show the position of each counter after the matching moves.
The next three throws give
r-;:In~
~
~
~
2. Show the final positions of the counters after all the moves.
3. Which counter has moved the furthest round the track?
4. 'Now look what's happened! No-one can win this game!'
Explain how this situation could happen in the next move.
5. Change one of the rules so that there will always be a winner. Write down the changed rule.
DESIGN A BOARD GAME
© Shell Centre for Mathematical Education/Joint Matriculation Board 1987
M32
PAPER
1
ASSESSMENT
TASK 2
Arcade
This is the rough plan of a board for the game of 'Arcade'.
23
If,
fS
14-
26
J3
FINISH
Sf
/0
7
b
s
z
continued
DESIGN
©
M33
A BOARD GAME
Shell Centre for Mathematical
Education/Joint
Mat.-iculation Board 1987
PAPER
1
ASSESSMENT
TASK
2 (CONTINUED)
Arcade
Complete this rough plan for 'Arcade'
Rough plan
Names
_
Our game is called. ..
A r"'c.eu:le.
Who it's for. . .
What you need in order to play ...
a
c..o~.e.r
Ff"
oQAdv
f>lj~
Gt.
What it's about ...
30~
olAce
Aims of the game ...
round.
~el)\ent
aA,
~~
de.
Rules
How to
start ...
How to make
a move ...
Other rules ... (make sure you explain what happens at the
DESIGN
©
A BOARD
and the ~
)
M34
GAME
Shell Centre for Mathematical
D
Education/Joint
Matriculation
Board 1987
PAPER 1
ASSESSMENT TASK 3
Nsolo
Nsoro is a game for 2 players. Many versions of the game are found in parts of Africa and India with
different names.
A small picture of part of the board is shown here, with a row of 3 equal-sized circles inside a
rectangle.
E
()
All circles are equally spaced.
o
The circle centres are 5 cm from the
sides of the rectangle.
C\I
All circles are 4 cm diameter.
The rectangle is 10 cm by 20 cm.
T
E
()
'----_----J1l
I!-10cm
I-scm
:1
1. Draw this part of the board accurately and full-size.
2. Using the same spacing as in question 1, how long would the rectangle be if the row had 5 circles
instead of 3?
(You do not need to draw this.)
DESIGN A BOARD GAME
©
Shell Centre for Mathematical Education/Joint Matriculation Board 1987
M35
PAPER 2
ASSESSMENT TASK 1
Star
The diagram below shows a small board design for playing a game called 'Star'.
these triangles are
all equilateral
this hexagon
is regular
The game will be played with circular counters, 2 cm in diameter.
The counters will be placed on the 18 black blobs (marked e) on the board.
The board must be large enough so that when the counters are placed on adjacent 'blobs',
there is a 1 cm gap between them, and no counter is ever less than 1 cm from the edge of the
board.
This distance must be
Draw an accurate board which will satisfy these conditions.
DESIGN A BOARD GAME
Shell Centre for Mathematical Education/Joint Matriculation Board 1987
©
M36
PAPER 2
ASSESSMENT TASK 2
Build a Pyramid
This· is a game for 2 players
Aim
The first player to build a pyramid with 15 counters, wins the game.
Equipment
One board for each player
15 counters for each player
2 dice, one black and one white.
Preparation
Each player fills her board with numbers. A number from the set {1, 2, 3, 4, 5} must be written in
each square. A player can choose to place some or all of these numbers in any position. For
example, here are three possible ways:
Rules
• Decide which player will be 'BLACK' and which will be 'WHITE'.
• Throw the two dice.
• If the number on the black dice is greater than the number on the white dice, then BLACK
calculates the difference between the two numbers on the dice and covers any correspondingly
numbered square on her board with a counter.
• Similarly, if the number on the white dice is greater than the number on the black dice, then
WHITE calculates the difference and covers a corresponding square on her board.
• If both numbers on the dice are equal, neither player covers a number.
• The first player to cover all 15 squares and complete the pyramid wins the game.
DESIGN A BOARD GAME
©
Shell Centre for Mathematical Education/Joint Matriculation Board 1987
M37
PAPER 2
ASSESSMENT TASK 2 (CONTINUED)
Build a Pyramid
Suppose that the two boards are filled in like this:
BLACK
WHITE
1
1
5
3
1
5
3
21
2
1
I
3
2
2
1
1
,
3
3
5
5
5
I
1
5
1. The first four throws of the dice are:
~~.
3
~[S].
,
a~·
5
tml;l
,tmL:J
On copies of the boards, show clearly which numbers have been covered.
2. Which player do you think is most likely to win?
(If you think that both players are equally likely to win, write 'You can't tell').
Give a reason to support your answer.
3. Now suppose that you were playing the game.
(a) Show how you would number your board to give the best chance of winning.
(b) Explain why you think this would give you the best chance of winning.
4. Suppose that the game is to be adapted for 3 players using 3 dice and 3 boards.
Describe how you would adapt the rules, so that the game will still work.
DESIGN A BOARD GAME
©
Shell Centre for Mathematical Education/Joint Matriculation Board 1987
M38
PAPER 2
ASSESSMENT TASK 3
Underground
z
0
i:
c:(<t
~
V\
~
U.1
:to
~
at
~
uJ
~
~
~li
t-::)
~~
We(
~~
~
...H/\
lSI
~2
W3
aD
E:
0
1:t-
~S:tl
Ol"'~
~~(J)
~
:l
i~
-,~
l;
t-=
U\
~
~
«
en
$
Q!
g
u
S.
continued
DESIGN A BOARD GAME
©
Shell Centre for Mathematical Education/Joint Matriculation Board 1987
M39
PAPER 2
ASSESSMENT TASK 3 (CONTINUED)
Underground
A group is making up a game for 2 players. It is about travelling on the London Underground. The
group want to make up rules so that the winner is the first person to travel through or change trains
at every station on the map. Make up a complete workable set of instructions for their game. You
can put extra details on the board if you wish.
Who it's for ...
What you need in order to play ...
What it's about ...
Aims of the game ...
Rules
How to start ...
How to make
a move ...
Other rules ...
DESIGN A BOARD GAME
Shell Centre for Mathematical Education/Joint Matriculation Board 1987
©
M40