The Teens Game (Grades 1 to 3) http://childparenting.about.com/gi/dynamic/offsite.htm?zi=1/XJ/Ya&sdn =childparenting&zu=http%3A%2F%2Fjenny.myzen.co.uk%2Fgames.htm Equipment cards game boards http://supergran-puzzlemaker.net/PDs/T21.pdf counters Directions The players sit with their boards in front of them and their pile of 20 counters beside the board. The pack of numbered cards is put face down between the players. The first player takes a card and reads the number on it. They then make that number with two counters from the numbers on their board. For example, if 16 had been picked, then a counter would be put on a square marked "10" and one marked "6'. The next player then does the same. The game continues until one player has put all their counters onto their board. This player is the winner. If the number on the card cannot be made then the player cannot go and misses a turn. When all the cards in the centre have been used they are shuffled and used over again. A - Ten – Tion (Grades 2 to 4) Equipment playing cards Ace (=1) through 9 die (3 sides labeled low, 3 high) counters score sheets Directions Each player takes two cards from the deck and makes a 2-digit number. Players say aloud the number they create. Player 1 rolls the die to determine who will win 10 points for the round. If the die lands on ‘low’, the player who created the lower 2-digit number wins 10 points. If the die lands on ‘high’, the player who created the higher 2-digit number wins 10 points. The player who wins 10 points moves their counter along the scoreboard. Each player draws two more cards and play continues. The first one to 100 wins. 10 20 30 40 50 60 70 80 90 100 10 20 30 40 50 60 70 80 90 100 Crown Jewels (Grades P to 1) Equipment 10 space card crown and pot die counters Directions Each player puts 5 jewels in the pot. The first player rolls a die and moves the jewel that many spaces toward the crown. When the jewel is on the crown, they move their next one across the board toward the crown. Play continues until one player has all 5 stones on the crown and that player wins. Start Enlarge for use. The Difference Game(Grades 1 and 2) http://supergran-puzzlemaker.net/T47.htm Equipment counters game board http://supergran-puzzlemaker.net/PDs/T47.pdf counters Directions Players put their counters on 'Start' and then take turns throwing the dice. They work out the difference between the numbers on the two dice. (Subtract one number from the other) If both the number and the language are correct the player moves to the next square along the track showing that number. The winner is the first to reach the end. Meet in the Middle (Grades 2 to 6) http://supergran-puzzlemaker.net/T23.htm Equipment calculators dice Directions One player sets their calculator at 100 and the other player sets theirs at zero. The player whose calculator is set at 100 may only subtract and the player whose calculator is set at zero may only add. They may not clear their calculators. The player’s take turns at either taking away or adding the number they roll on the dice using their calculators The first to go below the other (for the one who started at 100) or above the other (for the one who started at zero) is the winner. Reverse Bingo (Grades 1 to 6) http://supergran-puzzlemaker.net/T7.htm Equipment Boards http://supergran-puzzlemaker.net/PDs/T7.pdf Dice Counters Directions Players place 10 counters, of their own color, on any numbers they wish on their boards leaving the numbers showing. The two dice are thrown and the totals added together. Any player with that number may remove the counter from that number. This is repeated until the winner has a board cleared of their counters. (Game can be played using multiplication or subtraction) Note: If using addition or subtraction, change the one square on the game board to another number or make it a free space. Three Dice Game (Grades 2 to 6) http://childparenting.about.com/gi/dynamic/offsite.htm?zi=1/XJ/Ya&sdn=c hildparenting&zu=http%3A%2F%2Fjenny.myzen.co.uk%2Fgames.htm Equipment 3 dice boards http://childparenting.about.com/gi/dynamic/offsite.htm?zi=1/XJ/Y a&sdn=childparenting&zu=http%3A%2F%2Fjenny.myzen.co.uk%2Fga mes.htm counters Directions Players take turns throwing all 3 dice and adding the numbers thrown. Cover the total wherever it appears on the board. The winner is the first to finish covering any row or column. Stepping Stone Game (Grades 1 to 3) http://supergran-puzzlemaker.net/T48.htm Equipment board http://supergran-puzzlemaker.net/PDs/T48.pdf 2 dice (4-9) (11-16) counters Directions Players put their counters on 'Start' and take turns throwing the dice. They find the difference between the numbers on the dice, but can only move onto the next square stepping-stone if their difference is on that stone. The winner is the player who first reaches the end. More Than Half Game (Grades 3 to 6) (source unknown, inspired by The Fraction Game) 2 players 1 game sheet 2 dice 2 different coloured pencils pattern blocks Directions: The object of the game is to colour more than ½ of a circle to score points. The player with the most points at the end is the winner. If a player rolls a 3 and a 4, for example, that represents ¾ (improper fractions cannot be used). The larger number rolled must be the denominator, and the smaller number rolled must be the numerator. The player who has ¾ can colour in 3 of the 1/4 sections on a circle, or ½ on one circle and ¼ on another, 3 of the 1/6 sections, and 1 ¼ section etc. Basically you can colour a total of ¾ of one circle or split it up between multiple circles. The pattern blocks can help you determine which fractions are equivalent to help you ‘split’ your fraction if you choose. The next player rolls and colours in the fraction however they choose. Players are trying to colour more than half of a circle. Players may colour a circle the other player has already started, but points can only be scored for circles they colour more than half of. Once a player colours more than half of a circle they put their initials beside that circle and that circle can no longer be used. The player with their initials beside the most circles at the end is the winner. Curling (Grades 1 to 4) (Dollar store curling game) 1) Place the game sheet onto a flat surface and rub gently to make it stay in place. 2) Each player gets 2 curling rocks. Gently shoot them into the middle of the game board. 3) Add up (multiply) the scores of your two rocks and record on a piece of paper. 4) Continue the game until each player reaches _____ points.
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