A - Ten – Tion - hrsbstaff.ednet.ns.ca

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
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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
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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.
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If the die lands on ‘low’, the player who created the lower 2-digit
number wins 10 points.
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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
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40
50
60
70
80
90
100
10
20
30
40
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60
70
80
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100
Crown Jewels (Grades P to 1)
Equipment
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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
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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
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calculators
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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
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
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)
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hildparenting&zu=http%3A%2F%2Fjenny.myzen.co.uk%2Fgames.htm
Equipment
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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
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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.