players - Box Cars and One

Box Cars and One-Eyed Jacks
MIDDLE YEARS "CATCH UP"
BASIC GAMES FOR BASIC SKILLS
Grades 6-8
John Felling
INDIANAPOLIS NCTM
October 29-31, 2014
[email protected]
phone 1-866-342-3386 / 1-780-440-6284
fax 1-780-440-1619
boxcarsandoneeyedjacks.com
BoxCarsEduc
BoxcarsEducation
2
0
3
1
2
3
4
5
6
7
8
9 10 11 12 13 14 15 16 17 18 19 20
Box Cars & One-Eyed Jacks inc.
0 - 20 Graph©
HORSE RACE
SKILLS:
adding to 12, commutative property of addition, fact families
PLAYERS:
2 (1 vs 1)
EQUIPMENT:
GOAL:
tray of dice (each player needs 18 of their own color), gameboard
to have the greatest number of dice on your side of the “racetrack” at the end of the game
GETTING STARTED:
Each player takes 18 dice of one color and picks a side of the dice tray to be their “racetrack”. Each
player picks up a pair of dice, rolls, and calculates their sum. The player with the greatest sum puts
their dice into their side of the racetrack. Both players verbalize their sums.
EXAMPLE:
+ +
= 8
PLAYER ONE
MATH TALK
+
+
=
6
PLAYER TWO
Player One says “8 is a greater sum than 6”
The player with the greatest sum places their dice in their side of the racetrack. The player with the
least sum tosses their dice into the lid.
Players each pick up another pair of dice, roll and compare their next sums. In the event of a
EQUAL SUM – both players put their two dice into their side of the racetrack.
TIE
or
Play continues until both players’ 18 dice have been rolled out. The player with the greatest number
of dice on their side of the racetrack wins.
Level 1 : Addition to 12 - Players roll two
dice and add them
Player One
Player Two
Level 2 : Addition to 18 - Players roll three
dice and add them.
Level 3: Multiplication to 36 - Players roll
two dice and multiply them
Level 4: Multiplication to 72 - Players roll
three dice, choose two to add together,
then multiply the sum by the third.
Add dice to the track
along a curving path
to simulate the race!
4
HORSE RACE
PLAYER
ONE
START
PLAYER
TWO
START
5
ROUND ONE
PLAYER
ONE
ROUND TWO
PLAYER
ONE
ROUND THREE
ROLL ON PLACE VALUE
PLAYER
ONE
PLAYER
TWO
PLAYER
TWO
PLAYER
TWO
The goal of the game is to create the largest number. Players take turns rolling a die, placing it into the
tray and announcing it's place value for that roll. After 6 rolls, players compare numbers. A point is
earned by the player with the largest number. A Place Value Systems die is rolled to identify a specific
place value (for example 100's) . A second point is earned by the player with the highest place value in
that place. A third "upside down bonus point" is awarded to the player with the biggest number when the
tray is rotated 180 degrees and the numbers are compared.
6
7
Tens
10
20
Here
Look
Ones
30
Player One
Stay?
Or
Round Up?
00
•
•
•
•
40
60
Use cards 0-9 only.
Deal two cards, a
ten's and a one's, lay
on board.
Place your marker at
the closest 10's
place (eg 38 would
put marker at 40)
Roll Target, whoever
is closer wins the
cards.
50
FLIPPIN' OUT
80
Here
Look
Ones
90 100
Player Two
Stay?
Or
Round Up?
Tens
70
Betweeners
© Box Cars And One-Eyed Jacks.
4 Player Version – Highest doesn't win. Lowest doesn't win. The two between numbers win.
Betweeners
Variation of Betweeners From Math Attack © Box Cars And One-Eyed Jacks
Concepts: Number Sense, Ordering Numbers (whole and decimal)
Equipment: One 3inCube die / player
Goal/Object: record a number that is between the highest and lowest for the round
Traditional- Each player shakes their own 3inCube die and secretly looks at it, mentally determining the
possible answers they could use. Each player then secretly records one of their possible answers. Once all
the players have recorded their answer, they reveal it to the other players. All players copy all other players'
answers onto their own score sheet. The answers are compared, lowest doesn't win, highest doesn't win,
between number (or numbers if 4 player game) wins.
Variations:
(1) Players are allowed to create numbers with decimals meaning answers can range from 0.111 to 666.
(2) Players create multi-operation math sentences trying to have the between answer example 3+2x1=5
(3) Players create mixed fractions example 3 2 1 makes 3½ or 1⅔ or 2⅓ 2 1 1 can only make 1½
(4) For simpler version of the game, each player can use a 1-12 die ( or 1-20 die/player or 1-30 die/player )
(5) Division: Make 2-digit number, divide it by the remaining number. (Rolled 2, 3, 5 made 35 ÷ 2 = 17.5)
8
Multiplication Board
1
2
3
4
5
6
7
8
9
10
11
12
1
1
2
3
4
5
6
7
8
9
10
11
12
2
2
4
6
8
10
12
14
16
18
20
22
24
3
3
6
9
12
15
18
21
24
27
30
33
36
4
4
8
12
16
20
24
28
32
36
40
44
48
5
5
10
15
20
25
30
35
40
45
50
55
60
6
6
12
18
24
30
36
42
48
54
60
66
72
7
7
14
21
28
35
42
49
56
63
70
77
84
8
8
16
24
32
40
48
56
64
72
80
88
96
9
9
18
27
36
45
54
63
72
81
90
99
108
10
10
20
30
40
50
60
70
80
90
100
110
120
11
11
22
33
44
55
66
77
88
99
110
121
132
12
12
24
36
48
60
72
84
96
108
120
132
144
Box Cars & One-Eyed Jacks inc
Multiplication Tic Tac Toe
Player one rolls 2 x 0-9 or 2 x 1-12 dice and finds the product (eg 4x6=24; 6x4=24)
Cover spaces with bingo chips (one space only would be covered if doubles are rolled)
Player Two takes their turn. Players continue to alternate turns
Build Tic Tac Toe, three or more in a row horizontally, vertically or diagonally
One point per chip and remove from board so spaces are open again
Roll your partner's space and capture for 2 points per chip
Play for a set period of time
9
MULTIPLICATION SCRAMBLE
From "Dice Works" page 69. Roll two special 1-12 dice at a time. Multiply the factors, place the math sentence on the
appropriate space on your side. If the space is already filled, then no space is filled in for that turn. First player to fill in their
side is the winner.
0 - 9
10 - 19
20 - 29
30 - 39
40 - 49
50 - 59
60 - 69
70 - 79
80 - 89
90 - 99
100 - 109
110 - 119
120 - 129
130 - 139
140 - 149
0 - 9
10 - 19
20 - 29
30 - 39
40 - 49
50 - 59
60 - 69
70 - 79
80 - 89
90 - 99
100 - 109
110 - 119
120 - 129
130 - 139
140 - 149
THE BIG ROUND UP
From "Dice Works" page 72. Roll two special 1-12 dice at a time. Multiply the factors and round the product to the nearest 10's place.
Circle the answer on your row. If the space is already filled, then no answer is circled for that turn. First player to fill in their side is the
winner.
0
10
20
30
40
50
60
70
80
90 100 110 120 130 140
0
10
20
30
40
50
60
70
80
90 100 110 120 130 140
Reach For The Top
Salute
Box Cars "Dice Works" Page 56 (adapted)
Box Cars "All Hands On Deck" Mystery Number (adapted)
Concepts: Adding to 12
Equipment: 2 Regular Dice, 1 gameboard/team
Goal/Object: See which sum "reaches" the top
The goal is to fill in a column (12 answers) in as few
rolls as possible. A team rolls 2 dice and adds the
two numbers to find a sum. They record the math
sentence on their gameboard in a space above the
sum. The continue to roll, add and record until one of
the columns above a sum reaches the top.
Variations: (1) Add or Subtract the roll and record
in both locations.
(2) See which team can be the first to have at least
one answer for each sum (1 row) filled in.
(3) Use a 0-18 Chart and use 0-9 dice
Concepts: Missing Addend, Factor
Equipment: Cards 0-12 (J=11 Q=12 K=0)
Goal/Object: Figure Out value of the card on
your head
Usually 3 players with one player taking the role of
"General". The General says "salute". The other two
players take the card from the top of their deck and
WITHOUT LOOKING AT IT place it on their forehead
so everyone else can see what the card on their
forehead is. The General Adds the two cards
together and says "The sum of your two cards is...."
The two players then use the sum and the card they
can see on their opponent's forehead to try and figure
out their own card.
Variations: (1) Multiplication (take out 0s)
(2) 4 Players (one General, 3 soldiers)
(3) Red = neg integers / Black = pos integers
10