Gameshandouths
Gameshandouths
Gameshandouths
p.1
Math Games
For Skills and Concepts
Other material copyright:
Investigations in Number, Data and Space , 1998 TERC.
Connected Mathematics Project, 1998 CMP
Table of Contents
Page
2
3
5
6
7
9
10
11
11
11
Game
Why games?
Tens Go Fish
Sums Game
Five in a Row
Race to 100
Close to 1000
Close to Zero
Calculator Get Down
Flip
Number Strings
Content
Teacher motivation
Addition facts
Addition, subtraction
Addition facts
Double digit addition
Place value, multidigit addition
Place value, multidigit subtraction
Multidigit operations
Reasoning
Factorization
12
13
14
15
16
17
18
22
Polygon Capture
25
25
26
27
Target Practice
Pig
Radian Race
Box Builder
Notes
Extended teaching notes
Product Game variation
Better than bingo
Controlled die rolling
Good number sense game
Calculation practice & use
Surprisingly subtle
Can use this to discover prime
factorization
A lot of strategy, good game play
Best math game ever
Good game play value
Best with base ten blocks
Fractal geometry
Pretty involved, takes some time to
set up and to play
Can be adapted to multiple
situations where characteristics and
sorting is the content
Better the more functions kids know
Great game
Can use for probability, too
Math Games
p.2
Math Games
p.3
Tens Go Fish
Math Games
p.4
If you never have a 10 and a 0 card in one hand during the demonstration game, find these cards and be sure
students recognize that they can make a pair with 10 and 0.
As you collect pairs that make 10, put each one in a separate pile. Explain that this is so the cards don't get
mixed up, because at the end of the game, players turn over their pairs and list all the combinations of 10 they
made, using addition notation. Model this for your students.
Rules: Tens Go Fish
Materials: Number Cards with wild cards removed (1 deck per pair); card holders (optional); unlined paper;
counters (available)
Students play in pairs or threes. Each player is dealt five cards. (Use card holders, made as described on p.
101, if the numbers show through to the back of your cards.) Players take turns asking each other for cards
that will make 10 with a card already in their hand. They place any pairs made on the table and draw a new
card from the deck at the end of each turn. If a card drawn from the deck makes a pair with a card in the
hand, the player puts that pair down and draws again.
If a player uses up all his or her cards and there are still cards left in the deck, that player draws two cards. The
game is over when there are no more cards in the deck. At the end of the game, players list the combinations
of 10 they made.
For more challenge, students can play the game in groups of three or four; with more players, it is more
difficult to remember the cards other players have asked for.
Observing the Students: Tens Go Fish
How do students decide which card to ask for? Do they use knowledge or combinations of 10? Do they use
counting strategies to find a number that goes with a card in their hand to make 10? Do they seem to ask for
cards at random?
Are students able to keep track of the cards other players have asked for? Do
they use this to reason about what cards the other player has?
Some pairs might benefit from playing cooperatively. After a player chooses
one card to use to make 10, both players figure out together which other card
is needed to finish the pair. If the other player does not have this card, the pair
can look for another way to make 10, using one card from each hand.
Variations
o Different cards will work on different skills.
o Vary the target sum for other fact practice.
o Allow more than 2 cards for a sum to ten.
o Play rummy style where you keep cards in your hand until you can lay them all down
o Keep score by counting up points on the table subtracting points in hand.
Math Games
p.5
10
12
10
11
14
18
13
12
16
10
17
15
10
Play begins with each player covering a number from 1 to 9 at the bottom. The 2nd player
then covers the sum of those two numbers on the game board. The 1st player can then select
one new number from 1 to 9 at the bottom and cover the sum of those two numbers. Play
continues until one player has covered four squares in a row, horizontally, vertically, or
diagonally.
(Adaptation of the Product Game)
Math Games
p.6
Five In a Row
Players: 2 and up
Materials: 1 Gameboard per player, counters, Number cards (1 to 10 only), chips to cover spaces.
Goal: Cover 5 spaces in a row, vertically or horizontally or diagonally.
Gameplay: Shuffle the number cards and put in a face down pile. On each turn, put the top three cards face
up. Each player can cover up any number which is the sum of any two of the revealed cards. For example, 3,
4 and 9 would mean you can cover 7, 12 and 13. Since each child has a different gameboard, this prevents
just copying the spaces covered.
Questions: Which cards do you need turned up to cover ___ or to finish a row? If a 4 is turned up, what
other numbers would you like to see turn up?
Variations:
1) Turn up five cards, cover any combination of 2. (Theres up to10 possible combinations!) Or do this
and allow students to cover only 3 of the combinations they see.
2) Have students work cooperatively on the same board. Or have students make their own boards.
Game Boards are 5 by 5 grids, with numbers from 2 to 20 distributed randomly. Use multiple 10s or other
sums of interest, and few low numbers. Kids can make up their own boards.
2
10
16
15
9
4
10
18
13
9
6
12
20
11
7
8
12
19
11
5
10
14
17
11
3
Math Games
p.7
Race to 1 0 0
Score: 3
One
Two
Score: 13
One
Score: 23
Two
One
Two
p.8
Math Games
Roll+10
Roll+20
Roll+10
Math Games
p.9
Close To 1000
Materials
One deck of Numeral Cards
Close to 1000 Score Sheet for each player
Players: 1., 2, or 3
How to Play
1. Deal out eight Numeral Cards to each player.
2. Use any six cards to make two numbers. For example, a 6, a 5, and a 2 could make 652, 625, 526, 562,
256, or 265. Wild Cards can be used as any numeral. Try to make two numbers that, when added, give
you a total that is close to 1000.
3. Write these numbers and their total on the Close to 1000 Score Sheet. For example: 652 + 347 = 999.
4. Find your score. Your score is the difference between your total and 1000.
5. Put the cards you used in a discard pile. Keep the two cards you didn't use for the next round.
6. For the next round, deal six new cards to each player. Make more numbers that come close to 1000.
When you run out of cards, mix up the discard pile and use them again.
7. After five rounds, total your scores. Lowest score wins!
Scoring Variation
Write the score with plus and minus signs to show the direction of your total away from 1000. For example:
If your total is 999, your score is -1. If your total is 1005 , your score is +5. The total of these two scores
would be +4. Your goal is to get a total score for five rounds that is close to 0.
Score Sheet for Close To 1000
Game ___
Round 1
Round 2
Round 3
Round 4
Round 5
Score
___ ___ ___
______
_____
______
_____
______
_____
______
_____
______
_____
Total Score
_____
Score
___ ___ ___
______
_____
______
_____
______
_____
______
_____
______
_____
Total Score
_____
Math Games
p.10
Close to Zero
From Mathematical Thinking in 5th Grade
Investigations in Number, Data, and Space
2000 TERC
This is a game that has many variations in the Investigations curriculum.
Math content: place value, mental math, estimation
Materials: a deck of number cards or playing cards with 10s, Queens and Kings removed.
Players: 2 to however many the deck supports.
Gameplay: Deal out 6 cards to each player. The goal is to arrange the cards as two 3 digit numbers whose
difference is as close to zero as possible. Arrange the 3 digit numbers for larger smaller. After doing this
five times, the sum of the differences is taken, and the lowest score wins. All cards go to the discard pile.
When out of cards, shuffle up the discard pile to deal more cards.
Variations:
1) 2 players. Deal three cards to each player. Players take turns going first, making a three digit number.
The other player makes the 2nd number and scores the difference. Note that there is perhaps a lesser
amount of problem solving here, but the game feels more competitive.
2) Deal 4 cards to each player and make two 2 digit numbers. (Good variation for late second or third
grade.)
3) Deal an extra card so that players use all but one card to make their numbers. Makes scores much
lower.
4) The game can be adapted to addition. For example: Deal 4 cards, and make two 2 digit numbers
whose sum is as close to 100 as possible. Scoring can be: a) the difference between the sum and 100,
taken as a positive number. (i.e. 112-100 or 100-87). Play 5 times, add the distances from 100 and the
lowest score wins. Or, b) you only score if under 100. Over 100 means zero points. Play 5 times,
highest score wins. Note that some deals of four cards have no sum under 100, so the five card
variation can be used if you are scoring this way.
5) Calculators can be used at some, all or no points in this game to change the pedagogical focus.
Sample Score sheet:
Total:
Math Games
p.11
Number Strings
Examples:
A) 46
2x23
Can only be broken down once, player who
started loses.
Math Games
p.12
Math Games
p.13
1
7
15
25
36
54
2
8
16
27
40
56
3
9
18
28
42
63
4
10
20
30
45
64
5
12
21
32
48
72
6
14
24
35
49
81
1 2 3 4 5 6 7 8 9
1 2 3 4 5 6 7 8 9
Play begins with each player covering a factor from 1 to 9 at the bottom. The 2nd player then
covers the product of those two numbers on the game board. The 1st player can then move
either one of the factor numbers and covers the new product. Play continues until a player
can cover four products in a row, horizontally, vertically or diagonally.
(From CMP)
Math Games
p.14
Prime Time
Free
50
10
18
15
27
30 105
70
49
35
20
25
14
28
42
147 21
75 175 63
45
12 125
98
Factor List
Free
Rules
Math Games
p.15
Score Factor
Game Board
9 10 11 12 13 14 15 16
17 18 19 20 21 22 23 24
25 26 27 28 29 30 31 32
33 34 35 36 37 38 39 40
Player A chooses a number on the game board and covers (or circles) it.
Using a different color, player B covers all of the proper factors. Player
B then circles a new number, and Player A covers all of the uncovered,
proper factors of that number. If a player circles a number with no
uncovered factors, that player scores no points and loses that turn. The
game ends when there are no numbers left that have an uncovered
proper factor. Each player scores points equal to the total of the
numbers they covered.
Connected Mathematics Project, Prime Time
Math Games
RO
OLLLL
T
TO
O
TEEN
N
p.16
Game rules: Each group of players gets three dice two with the same color and one that is different.
Players roll to see who goes first and the highest untied die roll plays first. On a players turn, they roll the two
same color dice first, and make the biggest two digit number they can from it. For example, a 4 and a 6 could
make a 46 or 64. Then the third die is rolled to determine the units: tenths, hundreds or thousandths: is it 46
tenths, 46 hundredths or 46 thousandths. Players build that amount, then add it to their total. A player is out
if their total goes over 10. The winner is the last player remaining in. Low score wins!
Unit Roll:
Tenths
Hundredths
Thousandths
Score Card:
Roll
Unit
Ones
(Blocks)
Tenths
(Flats)
Hundredths
(Sticks)
Thousandths
(cubes)
Total
.1
.01 .001
.1
.01 .001
.1
.01 .001
.1
.01 .001
.1
.01 .001
.1
.01 .001
.1
.01 .001
.1
.01 .001
.1
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.1
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.1
.01 .001
.1
.01 .001
.1
.01 .001
.1
.01 .001
.1
.01 .001
.1
.01 .001
.1
.01 .001
.1
.01 .001
Math Games
p.17
Triangle Game
A:1,2
B:3,4
C:5,6
C
Game 1
Three players. Each takes a vertex. Roll dice to determine who goes first. Play proceeds counter-clockwise.
First player circles their vertex, rolls, and moves halfway towards the indicated point. Subsequent players roll a die, and move the
point halfway towards the vertex rolled. Continue until each player has rolled twice. The winner is the player whose vertex is
closest to the point at the end of the game. Players should play new games on the same board.
Game 2
Any number of players and a referee. Referee chooses a vertex (A, B or C) as a starting point and a target white triangle. Players
write down a sequence of vertex moves. Closest player to the target triangle after their sequence of moves wins and is the next
referee.
Triangle Size (edges)
Sequence Length
8
3
4
4
2
5
1
6
1 edge
triangle
Math Games
p.18
Racin Robots
2-3 players
Materials: Board, cards (printed two-sided or on colored paper), robot piece for each.
Goal: get your robot to his delivery spot to finish his job of transporting widgets.
Gameplay: Randomly determine who goes first. Each player draws four cards, and lays down 2 cards to program their robot.
Their robot may be placed in any direction in the home square. Note that a flipped robot has the reverse orientation of an
unflipped robot. On a players turn, they:
1) Lay down a third program card for their robot.
2) Turn over the front program card and make the robot do that movement. The card then goes to the discard pile.
3) Draw back up to four cards in hand.
All directions are given from the robots perspective. Example: forward means the direction the robot is facing. Left is the robots
left, etc.
If a robot moves onto another robots square it pushes that robot back one spot in the direction the moving robot is heading.
If a robot lands on a square with text, follow those directions.
If there are no more cards to draw, shuffle the discard pile and put it into the deck.
If the robot would be put off the board, it relocates to start.
If you play a push card on an opponent, play an additional program card on your own robot.
Turns are around the center point.
Variation: Play so that if you go off an edge you come onto the opposite side. (Less frustration this way.)
Math:
Math Games
p.19
Run
ROBOT
Run
Run
ROBOT
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ROBOT
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ROBOT
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ROBOT
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Run
Math Games
p.20
90o
Turn
right
Turn 180o
Turn 180o
Math Games
p.21
Race Board
ROBOT 2
START
ROBOT 1
FINISH
Rotate 90o
right around
center
Move Forward
2 spaces
Move Left 2
spaces
Cut out Robots into two strips, fold along right hand
edge to get a robot with a front and back.
ROBOT 1
START
Math Games
Preparation:
p.22
Each pair of players needs a set of property cards and a set of polygon cards. The polygons go into the center
of the playing area and the side and angle property cards are separated into two piles.
Goal:
Capture the most polygons.
Play:
1. Randomly choose who goes first.
2. Player 1 flips over an angle card and a side card. She captures any card which satisfies both these
properties. When finished she says: Done
3. Player 2 may capture any polygons which player 1 missed.
4. Player 2 takes a turn, turning over two new property cards and capturing the appropriate polygons.
5. Play continues in this manner until two or fewer polygons remain.
Notes:
If you run out of angle or side property cards, reshuffle that pile and continue.
If the active player believes no polygons can be captured, the other player gets a chance to capture any
matches. If there is a match, the turn is done. If not, the active player can choose to turn over one more
property card, choosing either angle or side. If they believe still no polygons can be captured, they must say,
Done and end their turn.
Any player can challenge the capture of a polygon. If a player chose a polygon incorrectly, it goes back into
the center pile and their turn is done.
If the Wild Card comes up, the player may choose any side property. For example, if the angle card is All
angles are right angles, she may choose All opposite sides are equal and capture all rectangles.
If the Steal Card comes up, the player picks one side property and one angle property, and steals all of the
polygons the other player has captured which satisfies those properties. Ignore the other card.
Example:
Player 1 turns up All angles have the same measure and It is a quadrilateral. She then captures the
square, the short rectangle and the right trapezoid and says Done. Player 2 may then capture the long
rectangle. Then he begins his turn.
Source: Carroll, William M., Polygon Capture: a Geometry Game, Mathematics Teaching in the Middle School,
Oct 1998. Vol. 4, Iss. 2; p. 90
Math Games
p.23
Math Games
p.24
At least one
angle is obtuse
No angle is a
right angle
At least one
angle is less than
90o
STEAL CARD
Select a pair of
properties. Steal
all these
polygons from
your opponent.
At least one
angle is a right
angle
At least two
angles are acute
No pairs of sides
are parallel
All pairs of
opposite sides
are parallel
It is a
quadrilateral
All pairs of
opposite sides
have equal
length
WILD CARD
Pick your own
side property
Math Games
p.25
Target Practice
Players: 2 teams.
Playing time: as long as you want.
Equipment: two differently colored dice, paper, graph paper.
Game play: On each turn, each team rolls the pair of dice to come up
with a set of target points. They then come up with an equation, to hit
as many of the target points in the graph of the equation as possible.
On each round, you roll the same number of targets as the round
number; ex. on round three, three targets. For each target scored, you
get the same number of points as the round; ex. If you hit two targets
on round three, you score 6 points. Play for at least five rounds.
Variations: For variety, allow teams to make any given roll positive or negative. For challenge, include (0,0)
as an extra target point in each round.
Round
1
Points
( , )
2
3
(
(
4
5
, ), (
Equation
Targets Hit
Score
, )
, ), ( , ), (
( , ), ( ,
( , ), ( ,
, ), ( , ), (
( , ), ( ,
, )
),
)
)
, ),
Total
Math Games
p.26
Players: Two or
Denominator
Numerator
more.
Roll Result
Roll=Result
Playing time: 5
1,
Thirds
1,2,3=1/4
4,5,6=2/4
10 min.
Equipment: unit circle with angles, dice, markers
2, 3 Fourths
1,2,3=1/3
4,5,6=2/3
for player position.
4, 5 Sixths
1=1/6, 2=2/6, , 6 = 6/6
Gameplay: Roll to see who goes first. Highest
6 Twelfths 1=1/12, 2=2/12, , 6=6/12
untied roll wins. Players roll once for the
denominator, and then for the numerator, and move that fraction of . First player to complete the trip
around the unit circle wins.
Variations: (1) Play to get exactly to 2. A roll that would take you past is not moved. Play for a set number
of rolls. (2) Moves may be taken clockwise or counter-clockwise, but must be moved. This is also best
played for a set number of rounds (like 6 or 10), and the closest player to 2 wins after that number of
/2
rounds.
Radian Race
/3
/4
/6
/12
Math Games
p.27
Box Builder
2 or more players or teams
Materials: Graph paper, side cutouts (optional), die, record sheet.
Goal: Build boxes with nets to store the largest volume you can.
Play:
Roll
Piece
1
2
3
4
Players take turns rolling a die and recording the piece they got. At any
point, they can choose to use up some of their pieces to make a net for a
box. They record the net, and score 1 point for each cube of volume. Play continues until one
player/team makes a third box, or they roll their 10th piece of one type. The other team gets a last chance
to make a box out of the pieces they already have.
Example:
Team 1 has rolled the following:
One of the partners realizes they could build a box with the net
Record Sheet
Score:
game1
game 2
Record rolls: X off a piece when it is rolled. Circle or cross out the X when its used to make a box.
Piece
game1
game2
Have players cut pieces out of a piece of graph paper as they are rolled. Keep these after the first game for playing future games.