GAME 3: Math skills, speed and luck come together in a fun way with Boom! Students roll a die to find out their starting number and then progress along a mathematical path where they ll practice their computation skills. But at the end, students must roll a die to find out their last step...and that s when everything can change. Students will love the thrill and excitement of Boom!, and its structure makes it anyone s game, so everyone will be engaged. Participants: 2 or more students Skills Practiced: Mental math, computation Materials: 2 dice per group participating (one of the dice should be a 20-sided or 12-sided die, the other should be a 6-sided die); Boom! Playing Mat; 1 Boom! Score Sheet per group Setup: Decide whether you d like to play this game with your entire club all at once, or break up into smaller groups. If you d like to play this game whole-group and you have a large club, it may be a good idea to project the Boom! Playing Mat or draw it on the board, so that all students can see. If you d like to divide into smaller groups (3-6 students per group), then you ll need one 20-sided or 12-sided die per group, as well as a 6-sided die per group. There are enough dice in your Club in a Box kit to have multiple groups play at onc,e and you can make copies of the Boom! Playing Mat, if you would like each group to have its own mat. Some students may need scratch paper to complete the math and keep track of their number. After students have had more time to practice, they may be able to keep track of their number and compute in their head. How to Play: Each student rolls the 20-sided (or 12-sided) die. Whatever number a player rolls is her starting number, however no 2 players can have the same starting number. If a student rolls a number that another student already has, she will have to roll again until she gets a unique starting number. Students will start on the red outside part of the hexagon, where it says START, and will progress along the hexagon path on the Boom! Playing Mat, following the computation instructions. This is not a race, so students should progress together. Students will do this for all 11 computation steps (first going outside the hexagon, then going inside), following the arrows. For example, if a student rolls a 13 as her starting number, she will compute the following as she follows the path: Start: 13 13 2 = 26 26 15 = 11 11 + 3 = 14 14 4 = 56 56 2 = 28 28 + 5 = 33 33 35 = 2 2 10% = 0.2 0.2 rounded to nearest integer = 0 0 2 = 0 0 1 = 1 Once all students have finished the 11 computation steps, each student will roll the 6-sided die for the last step Boom! The student with the lowest number rolls first, followed by the next lowest scoring student and so on, until all students have rolled. START: multiply by 2 subtract 15 (Note: there are only four options for Boom!, so if a student rolls a 5 or 6, she simply needs to roll again until she rolls on a 1, 2, 3 or 4.) The student must follow the related instructions for her roll for Boom!, and multiple players can roll the same number for Boom! The 4 options for Boom! are: subtract 35 multiply by 10% add 5 round to nearest integer 1: multiply by 1 2: take absolute value 3: number stays the same 4: add 100 subtract 1 add 3 multiply by 4
Roll a 1 = player multiplies her number by 1. Roll a 2 = player takes the absolute value of her number. Roll a 3 = the player s number stays the same. Roll a 4 = the player adds 100 to her number. Whatever happens in Boom! determines the player s score for that round. The group should play 5 rounds and add together their scores. The student with the largest overall score wins. If there is a tie, then the tied students should do one more round of Boom! to determine the winner. Boom! Score Sheet: Player Name: Round 1 Round 2 Round 3 Round 4 Round 5 Start #: Start #: Start #: Start #: Start #: 2 = 2 = 2 = 2 = 2 = 15 = 15 = 15 = 15 = 15 = + 3 = + 3 = + 3 = + 3 = + 3 = 4 = 4 = 4 = 4 = 4 = + 5 = + 5 = + 5 = + 5 = + 5 = 35 = 35 = 35 = 35 = 35 = 10% = 10% = 10% = 10% = 10% = 1 = 1 = 1 = 1 = 1 = Boom!: Boom!: Boom!: Boom!: Boom!: + + + + = (Rd. 1 Score) (Rd. 2 Score) (Rd. 3 Score) (Rd. 4 Score) (Rd. 5 Score) (Final Score)
subtract 15 add 3 multiply by 10% round to nearest integer START: multiply by 2 subtract 35 1: multiply by 1 2: take absolute value 3: number stays the same 4: add 100 multiply by 4 subtract 1 add 5
START:.. 1: mu ltipl y by 1 2: take absolut e value 3: sma llest number wins 4: add 1 00
Boom! Score Sheet: Player Name: Round 1 Round 2 Round 3 Round 4 Round 5 Start #: Start #: Start #: Start #: Start #: 2 = 2 = 2 = 2 = 2 = 15 15 15 15 15 + 3 + 3 + 3 + 3 + 3 4 = 4 = 4 = 4 = 4 = + 5 + 5 + 5 + 5 + 5 35 35 35 35 35 10% = 10% = 10% = 10% = 10% = 1 1 1 1 1 Boom!: Boom!: Boom!: Boom!: Boom!: + + + + = (Rd. 1 Score) (Rd. 2 Score) (Rd. 3 Score) (Rd. 4 Score) (Rd. 5 Score) (Final Score)
Modified Boom! Score Sheet: Player Name: Round 1 Round 2 Round 3 Start #: Start #: Start #: 2 = 2 = 2 = 15 = 15 = 15 = + 3 = + 3 = + 3 = 4 = 4 = 4 = 2 = 2 = 2 = + 5 = + 5 = + 5 = 35 = 35 = 35 = 10% = 10% = 10% = 2 = 2 = 2 = 1 = 1 = 1 = Boom!: Boom!: Boom!: + + = (Rd. 1 Score) (Rd. 2 Score) (Rd. 3 Score) (Final Score)