The Beautiful, Colorful, Mathematical Game

Similar documents
Counters in a Cup In and Out. The student sets up the cup, drops the counters on it, and records how many landed in and out of the cup.

100 square muddle. A game for two or three players

BOOM! subtract 15. add 3. multiply by 10% round to. nearest integer. START: multiply by 2. multiply by 4. subtract 35. divide by 2

Targets for pupils in Year 4

Targets for pupils in Year 4

Whenever possible, ask your child to tell you the time to the nearest 5 minutes. Use a clock with hands as well as a digital watch or clock.

Cross Out Singles. 3. Players then find the sums of the rows, columns, and diagonal, and record them in the respective circles.

Presentation by Toy Designers: Max Ashley

Milton Public Schools Elementary Summer Math

Subtraction Step Down

saying the 5 times, 10 times or 2 times table Time your child doing various tasks, e.g.

Domino Games. Variation - This came can also be played by multiplying each side of a domino.

Targets - Year 3. By the end of this year most children should be able to

FREE Math & Literacy Centers. Created by: The Curriculum Corner.

Classic Dominoes. Number of Players: 2-4

OCTAGON 5 IN 1 GAME SET

TEACHING MATH THROUGH GAMES SAMPLE GAMES AND INSTRUCTIONS. Color Sorting Train. Classification and Patterning

TELIC. A 2-Player Abstract Race Game Using A Piecepack And Piecepack Pyramids

Game 1 Count em Skill to be learnt What you will need: How to play: Talk points: Extension of this game:

Pair counting. Maths focus: Counting on in ones, tens or hundreds from any number. What you need: Instructions

Instruction Cards Sample

Maths Is Fun! Activity Pack Year 6

Plakoto. A Backgammon Board Game Variant Introduction, Rules and Basic Strategy. (by J.Mamoun - This primer is copyright-free, in the public domain)

Thank You for Downloading this Resource from MathGeekMama.com!

DIVISION III (Grades 4-5) Common Rules

Overview & Objective

Operation Target. Round Number Sentence Target How Close? Building Fluency: creating equations and the use of parentheses.

"So many math charts in one convenient place! How handy!" --TPT Purchaser

ABPA Backgammon.txt. BACKGAMMON CARTRIDGE INSTRUCTIONS (For 1 or 2 Players)

Fraction Race. Skills: Fractions to sixths (proper fractions) [Can be adapted for improper fractions]

Math Football. Using Models to Understand Integers. Learning Goals. Common Core State Standards for Mathematics. Essential Ideas

Example: I predict odd, roll a 5, and then collect that many counters. Play until time is up. The player with the most counters wins.

Number Addition and subtraction

Math Fundamentals for Statistics (Math 52) Unit 2:Number Line and Ordering. By Scott Fallstrom and Brent Pickett The How and Whys Guys.

Number Partners Primary Maths Games Box Crib Sheet EASY


For Everyone Using dominoes to practice math, problem solve, and discover relationships between numbers.

Midterm (Sample Version 3, with Solutions)

Fractions! You can find much more about all these issues, and more, in the ebook Understanding Fractions [ibooks]. Ronit Bird

COMPONENTS GAME SETUP GAME SEQUENCE

Take one! Rules: Two players take turns taking away 1 chip at a time from a pile of chips. The player who takes the last chip wins.

YourTurnMyTurn.com: Backgammon rules. YourTurnMyTurn.com Copyright 2018 YourTurnMyTurn.com

Winslow C of E Combined School. Progression in the 4 Operations & Fun Maths Activities to do at Home.

Find the items on your list...but first find your list! Overview: Definitions: Setup:

A set collection and take-that game for 2-4 players by Arve D. Fühler Game Idea. Goal of the Game. Components

Copyright 2015 Edmentum - All rights reserved.

A Tactical Take-That and Set Collection Game for 2-4 players by Arve D. Fühler

LEARNING ABOUT MATH FOR GR 1 TO 2. Conestoga Public School OCTOBER 13, presented by Kathy Kubota-Zarivnij

By the end of Year 2, most children should be able to

Here are two situations involving chance:

Winter Math Games Building Fluency

Grades 4-6 Teacher Math Workshop SAGE Conference Session for MAME Winnipeg MB Canada October 19

ASSAULT OBJECTIVES DEPLOYMENT HEXADOME SCORING ZONE END-GAME CONDITIONS. SCENARIOS v 1.3

PHASE 10 CARD GAME Copyright 1982 by Kenneth R. Johnson

Round Away. ten. Number created: 5,678 Round to the nearest ten

Venn Diagram Problems

out one marble and then a second marble without replacing the first. What is the probability that both marbles will be white?

Introduction to Fractions

Math Matters! Fifth Grade Summer Practice Packet. Colonial School District

CLASSIC 18'' BACKGAMMON SET

Make Math Meaningful!

Roll & Make. Represent It a Different Way. Show Your Number as a Number Bond. Show Your Number on a Number Line. Show Your Number as a Strip Diagram

STUDENT S BOOKLET. Geometry 2. Contents. Meeting 7 Student s Booklet. May 24 UCI. 1 Circular Mountains 2 Rotations

Factors and multiples have

DIVISION III (Grades 4-5) Common Rules

WORD WINDER Game Play Basics It s As Easy as ABC

Game Concept. The Game Board

ASSEMBLY OBJECT OF THE GAME. The Game of Mystery, Suspicion and Foul Play!

The Factor Game (gr. 3-5) Product Game (gr. 3-5) Target Number (exponents) (gr. 4-5)

Moose Mathematics Games Journal Table of Contents

Year 5. Mathematics A booklet for parents

Building Successful Problem Solvers

High-Impact Games and Meaningful Mathematical Dialog Grades 3-5

Mathematical Talk. Fun and Games! COUNT ON US MATHS CLUB ACTIVITIES SESSION. Key Stage 2. Resources. Hints and Tips

Maths is all around us and we re using it every day!

Blokus. Quirkle. Crosswise. Fits

DIVISION II (Grades 2-3) Common Rules

Lesson 1. Unit 4. Golden Ratio. Ratio

Attention! Choking hazard! Small pieces, not for children under three years old. Figure 01 - Set Up for Kick Off. corner arc. corner square.

The quacks of Quedlinburg The bag-building game for quacks and charlatans by Wolfgang Warsch for 2 4 players ages 10 and up.

GAMES AND STRATEGY BEGINNERS 12/03/2017

INDEPENDENT AND DEPENDENT EVENTS UNIT 6: PROBABILITY DAY 2

Georgia Department of Education Common Core Georgia Performance Standards Framework Fifth Grade Mathematics Unit 2

Snail Math Races. -Community Resources for Science

Grade 6, Math Circles 27/28 March, Mathematical Magic

Grade 6 Math Circles. Divisibility

Contents: Resources. Card Icons. Animals. Villagers. 100 Animal Tokens 107 Cards: 42 Villager Cards 47 Castle Cards 18 Market Cards.

SHUFFLING INTO MATH JANE FELLING. Box Cars and One-Eyed Jacks RSA ILLINOIS. Day Presenting: Tuesday Room: Marsalis 2 Time: 10:45-11:45

Phase 10 Masters Edition Copyright 2000 Kenneth R. Johnson For 2 to 4 Players

MEMORY GAMES ROUND TO THE NEAREST TEN OR HUNDRED

Sorry! Sorry! is a board game that is based on the ancient Cross and Circle

By Scott Fallstrom and Brent Pickett The How and Whys Guys

Patterns. Practice 70, 60,,,,, 35, 30,,,,, 1. Find at least two patterns in your home. Draw the patterns you find on the back of this paper.

Addition and Subtraction

DELUXE 3 IN 1 GAME SET

3. If you can t make the sum with your cards, you must draw one card. 4. Players take turns rolling and discarding cards.

1. For which of the following sets does the mean equal the median?

Acing Math (One Deck At A Time!): A Collection of Math Games. Table of Contents

Beeches Holiday Lets Games Manual

Solutions for the Practice Final

Transcription:

PRIME CLIMB The Beautiful, Colorful, Mathematical Game Prime Climb is a game of strategy and luck for 2-4 players. Time Roughly 10 minutes per player. Recommended for ages 10 and up. Included - Prime Climb board - Eight pawns - Multiplication Table - Two 10-sided dice -24 Prime Cards -4 blank Prime Cards Setup Lay out the board, shuffle the 24 Prime Cards, place two pawns on Start for each player, and roll the dice to decide who will play first. You re ready to go! Goal of the Game See the 101 circle? It s the big red circle at the center of the spiral. The goal of Prime Climb is to land both your pawns on 101 exactly. Rules Players take turns until someone wins by landing both pawns exactly on the 101 circle. You are never allowed to move a pawn past 101. All players begin the game with both pawns at the Start circle, which counts as 0. A turn consists of four phases: Roll, Move, Bump, and Draw.

1. Roll Roll the dice. The two numbers you roll will be used, one at a time, to move your pawns. In other words, if you roll a 3 and a 5, you have a 3 and a 5 to use on your turn; you do not get to use an 8, a 15, or a 35. In the case of doubles, you may use the number you rolled four times instead of twice. The 0 on the dice stands for 10. You must use all your rolls. 2. Move During your Move Phase, you add, subtract, multiply, or divide the number your pawn is on by a number you rolled and send that pawn to the resulting number. You must use both of your rolled numbers, one at a time. If you have Keeper cards, you may choose to play one or more of them before, between, or after applying your dice rolls. Your pawns may land on any space on the board, including occupied spaces. Pawns may never move to a space not on the board, such as negative numbers, non-whole numbers, or numbers greater than 101. Example: Say you have a pawn on 14, and you roll a 3 and a 9. You could, if you chose, subtract 3 from 14 to land on 11, then multiply 11 by 9 to move to 99. Note that each die is applied one at a time. You cannot multiply 3 times 9 and use 27 for your move. For more details, see the examples further on in these rules. 3. Bump If you end your Move Phase with either of your pawns on the same space as another pawn, send the pawn you landed on back to Start. Bumping is not optional. Note: You can bump your own pawns. Note: You bump a pawn only when you end your turn on an occupied space, not when you pass through an occupied space. Example: You have a pawn on 31. Your opponents have pawns on 33 and 37. You roll a 2 and a 4, which you apply by adding the 2 to move from 31 to 33, and then adding the 4 to move from 33 to 37. You bump the pawn on 37 back to Start. You do not bump the pawn on 33 back to Start, since you did not end your Move Phase on 33. 4. Draw You draw a Prime Card after your Move and Bump Phases are completed if: a) At least one of your pawns is on an entirely red space (i.e., a prime number greater than 10), and b) That pawn did not begin its turn on that space. You may draw only one card per turn, even if both your pawns end on red spaces. No card trading is allowed! There are two types of cards: Keeper Cards and Action Cards.

Keeper Cards If you draw a Keeper Card, keep that card, face up, for a future turn. You may play any number of Keeper cards during your Move phase. You may not play a Keeper Card the turn you draw it. K KEEPER SEND ALL PAWNS WITHIN TWO SPACES OF YOU BACK TO START K KEEPER PLAY THIS CARD ON AN OPPONENT. ON THEIR FOLLOWING TURN, THEY MAY ONLY SUBTRACT OR DIVIDE KEEPER 9 ADD OR SUBTRACT YOUR PAWN BY 9 Keeper Cards Action Cards Any card that does not say Keeper on it is an Action Card. When you draw an Action Card, immediately perform the action the card requires. If the Action Card requires you to move one of own pawns, you must move the pawn that landed on the red space; if both your pawns moved to red spaces that turn, you may choose the pawn the card applies to. If an Action Card takes your pawn to an occupied space on the board, bump the pawn you land on back to Start. If an Action Card takes your pawn to a new red space, do not draw another Prime Card. In some positions, Action Cards may have no effect. 73 37 ROLL AGAIN! REVERSE THE DIGITS IN YOUR NUMBER SWITCH TWO PAWNS ON THE BOARD Action Cards After you play a card, discard it. If you run out of cards, shuffle the discard pile and continue drawing as necessary.

101 and Winning the Game When your first pawn reaches the 101 circle exactly, remove it from the board. You cannot move to a number past 101, or bounce off 101. Example: You want to apply a roll of 7 to pawn on 98. You cannot roll to 101 by adding, and cannot roll forward 3 and back 4 to end at 97. The only options available are to subtract to end at 91, or divide to end at 14. After your first pawn reaches 101, you must apply all dice rolls to your remaining pawn. You win immediately when you can apply a dice roll or Keeper card to land your second pawn on 101. You do not have to use both dice rolls on your winning move. Do not draw a Prime Card when you land on 101. Using the Colors The Prime Climb board is color-coded to make multiplication and division easy. Every time you multiply, the colors of the two numbers multiplied together are combined. For example, say you have a pawn at 14 and one of your rolls is a 3. You decide to multiply 14 by 3, but aren t sure what that product is. The colors will tell you. Notice that 14 is orange and purple, while 3 is green. That means that 14 times 3 will be orange, purple, and green. The only circle with exactly those colors is 42, which is 14 times 3. 3 x 14 = 42 This works for division too. Say you want to divide 84 by 4. When you divide, all you do is remove the colors of the smaller number from the bigger one. In this case, you need to remove the two oranges in 4 from the colors in 84. That means you re looking for a number with the colors purple and green. Sure enough, 21 has precisely those colors, and 84 divided by 4 is 21. For players who haven t mastered all their arithmetic, you can use the the colors to check your math, or even do the work for you! In other words, you can start playing now with whatever you know, and the colors will help you. As you learn more math, you ll see that more is possible in Prime Climb!

Examples Example 1 With pawns on 4 and 26, you roll a 3 and a 9. You could: Add 3 to move your pawn from 4 to 7, then multiply by 9 to move your pawn from 7 to 63. Multiply by 3 to move your pawn from 26 to 78, then add 9 to move it from 78 to 87. Add 9 to move one pawn from 4 to 13, and multiply by 3 to move the other from 26 to 78. Since 13 is completely red, you would draw a Prime Card. You CANNOT add the 3 and 9 to use a 12. You CANNOT multiply 3 and 9 to use a 27. You have to apply the numbers on the dice one by one. You CANNOT add 9 to 26 to make 35, and then multiply 35 by 3, for if you did, you would go to 105, which is off the board. You must stay on the board at all times. (It s not enough just to end up on the board at the end of your turn.) Example 2 You roll double 2s, with a pawn on 78, and an opponent pawn on 42. This means you have four 2s that you must use. You could: Add 2 (80), divide by 2 (40), add 2 (42), and add 2 (44). Note that even though you passed through a spot where an opponent had a pawn, you do not bump it back to start, because you did not end your Move Phase on 42. Add 2 (80), add 2 (82), add 2 (84) and divide by 2 (42) to end your turn at 42 and send your opponent back to start. Divide by 2 (39), add 2 (41), add 2 (43), and subtract 2 (41) to end at 41, and draw a Prime Card. Example 3 People sometimes ask why you would ever subtract or divide. As you play more, you ll see opportunities where subtraction and division open up great moves. Here is a case where you might want to divide. With a pawn on 64, you roll a 2 and a 3. You could: Divide by 2 (32) then subtract 3 to end at 29. Since 29 is completely red, draw a Prime Card. Divide by 2 (32) and multiply be 3 to end at 96! Division gets you closer to 101 than any of your other options.

FAQ Q: I ended a turn on 26. That has some red in it. Do I still get a card? A: No. Only take a card if you land on a circle that is entirely red, like 29. Q: Can I apply a card to either pawn? A: If it s a Keeper card, yes. Otherwise, Action cards apply to the pawn that is on the prime number. If both pawns are on red circles, then you may choose which pawn the card applies to. Q: I was on 99 and rolled a 2 and a 5. Can I just use the 2 to get to 101 and forget about the 5? A: Yes! If you have a second pawn, you must apply the 5 to it. If not, the game ends as soon as you land on 101, and you don t have to use the 5. Q: When both tokens land on a prime number, do I draw one card or two? A: Just 1. The advantage in this situation is that you get to choose which pawn the card applies to, if it s not a Keeper. Q: When using division does the die number need to exactly divide the board number? A: Yes. Do not use fractions or rounding when you divide. Q: When a token lands on 101, do I draw a card? A: No. Q: Do I have to move? If the only thing I can do is subtract, do you have to move backwards? A: You do have to move. That may mean moving backwards. In the unlikely event that you are forced to go below 0, you stay at 0. Q: Do Action cards apply only to the pawn that landed on the red square? A: Yes. If both pawns landed on a red space, you may apply the action to either pawn. Q: In any one turn, can I move one pawn OR both? A: Yes! Depending on the situation, moving one pawn might be a better move than moving both, or vice versa. Making this decision is an important part of the strategy of Prime Climb. Q: I drew an Action Card that said I should reverse to the nearest pawn and send it back to Start. But the nearest pawn behind me is also my pawn! Do I send my own pawn back to Start? A: Yes. In some situations, including this one, you may have to bump your own pawn back to Start.

Variations Double Time In normal game play, Bump and Draw Phases happen after all your moves are completed. In Double Time, you bump and draw after each move of a pawn. You can draw two or more Prime cards per turn in Double Time. Way Stations Choose one or more prime number(s) between 30 and 80. Before a player can move any pawn to 101, they need to land a pawn on the chosen space(s). This is a good variation for players who have begun to master the strategy of the standard game. Prime Sprint Whoever gets a single pawn to 101 wins. Perfect for when time is short, this game often takes less than five minutes. Prime Decline Instead of starting at 0, both pawns start at 101, and must get to 0. If your pawn is bumped, it is sent back to 101. There and Back Again Get both pawns in to 101, and then back to start. When you are bumped, you get sent to 101 or 0, whichever is worse for you. Solitaire Variation 1 Get two pawns from 0 to 101 in the minimum number of rolls you can. Play only with the 9 Keeper cards that allow you to add or subtract your pawn by a certain number. Keep track of your rolls, and try to break your record! Solitaire Variation 2 (There and Back Again Solo) Same as Variation 1, except you have to get your two pawns to 101, and then back to 0. Fill in the Blanks Make your own Prime cards with the four included blanks!

92 0 xω 7 % z6 { ( 8 n λ ψ y θ [) = + π} 5ϕ! < 37 t 1 math 4 love Prime Climb was created by Daniel Finkel and Katherine Cook of Math for Love, a Seattle-based organization devoted to transforming how math is taught and learned. Find out about our current mathematical and educational projects at www.mathforlove.com Copyright 2014 Math for Love