Dice Games
Dice Games
Beat That!
Adapting dice:
Skills:
You can easily adapt existing dice with stickers or make your own dice from scratch with
blanks (educational suppliers). Cover each surface with contact paper for more
Equipment:
permanence, or add a light coat of varnish. Wooden cubes (craft stores) can also be used.
2 dice (up to 7 dice for older players), Paper and pencil for scoring
How to play
If you use your imagination and keep your eyes open you can find all sorts of containers
Roll the dice and put them in order to make the highest number possible. If you roll a 4
for your dice collection! Small plastic candy containers (bright plastic tubes with attached
and a 6, for example, your best answer would be 64. Using 3 dice, a roll of 3, 5 and 2
lids), film canisters, potato crisp cans, spice containers, washing tablet bags, drawstring
should give you 532, and so on. Write down your answer, pass the dice, and challenge the
bags, little boxes, re-sealable bags, and pencil cases are just a few examples. Encourage
your children to decorate their own small papier-mch or wooden blank box (craft
shops) with paint, glitter, sequins and other treasure and use it for storing dice.
For a change, try making the smallest number possible! This is a great game for
Shakers:
reinforcing the concept of place value. If you are playing with younger children, explain
Sometimes using a shaker can be fun. You could buy the traditional leather version -
which wear wonderfully with age - but plastic cups and mugs, empty potato crisp cans
and even an empty yoghurt tub can make good alternatives.
Noise control:
A piece of felt makes a great surface for dice games which can easily be folded, stored or
carried around. For home use you could line an old wooden tray with felt and contain the
dice too! Or paint a wooden tray with blackboard paint, then line one half with felt. Roll
the dice in the felt half and score with chalk on the other!
Travelling dice:
Use a small box or plastic tub: cut out a hole in the top and line it with a see-through
piece of plastic. Throw in some dice, attach the top (elastic bands if necessary) and you
have a perfect travelling container. Its good for preventing cheating too!
Advance planning:
Print up a stack of our print-outs and package them in sheet-protectors and a file ready for
road-trips and rainy day blues. Take them to the doctors office, beach or restaurant!
Sheet protectors also turn any print-out into an easy write-on-wipe-off surface without the
use of a laminator contact paper. You can also pre-package a game for a journey by
storing all the necessary equipment and print-outs in a small re-sealable bag.
Age: 5+
Catch Up
Age: 5+
4-8 players
Skills:
Skills: Adding
Equipment:
Equipment:
How to play
How to play
Roll the dice and keep the highest. Roll the remaining dice and again set aside the
The object of the game is to be the first to win 3 counters. The children sit in a circle
highest. Roll the last die, and add up your total. Write down your score.
around a table or on the floor. Split the dice so that the oldest child has one and the child
Variations:
sitting opposite has the other. Put the counters in the middle.
The children who do not have the dice begin to create a rhythm by first slapping their
Older children could try multiplying the dice together to get their score.
knees (or the table) once and then clapping their hands once. When all children are
synchronized they begin to chant as follows:
[Each section of the chant is marked by / and takes two beats]
/ Are you / ready? / Are you / ready? /
/ If ~ / so ~ / lets ~ / go! ~ /
/ Roll now! / slap clap / What have you got? / slap clap /
/ Must you pass? / slap clap / Hope not! / slap clap /
Repeat the chant over as play continues.
Play can get quite hectic! At the Roll now! command, the children with the dice roll hoping for anything but a 6! If it is 6, they must pass the die to the player on their left and
take up the chant.
A child wins the round when he is still in possession of a die and is passed another from
the child on his right. The winner of the round collects a counter. The first to collect 3
counters wins.
Variations for older children:
Increase the speed of the chant for older children. Real professionals can begin to drop
the extra / slap clap / in the game chant for a very fast game indeed!
Variations for big groups of children:
If there are 6 or 8 children playing, you may wish to increase the passing roll to two
numbers - say a 5 and a 6. This speeds the game up quite considerably.
Mouse
Age: 3+
Age: 4+
Skills:
Skills:
Equipment:
in 5s
Equipment:
and paper
How to play
How to play
The aim of the game is to be the first to complete a Mouse. Each roll of the die enables a
Roll the dice and look for runs (sequences) starting with 1 (so 1-2, 1-2-3
and so on).
6 = body
Each dice which is part of a run scores five points. There can be more than
5 = nose
one run in each roll. The first player to 100 points is the winner. You can
4 = whiskers
use the printable below to help younger children keep score (and learn the
3 = eyes
5x table!)
2 - ears
Example hand 1:
1 = tail
The body must be drawn before the other body parts are added to it, so players must
therefore roll a 6 to start. Once the body has been drawn, the other parts of the mouse
1, 2 (10 points)
may be added in any order. If you roll a number which relates to a part you have already
1, 2, 3, 4 (20 points)
Younger children may like to trace their mouse using the printable page provided.
Example hand 2:
Older children may find it useful to have one copy of the Mouse! print-out in the middle
of the table as a reminder for which body part relates to which number on the die.
Three Or More
Age: 5+
Mountain
Age: 4+
Skills:
Skills:
Addition (scoring)
Equipment:
Equipment:
How to play
How to play
The object of the game is to get 3 or more of a kind. The more that you get, the more you
score. The player with the highest score after a fixed number of rounds (5 works well) is
number order, and then descend the other side. Give each player a print-out (or simply
the winner.
write the appropriate numbers yourself on a scrap of paper), a pencil and 2 dice. Allow
Roll the dice. You must have 2 of a kind to continue playing. If you don't, write 0 for
the youngest player to start. He rolls the dice and hopes for a 1, which will allow him to
your score for this round and pass the dice to the next player.
cross the number 1 off his mountain. He must ascend in numerical order, so cannot cross
off the 2 until he has crossed off the 1. If he rolls a 1 and a 2, however, he can cross both
3 of a kind = 3 points
numbers off in one turn. Play continues until someone has made it all the way up their
4 of a kind = 6 points
5 of a kind = 12 points
Variations:
If you rolled only 2 of a kind, you have one more turn to improve your score. Put those 2
Introduce adding
dice aside and roll the others again. If you succeed, score as above. If you don't, you get
For a quicker game, allow the players to add their dice together to produce another
number. For example, a throw of 1 and 2 would allow that player to cross off the 1, the 2
Age: 5+
Ten down
Age: 4+
Skills:
Skills:
Adding, Subtraction
Equipment:
Equipment:
How to play
How to play
The aim of the game is to achieve the highest score. You can only score on a roll which
Use 3 blank dice, or adapt existing dice with small stickers, to make this game. On the
does not include the numbers 2 and 5. Any dice which show a 2 or a 5 become stuck in
first you put 3 plus signs and 3 minus signs. Number the other 2 dice from 0 to 5.
the mud.
Put the 10 counters in a row in the middle of the players. The youngest starts and rolls all
Choose a player to start. Roll all 5 dice. If you have rolled any 2s or 5s, you do not score
the dice, then does the problem (put the largest number first in a subtraction problem).
any points for this throw. If you have not rolled any 2s or 5s, add up the total of the dice
The answer to the sum is that player's score. Each player takes a turn and the winner of
the round (the player with the highest score) takes a counter or toy from the middle. Play
Set aside any 2s and 5s, and throw the remaining dice. Again, if you have rolled any 2s or
until all the counters have gone and count up to declare an overall winner.
5s you fail to score this turn. Throws without 2s and 5s are added to your previous total.
Continue in this way until all your dice are stuck. Write down your score, and pass the
This game is easily adapted by changing the numbers on the dice or by using bought dice
with 12 or 20 sides.
Agree a number of rounds (five works well) and total up the score. You can use the score
Try practicing times tables by using two normal 6-sided dice or two 12-sided dice and
charts we have provided. You will be surprised at how much the score can vary and just
multiplying the two numbers rolled. It's the competitive element that makes this fun!
Tip:
Rather than using counters, you may use a collection of 10 small toys, beads, pebbles etc.
to create Treasure for a younger child.
Age: 3+
Age: 3+
Skills:
Skills:
Equipment:
Equipment:
How to play
Variation 1
The youngest player rolls one die and writes the number down. This is his special
Roll the die. Color a balloon of the correct number. There are no winners
number. Each player then finds their own special number, rolling as many times as
or losers - just aim for a colorful picture! Try to have colored at least
necessary to find one which has not been used by another player. If lots of children are
playing, simply assign each one a number..... It simplifies the process! You can also
Variation 2
assign a child a number which they are currently learning or having difficulty with.
A competitive game! The first child to color in a bunch of three balloons with the same
The player with the lowest number starts by rolling two dice. If your special number is
number wins.
rolled, you may begin to complete your picture (use our printouts or devise your own
Variation 3
picture before you start the game). It doesnt matter who actually rolls the dice; each
Play until one player has three full bunches of balloons colored in (or for a specified
player is allowed to fill in one of their lines if their number comes up, or two lines if a
time). This player is not necessarily the winner! Total up your score by adding the
double is thrown. The first to complete their picture wins the game.
numbers on the colored balloons. The winner has the highest score.
Pictures:
Variation 4
We have two sets of printouts which you can use, or you may
As Variation 3 above, but in this game if you already have a bunch of three balloons
colored in and throw the same number again, you must pop one of those balloons by
The house is popular with younger children and makes an easy, fast
crossing it out! That balloon no longer counts towards the final score.
game. The straight lines are good practice for kids, too! Write your
own special number in the door. There are nine lines in total.
Our cheerful bug has 12 parts to complete and is suitable for older
children (as well as being perfect for the two or three player variation below).
Variations:
Using one die throughout the game will slow it down; using three will speed it up!
You can play additional rounds and keep score by giving the winner the total of the lines
left incomplete around the table. Or give everyone their own score of incomplete lines,
and the overall winner is the one with the lowest total at the end of the game.
For a fast two or three player game, choose two numbers each. If you are using the bug
printout, write one number on each of the wings to help you remember!
Using overhead dice or large foam dice, the teacher rolls two numbers.
This game requires a pair of dice, base ten blocks and a place-value
Player 1 rolls the dice and makes a number with the base ten blocks. For example, if a 5
and a 2 are rolled, the numbers 25 or 52 could be made. The blocks are placed on the
The next player does the same thing with his or her roll. When the play comes back to the
first player, the new number is added to the first one. That means that base ten blocks will
need to be regrouped to keep a running total going, along with recording the new score.
There is a lot of strategy involved in this game as decisions must be made as to how to
get to 1000 quickly without going over.
Using a pair of dice, the students are to draw the product on graph
Each student needs a place value mat that can be written on. This is
whether in 10s, 100s, 1000s, or more. The teacher rolls a large die, and with every roll the
square number is drawn, let the students color it in red. Label each array with the
students decide where to write the number on their place value mats (they cannot change
it later on!).
For example, if the number is to be in the 1000s, the teacher would roll 4 times and each
time a digit is written down. Do a whole class check to see who wrote the largest number.
Those students each get one point. At the end of the activity, whoever has a determined
amount of points could get a small prize, if you wish.
Differentiate these math games using dice by making larger numbers, smaller numbers,
building the lowest number instead of the highest...get creative!
Sources
http://www.activityvillage.co.uk/dice-games
http://www.k5chalkbox.com/math-games-using-dice.html
http://boymamateachermama.com/2012/08/17/teacher-mama-simple-and-silent-almostdice-in-a-can/
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