0% found this document useful (0 votes)
392 views8 pages

Dice Games

This document provides instructions for several dice games that can be played with children to help develop math skills. The first game described is "Beat That!" where children roll dice and arrange the numbers in order from highest to lowest to make the largest number. The next games include "Catch Up" where children roll dice and add the totals, "Going to Boston" which involves rolling dice and chanting to pass dice around a circle, and "Mouse" where rolling different numbers allows children to draw different parts of a mouse picture. The document continues describing games like "Run for It!" involving finding numeric sequences in dice rolls, "Three or More" where rolling matching dice amounts scores points, and "Mountain" where dice are used to cross

Uploaded by

api-312380901
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
392 views8 pages

Dice Games

This document provides instructions for several dice games that can be played with children to help develop math skills. The first game described is "Beat That!" where children roll dice and arrange the numbers in order from highest to lowest to make the largest number. The next games include "Catch Up" where children roll dice and add the totals, "Going to Boston" which involves rolling dice and chanting to pass dice around a circle, and "Mouse" where rolling different numbers allows children to draw different parts of a mouse picture. The document continues describing games like "Run for It!" involving finding numeric sequences in dice rolls, "Three or More" where rolling matching dice amounts scores points, and "Mountain" where dice are used to cross

Uploaded by

api-312380901
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 8

Playing Dice Games with Children

Beat That!

Adapting dice:

Skills:

You can easily adapt existing dice with stickers or make your own dice from scratch with

Number, Place value, Strategic thinking

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

Containers for dice:

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

next player to Beat That!

your children to decorate their own small papier-mch or wooden blank box (craft

Play in rounds and assign a winner to each round.

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 -

your reasoning out loud and encourage them to do the same.

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

Going To Boston Age: 5+

Skills:

Skills: Adding

Patience! Rhythm and chanting

Equipment:

Equipment:

3 dice, Pencil and paper

2 dice, 3 counters or small toys for each child

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.

Substitute specialty dice with higher numbers.

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+

Run For It!

Age: 4+

Skills:

Skills:

Number recognition, Pencil control

Recognizing numbers and sequences, early strategic thinking, counting

Equipment:

in 5s

One die, Printable sheet (optional), Pencil

Equipment:

and paper

6 dice, Paper and pencil, Printable (optional)

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

particular body part to be drawn as follows:

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

6 dice rolled give us the numbers 1, 4, 2, 1, 3, 2

The body must be drawn before the other body parts are added to it, so players must

The following sequences can be scored:

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)

added, you miss your go and pass the die on.

The hand is therefore worth a maximum 30 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

6 dice rolled give us the numbers 1, 4, 6, 6, 3, 3

of the table as a reminder for which body part relates to which number on the die.

No sequences can be formed, and no score is recorded.

Three Or More

Age: 5+

Mountain

Age: 4+

Skills:

Skills:

Addition (scoring)

Number recognition, Manipulating numbers, Strategy (variations)

Equipment:

Equipment:

5 dice, Paper and pencil to score, score chart (optional)

2-3 dice, Paper and pencil, printable (opt.)

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

The object of the game is to be the first to

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

If you rolled 3, 4 or 5 of a kind on that first roll, score as below:

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

mountain and down the other side in the correct order.

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

no score this turn!

number. For example, a throw of 1 and 2 would allow that player to cross off the 1, the 2

climb your mountain, in

and the 3, all in one turn.


Climb a higher mountain
If you decide to play by adding the dice together, it can be fun to increase the height of
the mountain (try 9, 10 or 12) - but we suggest increasing the number of dice to 3.
Random order
The character of the game can be changed completely by allowing the players to cross off
their numbers in random order. However, all the numbers on the ascent must still be
crossed off before a player can begin to descend the mountain. Play this variation with 3
dice and the numbers to 12. Each die may only be used once (does not have to be used) in
each go. This introduces a strategic element to the game. Children will soon realize that it
is better to cross off the higher numbers first.
Tip: Laminate the printable and use a washable pen. Pack a set in a Ziploc bag for an
easy portable game or time-filling activity in the classroom.

Stuck In The Mud

Age: 5+

Ten down

Age: 4+

Skills:

Skills:

Addition (mental), Addition (scoring)

Adding, Subtraction

Equipment:

Equipment:

5 dice, Paper and pencil, scoring chart (optional)

3 specially-prepared dice, 10 counters or small toys

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

and remember it.

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.

Variations for older children:

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

dice to the next player.

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!

how tricky the dice can be!

Tip:
Rather than using counters, you may use a collection of 10 small toys, beads, pebbles etc.
to create Treasure for a younger child.

What's Your Number?

Age: 3+

Balloons Dice Game

Age: 3+

Skills:

Skills:

Number recognition, Pencil control

Number recognition, Pencil control

Equipment:

Equipment:

1 - 3 dice, Printable sheet, a pencil for each player

One die, Printable sheet, Coloring pencils, balloon printable

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

one balloon of each number before stopping the game.

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

design your own.

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!

Number Sense Call Out


These teacher-led math games using dice work on math vocabulary.

Race to 1000: Addition and


Number Sense

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

A series of questions follows each roll:

chart up to 1000. The goal is to be the first player to get as close as

Write the sum in word form.

possible to 1000 without going over.

What is the difference of the two numbers?

Player 1 rolls the dice and makes a number with the base ten blocks. For example, if a 5

Make a fraction using the lower digit as the numerator.

and a 2 are rolled, the numbers 25 or 52 could be made. The blocks are placed on the

What is ten more than the product of the two digits?

place-value math and the number is recorded on scrap paper.

Show the sum of the digits as a picture.

The next player does the same thing with his or her roll. When the play comes back to the

Draw an array/set to show the product of the digits.

first player, the new number is added to the first one. That means that base ten blocks will

Write the numbers between the two digits.

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.

Array Arrangement Multiplication

High Roller: Number Sense

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

paper as a rectangular array.

a teacher directed activity.

For example, if a 4 and a 3 are rolled, that means 4 x 3 = 12. The

The goal of this activity is to build the largest number possible,

array is drawn as 4 rows and 3 columns, to make a rectangle. Each time a

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

number sentence it goes with.

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/

Dice Can Instructions

template

You might also like