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**Strategy Games for Younger Students**

YUMI DEADLY CENTRE School of Curriculum Enquiries: Strategy Games for Younger Students YuMi Deadly Maths Past Project Resource Restricted waiver of copyright This work is subject to a restricted waiver of copyright to allow copies to be made for educational purposes only, subject to the following conditions: All copies shall be made without alteration or abridgement and must retain acknowledgement of the copyright. The work must not be copied for the purposes of sale or hire or otherwise be used to derive revenue. The restricted waiver of copyright is not transferable and may be withdrawn if any of these conditions are breached. © QUT YuMi Deadly Centre 2013

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**YuMi Deadly Maths Strategy Games (for younger students)**

Enclosed: 5 game boards You will need to provide: counters whiteboard markers dice Games included: Chase Covers Frog Jump Middle It Train Race © QUT YuMi Deadly Centre 2013

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**Chase Number of Players: 1 or 2 Materials:**

Two counters (different colours) One die Object of Game: Catch the other counter. Rules: Start with counters on the red and blue circles. Roll one die, and move the relevant counter clockwise the number of spaces on the die. If the number rolled is odd, the counter starting on the red circle moves. If the number rolled is even, the counter starting on the blue circle moves.

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Covers Number of Players: 2 Materials: 15 counters each Two dice Object of Game: Be the first to cover all the numbers on your board. Rules: Players take turns to roll the dice. On each turn, work out the sum of the two dice, and use counters to cover numbers that add together to make that number. Eg. Use counters to cover one of the following options: 7 3 4 4 2 1 Player 1 Player 2 1 3 6 9 2 8 5 4 7 2 8 7 1 5 3 6 4 9

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**Frog Jump Player 2 Player 1 Player 3 Player 5 Player 6 Player 4**

Number of Players: 2 to 6 Materials: Die with the following sides: 1 in 2 in 3 in 1 out 2 out 3 out Lots of “frogs” (e.g. counters) – enough for approx. 20 each. Object of Game: To be the first to empty your lily pad. Rules: Players choose a lily pad each, and start with five frogs on their lily pad. Players take turns to roll the die, and add or remove frogs according to what the die says. Player 2 Player 1 Player 3 Player 5 Player 6 Player 4

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**Middle It 6 3 2 4 3 5 C Example Player A Player B Player C Winner**

Number of Players: 3 Materials: Two dice Whiteboard marker Object of Game: Create a two-digit number with a value that is between the other players’ numbers. Rules: Players take turns to roll the dice. On each turn, use the two numbers rolled to create a two-digit number and write it in the boxes next to the relevant Throw. 6 3 2 4 3 5 C Example Player A Player B Player C Winner Throw 1 Throw 2 Throw 3 Throw 4 Throw 5 Throw 6 Variation: Winner creates the smallest number, greatest number, or number closest to 40.

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**Train Race FINISH START Number of Players: 1 to 6 Materials:**

Two dice with colours (not numbers) Six “trains” (e.g. counters) Object of Game: To reach the finish square first. Rules: Place trains in the squares at the start. Players take turns to roll the dice – players can be responsible for one or more tracks each, or work together on all tracks. On each turn, move the train on the track matching the colour rolled one space. If two different colours are rolled, two trains will be moved one space each. If the same colour is rolled twice, one train will be moved two spaces. FINISH START

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4/7/2015 Copyright Valiant Technology Ltd Roamer Mathematics.

4/7/2015 Copyright Valiant Technology Ltd Roamer Mathematics.

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