First Grade Math Games
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1 First Grade Math Games Unit 1 Lesson Number Line Squeeze 1.2 Penny-Dice Game 1.3 Addition Top-It 1.6 Dice Roll & Tally Game 1.8 Unit 2 Rolling for Two-Fisted Penny Addition 2.3 Penny Grab 2.8 Penny Cup 2.8 Penny-Nickel Exchange 2.10 Coin Top-It 2.10 Penny-Drop Addition 2.11 Nickel-Penny Grab 2.11 High Roller 2.12 Unit 3 Before & After 3.1 Coin Dice 3.12 Dime-Nickel-Penny Grab 3.12 Domino Top-It 3.14 Unit 4 Time Match 4.4 Shaker Addition Top-It 4.12
2 Unit 5 Secret Numbers Game 5.3 Animal Weight Top-It 5.5 Turn-Around Facts Game 5.10 Beat the Calculator 5.11 Penny-Nickel-Dime Exchange 5.13 Unit 6 Addition Top-It 6.1 Coin Exchange 6.10 Fact Power Game 6.4 Unit7 What s my Rule? 7.1 Attribute Train Game 7.2 Guess the Rule 7.2 Unit 8 One Dollar Exchange 8.2 Base-10 Exchange 8.4 3,2,1 Game 8.5 Unit 9 Number Grid Game 9.2 Unit 10 $1, $10, $100 Exchange Game 10.3 Tic-Tac-Toe Addition 10.4
3 Number Line Squeeze Skill: Practice identifying numbers from 0 through 15 from clues. Object: To identify a mystery number in as few clues as possible. Materials: Number line Two popsicle sticks to cover the numbers Players: 2 4 players Player one chooses a number as the mystery number, for example, 5, and says I am thinking of a number between 1 and 9. What s my number? The other student(s) act as bracket holders and covers the numbers 1 and 9. The same student (or other student if there are more than 2 players) guesses a number; 7. Player one says, No, my number is smaller than (or less than) 7, or 7 is more than (or bigger than or greater than) my number. The right bracket is then moved to cover the 7. Another player guesses 4. The leader says that the mystery number is greater than 4. The left bracket is then moved to 4. Players continue to guess. Eventually, the mystery number will be squeezed between the two brackets. The player who guesses the mystery number becomes the next leader. Advanced Version: Students can extend the range of numbers used to numbers greater than 15.
4 Penny-Dice Game Skill: Practice counting and comparing numbers. Object: To be the player with the most (or fewest) pennies. Materials: 1 die 10 pennies per player Players: 2 or more players Players combine all their pennies into one pile. Players take turns rolling the die and picking up as many pennies as indicated on the die until all the pennies have been picked up. To pick up the last pennies, the number on the die must match the number of pennies remaining in the pile. Either the teacher (or parent) chooses or the players flip a penny to determine whether the player with the most or the fewest pennies is the winner. HEADS: The player with the most pennies wins. TAILS: The player with the fewest pennies wins.
5 Addition Top-It Skill: Practice addition facts and comparing sums. Object: To collect the most cards. Materials: Top-It game board Deck of cards with face cards removed First grade: number cards 0-9, 4 of each Second grade: number cards 0-10, 4 of each Game Masters 5 Players: 2 4 players One player shuffles the cards and places the deck with the numbers facedown on the playing surface. Each player turns over 2 cards and calls out the sum of the numbers. Players should check each other s sums. The player with the greatest sum takes all the cards. In case of a tie, each tied player turns over 2 more cards and calls out the sum. The player with the greater sum takes all the cards from both plays and records a win in the score box on the gameboard. Play ends when not enough cards are left for each player to have another turn. The player who collects the most cards wins. Variations: Players can toss a coin to determine whether the player with more cards or fewer cards is the winner. Each player turns over 3 cards and finds his/her sum. To break a tie, each player turns over 1 more card to add to his or her sum. Dice Roll & Tally Game
6 Skill: Practice tallying numbers. Object: To be the first player to have 5 tally marks next to each of the numbers 1 through 6. Materials: 1 die Game Master 43 (1 per player) Players: 2 players Players take turns rolling a die and putting a tally mark next to the appropriate number on their tally charts. The first player to have at least 5 tally marks next to each number is the winner. Variation: Players take turns rolling the die for 3 minutes. Before they begin, have them predict which number or numbers will come up most often.
7 Skill: Practice counting by 1 s. Rolling for 50 Object: To be the first player to reach the FINISH number. Materials: 1 die 2 counters Game Masters 130 Players: 2 players Players agree on a FINISH number on Game Master 130. The FINISH number can be any number 1 through 50. Players put their counters on START on their own gameboards. Players take turns. For each turn, a player rolls the die and looks at the table shown below to see how many spaces and which direction to move. Roll Spaces 1 3 up 2 2 back 3 5 up 4 6 back 5 8 up 6 10 up The first player to reach or cross the FINISH number is the winner. Advanced Version: Students can use the number grid on Game Master 174 as the gameboard. Players start at 0 and can pick any number from 0 through 110 as the FINISH number.
8 Two-Fisted Penny Addition Skill: Practice finding complements of 10. Object: To find combinations of 10. Materials: Game Masters pennies per player Players: 3 5 players Students each place 10 pennies in front of them. Each student grabs one or more pennies with one hand and picks up the rest of the pennies with the other hand. Students count the number of pennies they have in each hand. Then they record each pair of numbers in the parts-and-totals diagrams on the gameboard. Total Part Part Variation: Players predict the number of pennies in the second hand before counting them. They write down their predictions and then count the pennies to check them.
9 Total Part Part Total Part Part Penny Grab
10 Skill: Practice finding the total value of coins and writing number models. Object: To write number models to compare 2 groups of pennies. Materials: Game Master pennies or other counters Players: 2 players The teacher (or parent) places a pile of pennies or other counters on the playing surface between 2 players. Each player grabs a handful of pennies and counts them. Players record how many pennies they each have and the name of the player that has more pennies on Game Master 122. Players line up their pennies in side-by-side rows. Players find the difference between the two amounts and write number models to show the results. For example: 9 6 = 3 or = 9 Variation: Students can play an easier version of the game by limiting the number of pennies/counters to 20 and ending the game after they have identified which player has more pennies/counters. Penny Cup
11 Skill: Practice finding number combinations for 20. Object: To identify the number of pennies hidden under a cup. Materials: Game Masters pennies per player Players: 2 players Player 1 turns the container upside-down, hides some of the 20 pennies under the cup, and puts the rest on top of the cup. Player 2 counts the pennies on top of the cup and figures out, or guesses, how many pennies are hidden under the cup. If the number is correct, player 2 gets a point. Players trade roles and repeat steps 1 and 2. Each player keeps a tally of his or her points. The first player to get 5 points is the winner. Variations: Students can play an easier version of the game by limiting the number of pennies to 10 and increasing the number of pennies as they become more proficient at the game. Students can play the game by working together. Players count out a total number of pennies appropriate to their level of play. One player grabs a bunch of pennies without counting them, puts them under the cup, and puts the rest of the pennies on top of the cup. Players work together to figure out, or guess, how many pennies are under the cup. If the number is correct, the players get a team point. The object of the game is to improve the team total. Penny-Nickel Exchange Skill: Practice exchanging 5 pennies for a nickel.
12 Object: To collect more nickels than the other players. Materials: 1 die 20 pennies per player Players: 2 players Players put all of the nickels and pennies in a bank. Players take turns rolling the die and collecting the number of pennies from the bank that matches the number rolled. As a player acquires 5 or more pennies, he or she says exchange, and turns in 5 pennies for a nickel. At the end of any turn, each player should have fewer than 5 pennies. The game ends when the bank is out of nickels. The player with more nickels is the winner. If players have the same number of nickels, the player with more pennies is the winner. Variation: Students can play the game with a larger bank. For each turn, a player rolls 2 dice. This variation allows players to exchange coins more rapidly. Coin Top-It Skill: Practice finding and comparing the values of coin combinations.
13 Object: To collect more cards than the other player. Materials: Top-It gameboard Game Masters 39 (1 per player) Players: 2 players Players use the Money Card Deck, or each player cuts apart a copy of Game Master 39. Players combine their cards. Players mix the cards and place them facedown on the gameboard between them. Each player draws a card and says the total amount of the coins shown on it. The player with the greater amount collects and keeps both cards. In case of a tie, players take two more cards. The player with the larger amount then takes all of the cards. The game ends when there are no cards left to draw. The winner is the player who collects more cards. Variation: Players use only the cards picturing pennies and nickels from the money card deck, or each player cuts 7 index cards in half and draws or stamps a combination of nickels and pennies on each card. They should make a card for totals 7 cents through 20 cents. Penny-Drop Addition Skill: Practice identifying change-to-more situations. Object: To identify the total number of pennies dropped into a cup.
14 Materials: paper cup for demonstration 15 pennies scratch paper per player Players: 2 players or whole class The teacher/parent drops 5 pennies into a container, one at a time. He/she asks the class how many pennies are in the container. The teacher/parent tells the students that their job is to figure out how many pennies will be in the container after 3 more pennies have been dropped into the container. The teacher/parent drops the 3 pennies into the container. The students write the total number of pennies on their slates. If some students did not get the correct total, the teacher/parent repeats the routine by first dropping 5 pennies into the container. As the teacher/parent drops an additional 3 pennies, the students count in unison: 6,7,and 8. The teacher/parent summarizes what took place with a change-tomore diagram. Start Change End The teacher/parent repeats the routine using different numbers of pennies. Nickel-Penny Grab Skill: Practice finding the total value of coins. Object: To have the greater amount of money.
15 Materials: Game Masters nickel, 40 pennies per player Players: 2 players Players mix the coins together. One player grabs a handful of coins; the other player takes the coins that are left. Players help each other count the coin collecti8ons and determine which player has more money. The player with more money wins the game. Skill: Practice Addition Facts Object: To roll the highest number Materials: 2 dice High Roller
16 Players: 2-4 players One player rolls the dice. The player keeps the die with the larger number (the high roller) and throws the other die again. The player counts on from the number rolled on the first die to get the sum of the 2 dice. Each player repeats Steps 1 and 2. The winner is the player with the highest number after 2 rounds. Before & After Skill: Practice identifying numbers that are 1 less and 1 more than a given number. Object: To have fewer cards left than the other player. Materials: Deck of cards with face cards removed
17 Players: 2 players One player shuffles the cards and deals 6 cards, one at a time, to each player. Each player places 2 cards side by side and faceup in front of himself/herself on the playing surface. Each player holds the remaining 4 cards in his/her hand. The dealer puts the rest of the cards facedown in a stack. Players take turns. For each turn, a player looks for any number in his or her hand that comes immediately before or after any faceup numbers on the playing surface. The player pouts the card on top of the faceup number. The player puts down as many cards as possible in this way. The player draws as many cards as needed from the stack so that he/she is holding 4 cards again. If a player can t place any cards when it is his/her turn, the player takes 2 cards from the stack and places them faceup on top of a card a second time. If a player still can t place a card, his/her turn is over. The game is over when: There are no more cards left in the stack No player can place any more cards The player holding fewer cards at the end wins. Coin Dice Skill: Practice making money exchanges with pennies, nickels, and dimes. Object: To have more money than the other player. Materials: 2 dice 60 pennies, 12 nickels, and 6 dimes
18 Players: 2 players Players put all the coins in a bank. Players take turns. For each turn, a player rolls both dice and takes as many pennies from the banks as the total number on the dice. At the end of each turn, a player makes any possible exchanges from the bank 5 pennies for a nickel, 5 pennies & a nickel for a dime, 2 nickels for a dime, or 10 pennies for a dime. To pick up the last pennies, the total number on the dice must match the total value of the remaining coins. The winner is the player who has more money. Dime-Nickel-Penny Grab Skill: Practice addition and number comparison Object: To have the greater amount of money. Materials: Game Masters dimes, 8 nickels 20 pennies Players: 2 players
19 Players mix the coins together on the gameboard. On player grabs a handful of coins; the other player takes the coins that are left. Players help each other count the coin collections and determine which player has more money. The player with more money wins the game. Domino Top-It Skill: Practice addition facts and comparing sums. Object: To collect more dominoes than the other player. Materials: Top-It Gameboard Game Masters 48 & 49 Players: 2 players
20 Players put all the dominoes facedown on the gameboard. Each player turns over a domino and finds the total number of dots. The player with the larger total takes both dominoes. In the case of a tie, each player takes another facedown domino. The player with the larger total then takes all the faceup dominoes. Play continues until all the dominoes have been played. The player who has more dominoes wins. Skill: Practice addition facts Object: To roll the highest number. Materials: 2 dice Players: 2-4 players High Roller
21 One player rolls the dice. The player keeps the die with the larger number (the high roller) and throws the other die again. The player counts on from the number rolled on the first die to get the sum of the 2 dice. Each player repeats Steps 1 and 2. The winner is the player with the highest number after 2 rounds. Time Match Skill: Practice telling time. Object: To collect more cards than the other players. Materials: Game Masters Players: 2 players
22 One player removes the digital clock cards from the deck and places the remaining 36 cards facedown in a 6-by-6 array. Players take turns turning over 2 cards at a time. If they match, the player keeps them. If they don t match, they are returned facedown to their original positions. When all of the cards have been collected, the player with more cards wins. Skill: Practice addition facts Shaker Addition Top-It Object: To collect the most counters. Materials: Game Master dice 20 counters Players: 2 5 players
23 For each round, players take turns. Each player does the following: ~Shakes and rolls the dice ~adds the numbers shown on the dice using any method ~except a calculator ~says the sum aloud Saying the wrong sum disqualifies a player for that round The player with the highest sum for each round takes a penny or a counter from the pile. If there are ties, each winning player takes a penny or a counter. The player with the most counters at the end of a given time or a given number of rounds wins. Advanced Versions: Students can play the game using 2 ten-sided dice, marked 0-9 to practice all basic addition facts. Skill: Practice comparing numbers Object: To compare two numbers Materials: 2 calculators Players: 2 players Secret Numbers Game Each player secretly enters a number less than 100 on his/her calculator.
24 Players show each other their numbers and take turns comparing them, using phrases such as less than, smaller than, larger than, greater than, more than, same as, is equal to and equals. Variation: Players use 3 index cards, one with the greater than symbol, one with the less than symbol, and one with the equal to symbol. After players compare their numbers verbally, they put down their calculators and place the correct symbol card between them. Animal Weight Top-It Skill: Practice adding and comparing numbers Object: To collect more cards than the other player. Materials: Top-It Gameboard Games Masters 14 & 16 Players: 2 players Players combine their decks of animal cards, shuffle them, and place them in a stack on the gameboard, weight side down.
25 Player 1 turns over the two top cards from the stack. Player 2 turns over the next card from the top of the stack. Player 1 finds the total weight of the animals on his/her cards and tells whether these 2 animals together weigh more or less than player 2 s animal. If they weigh more, player 1 takes all 3 cards. If they weigh less, player 2 takes them. Players trade roles. The game is over when all cards from the stack have been played. The player who collected more cards is the winner. Variation: A version of the game comparing the lengths of animals can be played by using the cards from Game Masters 15 and 17. Turn-Around Facts Game Skill: Practice identifying and finding the sums for turn-around facts Object: To collect more pennies than the other players. Materials: Game Masters pennies per player 2 dice Players: 2 players Players take turns. At each turn, a player does the following: ~Rolls the dice and finds the total number of dots on the
26 2 dice. ~Writes the total in an appropriate box in the table in the journal, then writes the sum in the box for the turn-around facts, if there is one If the box has already been filled in, the player takes no pennies from the banks and loses the turn. The game is over when all the pennies have been taken. The player who took more pennies wins. Skill: Practice addition facts Beat the Calculator (Addition) Object: To beat the calculator in finding the answer to an addition basic fact. Materials: Game Master 29 Deck of cards with face cards removed 1 calculator Players: 3 players One player is the caller, one is the calculator and one player is the brain.
27 One player shuffles the cards and places them with the numbers facedown on the gameboard. The caller draws 2 cards from the number deck and asks for the sum of the numbers. The calculator solves the problem using a calculator. The brain solves it without a calculator. As soon as a player has found the sum, he/she says it aloud. The caller decides who got the correct answer first. Players trade roles every 10 turns or so. Variations: Player limits the facts used to those with sums through 10 or to the facts in the unshaded section of Game Master 29. The caller selects one of the facts in the unshaded section of Game Master 29 rather than drawing 2 cards. Groups of students are the calculators and the brains. The calculators hold up their calculators with the answer showing as they say the correct answer. The brains say the answer aloud as soon as they have it. Penny-Nickel-Dime Exchange Skill: Practice exchanging 5 pennies for a nickel, and exchanging values of 10 cents for a dime. Object: To collect more dimes than the other players. Materials: 1 die 20 pennies, 10 dimes, 10 nickels Players: 2 players Players put all of the dimes, nickels, and pennies in a bank. Players take turns rolling the die and collecting the number of pennies from the bank that matches the number rolled. Whenever
28 a player acquires 5 or more pennies, he/she says exchange and turns in 5 pennies for a nickel. Whenever a player has at least 2 nickels or 5 pennies and 1 nickel, he/she says, exchange and trades the coins for a dime. The game ends when there are no more dimes in the bank. The layer with more dimes is the winner. If player have the same number of dimes, the player with the greater amount of money is the winner. Variation: Students play the game with a larger bank. For each turn, a player rolls 2 polyhedral dice. This variation allows players to exchange coins more rapidly. Coin Exchange Skill: Practice making money exchanges Object: To have more money than the other player Materials: 2 dice 20 pennies, 10 nickels, 10 dimes and 2 quarters Players: 2 players Players place all the coins in a bank. Players take turns. At each turn, a player rolls both dice and collects from the bank the amount shown on the dice.
29 Whenever a player can, he or she exchanges 5 pennies for a nickel from the bank; 2 nickels, or 5 pennies and 1 nickel for a dime; and a combination of nickels and dimes for a quarter. The game ends when there are no more quarters in the bank. The player who has more money wins. Variation: Players use a money cube with two sides each marked with 1, 5, and 10 cents. Players roll the cube and select a coin from the bank that matches the value rolled. The bank is limited to pennies, nickels, and dimes. The game ends when players have used up all of the dimes in the bank. To adjust the game to include quarters, replace one of the 1 cent sides of the cube with 25cents. Play ends when all the quarters in the banks have been used up. Advanced Version: Students play the game with a larger bank and 2 polyhedral dice. Skill: Practice addition basic facts Fact Power Game Object: To have the greatest number of marked spaces. Materials: Game Masters 51 1 die 1 counter per player Players: 2-4 players Players place their counters on START. They take turns rolling a die and moving their counters the correct number of spaces across the rows, as indicated by the arrows on the game mat.
30 When players land on a space, they say the sum. The other players in the group check that the sum is correct. If it is, the player marks the space with his/her color or initials. Players who land on a marked space skip over that space as they mover their counters. A round is over when a player reaches or passes the space marked END. At that point, there will be some spaces marked and some spaces unmarked. Players than start again at that beginning. When time is up or when all spaces have been marked, players count their marked spaces. The player with the greatest number of marked spaces wins the game. Variation: For an easy version of the game, students use only the first 6 rows of the game mat. The number of rows can be increased as students increase their knowledge. What s My (Attribute) Rule? Skill: Practice identifying a rule used to sort a set of attribute blocks Object: To be the first player to identify a rule used to sort a set of attribute blocks. Materials: Game master die blank paper attribute blocks cut out Players: 3 or more players Players label one sheet of paper: These fit the rule and the other These do NOT fit the rule
31 Players take turns. Each player rolls the die once and the player with the lowest number is the first rule maker The rule maker mixes the attribute rule cards and then stacks them facedown The rule maker turns over the top rule card but does not show it to the other players or tell them what the rule is The rule maker chooses 3 or 4 attribute blocks that fit the rule on the card and puts them on the sheet labeled these fit the rule The rule maker chooses 3 or 4 blocks that do not fit the rule and puts them on the sheet that says these do NOT fit the rule The other players are the guessers and take turns choosing a block that he or she thinks might fit the rule The rule maker tells each guesser yes or no. The guesser puts the blocks on the correct sheet. The guesser suggests what the rule might be and the rule maker tells him/her is he/she is correct The guessers continue until someone figures out the rule. That player is the winner and becomes the rule maker for the next round. Attribute Blocks
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34 Attribute Train Game Skill: Practice identifying shapes that differ by just 1 attribute. Object: To be the last player able to put a block in the train, or to be the player with the fewest number of blocks left. Materials: 1 set of attribute blocks Players: 3 5 players Game 1 The blocks are placed in the center of the playing surface. Player 1 takes a block and puts it down to start a train. Player 2 chooses a block that is different in ONLY ONE WAY-in shape, size, or color-from the first block. The second player adds that block to the train. Players take turns until no more blocks can be played. Game 2 The blocks are shared equally among all the players in the group. Player 1 begins the train by laying down a block on the playing surface. Player 2 adds a block that is different in only one way. Players take turns. Any player who does not have a block that is different in only one way loses that turn. Players continue until no more blocks can be played. The player with the fewest number of blocks left wins. Guess the Rule
35 Skill: Practice identifying the attributes of a block. Object: To be the first player to guess the rule. Materials: 1 attribute block per student Players: whole class Each player chooses an attribute block. One player is the rule maker. The rule maker picks groups of students using a secret rule based on attributes. For example, the rule maker could choose players with circles. The rule maker tells players who follow the rule to stand or go to the front of the room and holdup their attribute blocks for the class to see. The first player who guesses the rule becomes the new rule maker. One Dollar Exchange
36 Skill: Practice counting and exchanging money Object: To be the first player to trade coins for a $1 bill. Materials: Game Masters 119 Game Masters 161 & dimes, 20 pennies 2 dice Players: 2 players The bank starts with 1 dollar, 20 dimes, and 20 pennies. Both players use the same Place-Value Mat on the Exchange Games Gameboard. Players take turns. For each turn, a player does the following: ~Rolls the dice and announces the total number of dots. ~Takes that number of cents from the bank and places the coins on the mat. Whenever possible, a player exchanges 10 pennies for a dime. The player not rolling the dice checks the accuracy of the transactions. The first player to make an exchange for a dollar wins the game. Base-10 Exchange Skill: Practice counting and exchanging with cubes and longs.
37 Object: To be the first player to make an exchange for a flat. Materials: Game Masters 23 2 dice base-10 blocks: 1 flat, 20 longs, and 20 cubes Players: 2 players The bank starts with 1 flat, 20 longs and 20 cubes. Players take turns. A player rolls the dice, announces the total number of dots, takes that number of cubes from the bank, and places the cubes on the mat. Whenever possible, a player exchanges 10 cubes for 1 long. The player not rolling the dice checks on the accuracy of the transactions. The first player to make an exchange for a flat wins. Skill: Practice subtraction 3,2,1 Game
38 Object: To be the first player to reach exactly 0. Materials: 2 sheets of scratch paper Players: 2 players Each player writes 21 on a sheet of paper. Players take turns. For each turn, a player subtracts 1,2, or 3 from 21. Players continue to take turns subtracting 1, 2, or 3 from their previous differences until one player reaches 0. Variation: Players use a calculator to subtract. Players choose a different starting number. Number Grid Game Skill: Practice counting by 1 s and 10 s and identifying place-value patterns
39 Object: To be the first player to get to at least 110 on a number grid. Materials: Game Master die 1 counter per player Players: 2 or more players Players put their counters at 0 on the number grid. Players take turns. For each turn, a player does the following: o Rolls the die. o Uses the table to see how many spaces to move the marker. The winner is the first player to get at least 110 on the number grid. $1, $10, $100 Exchange Game Skill: Practice counting and exchanging money Object: To be the first player to trade for a $100 bill. Materials: Game Masters 120
40 48 - $1 bills 20 - $10 bills 4 - $100 bills 2 dice Players: 2 players The bank starts with one $100 bill, twenty $10 bills, and twenty $1 bills. Both players use the same place-value mat. Players take turns. For each turn, a player does the following: o Rolls the dice and finds the sum of the dots. o Takes that number of dollars from the banks and places the dollars on the mat. Whenever possible, a player exchanges ten $1 bills for one $10 bills. The player not rolling the dice checks the accuracy of the transactions. The first player to make an exchange for a $100 bill wins the game. Tic-Tac-Toe Addition Skill: Practice adding 3 numbers Object: To find the sum of 3 numbers. Materials: Game Masters 150 Players: 2 players
41 Players use the 4 number grids at the top of the record sheet. They draw a straight line through 3 numbers on a grid if they get equal the sum in the square. There is more than one combination for each sum. Variation: At Grade 1, players use the grids in Exercises 5-8 on Game Master 150. Players first draw straight lines through any combinations of numbers whose sum is equal to the number in the square. They also fill in missing numbers on the grids so that they create new combinations whose sum is equal to the number in the square. Players make up their own puzzles using the blank grid on the record sheet.
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