NUMERACY ~ THROUGH ~ PROBLEM ~ SOLVING. Design a Board Game. Shell Centre for Mathematical. Joint Matriculation
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1 NUMERACY THROUGH PROBLEM SOLVNG Design a Board Game Shell Centre for Mathematical Education Joint Matriculation Board MASTERS FOR PHOTOCOPYNG
2 Masters for Photocopying Except where indicated, these Masters are designed to produce single-sided, reusable worksheets. Masters for consumable sheets are labelled (c). Masters for double-sided sheets are labelled *. Contents Chapter 1 Resource sheets Stage 1 sometric dotty paper (c) 18 'Comments' sheet (c) sometric lined paper (c) 19 'Looking at other game' sheet (c) 2 Squared dotty paper (c) 20 Assessment task 1: 'The Great Horse Race' 3 Squared lined paper (c) 21 Assessment task 1: Blank grids (c) 4 Assessmenttask 2: 'Snakes and Ladders' 5 Assessment task 2: Blank boards (c) 6 Chapter 2 'How to... draw a spiral' 22 'Goal' problems 23 Stage 2 'Honeycomb' problems 24 'Brainstorming' sheet *(c) 7.8 'Making and playing board games' * 25,26 'Rough plan' sheet (c) 9 'Looking forwinning strategies' * 27,28 Assessment task 3: 'Deep Sea Diving' 10 'Games and probability' 29 Assessment task 4: 'Treasure' 11 Chapter 3 Assessment task 4: Answer sheet (c) 12 Record sheet (c) 30 Stage 3 Assessment task 2: 'Chasing Packs' 13,14 Assessment task 3: 'Chuck-a-Luck' 15 Examination paper 1 task 1 31,32 Examination paper 1 task 2 33,34 Examination paper 1 task 3 35 Examination paper 2 task 1 36 Stage 4 Examination paper 2 task 2 37,38 'Evaluating your own game' sheets *(c) 16,17 Examination paper 2 task 3 39,40 LONGMAN GROUP UK LMTED Longman House, Burnt Mill, Harlow, Essex CM202JE, England and Associated Companies throughout the World This work is copyright, but copies may be made without fee or prior permission provided that the work has been paid for and such copies are used solely within the institution for which the work is purchased. Works sent on approval or inspection and not yet paid for may not under any circumstances be copied. For copying in any other circumstances (e.g. by an external resource centre) prior written permission must be obtained from the Publishers and a fee may be payable. First published 1987 Set in Neue Helvetica Printed in England by Burgess & Son (Abingdon) Limited Longman::
3 STAGE 1 AND STAGE 4 Comments Name of the game _ Filled inby _ While you are playing, write down some good and bad features of it. Good points Bad points Play the game a few times. Make a note of the result on the back of this sheet. About how long did each game take? J minutes After you have played, say how you could improve the game. DESGN A BOARD GAME M1
4 STAGE 1 Looking at other games Filled inby _ Think of a board game that you like. What is it called? Why do you like it? s there anything you would change? Think of a board game you don't like. What is it called? Why don't you like it? What could you do to improve it? DESGN A BOARD GAME. M2
5 STAGE 1 ASSESSMENT TASK 1 The Great Horse Race Turn to pages 4 and 5 of you(student's Booklet. The 'Great Horse Race' is being played. The scores on the first six throws of the dice are shown below: Throw 1 Throw 4 [JQ r;-;l U T] [S] T] [8] Throw 2 Throw 3 [J[8] 6 Throw 5 [8][8] Throw 1. On a copy of this grid, mark the positions of the horses after the six throws t f f ' j r t T 2, 4 S 6 T 8 9 TO TT T2 l '--_ --' --'----' START 2. Suppose you want to win the game. (a) Which horse would you not choose? Explain your answer. (b) Which horse would you choose? Explain your answer. (c) Do you think the game is fair? Explain your answer. DESGN A BOARD GAME Shell Centre for Mathematical Education/Joint Matr!culation Board 1987 M3
6 i---- STAGE 1 ASSESSMENT TASK 1 Blank grids for 'The Great Horse Race' 2,8 4 S 6 T START 2,8 " S 6 T START l l f---f-----f ll i _f f f f > j j 11. 1(1 S 6 T L_--'-----.L_-'----'--_-'-----' START *********nnah********* 1----!" ---t t t j i. i f----f ' t j -1---_ _ _ f _.. _--- -_._ '-'-' '- ---_ t-----t ' _... _.. _.._ J f f t jf----t j t t t ,8 " S 6 T START - --f f t ,84S6T891DT L.. -' '-_...1_-'--_-'----'--_'-_---"-----' START DESGN A BOARD GAME M4
7 STAGE 1 ASSESSMENT TASK 2 Snakes and Ladders Read the following description of a game, and answer the questions which follow. This is a game for 2 players. You will need a coin and two counters. Rules Take it in turns to toss the coin. f it is heads, move your counter 2 places forward. f it is tails, move your counter 1 place forward. f you reach the foot of a ladder, you must go up it. f you reach the head of a snake, you must go down it. The winner is the first player to reach 'FNSH'. FNSH: q Suppose you start by tossing a head, then a tail, then a head. Where is your counter now? 2. List and describe all the faults you notice with the board. 3. Using 3 snakes and 3 ladders, design a good game on a copy of this blank board. FNSH: START: DESGN A BOARD GAME M5
8 STAGE 1 ASSESSMENT TASK 2 Blank boards for 'Snakes and Ladders' FNSH: START: FNSH l c START: 1 2 r FNSH: START: FNSH: 8 ' START: FNSH: 8 f START: 1, FNSH: f START: DESGN A BOARD GAME M6
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11 STAGE 2 AND STAGE 3 Rough plan Names Our game is called... Who it's for... What you need in order to play... What it's about... Aims of the game... Rules How to start... How to make a move... Other rules... DESGN A BOARD GAME M9
12 STAGE 2 ASSESSMENT TASK 3 Deep Sea Diving One group have been discussing their plans for a board game. Here are some of the things they have decided: Our game will be about deep sea divers looking for treasure in a sunken shipwreck. The game will be for 3 players. The winner will be the first to bring the treasure to the surface. You need to throw a dice to move around the board. \./ (/ There are sharks and other dangers which make the task more difficult. Your task is to design a board for this game. Try to make your design interesting and fair. (You do not need to draw it accurately.) DESGN A BOARD GAME M10
13 STAGE 2 ASSESSMENT TASK 4 Treasure The board drawn below was designed by a group of students, but they haven't written any rules / J4 27 zs / /2 DESGN A BOARD GAME M11
14 STAGE 2 ASSESSMENT TASK 4 (CONTNUED) Answer sheet for 'Treasure' Fill in the 'Rough Plan' sheet shown below, so that a young child could understand game. how to play this Rough plan Names Our game is called... Who it's for... What you need in order to play... What it's about... Aims of the game... Rules How to start... How to make a move... Other rules... Make sure you explain what happens if you land on a gun or a ship. DESGN A BOARD GAME M12
15 STAGE 3.ASSESSMENT TASK 2 Chasing Packs Here is part of a rough plan for a game called 'Chasing Packs'. We ww..t +he botakj cf1l, tl s s kujof CAA't1 b otvrri ( o.4,of S"S wrm b.e. DESGN A BOARD GAME 2 t:j 2CM f===========--r;md13
16 STAGE 3 ASSESSMENT TASK 2 (CONTNUED) Chasing Packs Two students are about to make this game. 1. How many counters will be needed altogether? 2. They are going to make a full-size version of the board. Work out how big the large cardboard base should be, (use the measurements on the rough plan). The students have found this scrap of black paper 3. They could cut out the black squares on the board from it and then paste them on. How many 2 cm by 2 cm squares can be cut from this piece? (Find the largest number you can make). DESGN A BOARD GAME M14
17 STAGE 3 ASSESSMENT TASK 3 Chuck-a-Luck A group of students have designed a board for a game called 'Chuck-a-Luck'. Draw the board full size, as accurately as you can. Make sure you follow the instructions in the bubbles. DESGN A BOARD GAME Shell Centre for Mathematical Education/Joint Mcttriculation Board 1987 M15
18 STAGE 4 Evaluating your own game Name of the game Filled in by Read through the Comments sheets. 1. What did other people say about your game? Tick the points you agree with. 2. These are the good points of the game: 3. These are weak points of the game: Turn over DESGN A BOARD GAME M16
19 STAGE 4 Evaluating your own game (continued) 4. could improve it by changing the rules like this could improve it by changing the board like this Next time design a board game, will f a friend asked my advice about designing a board game, 'd say Space for further points DESGN A BOARD GAME M17
20 sometric dotty paper
21 sometric lined paper DESGN A BOARD GAME M19
22 Squared dotty paper
23 Squared lined paper DESGN A BOARD GAME M21
24 How to... draw a spiral You will need: Pencil, ruler, compasses, scissors, glue, rubber. 1. Draw some concentric semi-circles, with diameters of 2, 4, 6, 8... units. 2. Now draw some more, with diameters of 3, 5, 7, 9... units..-: Now join the two halves together: DESGN A BOARD GAME M22
25 'Goal' problems (See pages 8 and 9 in Stage 1) 1. n one particular game of Goal, the red team put down: Ace, then 4, 6, 3, 2, 10, 9, 7, 5, 8 the black team put down: 8, then 3, 2, Ace, 10, 5, 4, 6, 9, 7 What was the final score? 2. Write down all the other possible final scores. Describe one way in which the cards could be laid to give each of these final scores. 3. When you played 'Goal', you may have found it boring... maybe no-one scored! Change the rules to make it more exciting Write down your new rules Play your new version. 4. Suppose you keep all the rules the same as on page 9, apart from the rule which says: 'f you have the higher value, move the ball one step towards your opponent's goal. Change this rule to 'f your card is one higher than your opponent's, move the ball one step towards his/her goal; f your card is two higher, move the ball two steps... and so on' Play the game using this new rule. What final scores are possible now? Describe a game which ends in a score of Make up some similar questions of your own, which refer to your own rules for question 3. Give them to a friend to solve. DESGN A BOARD GAME Shell Centre for Mathematical Education/Joint Matriculation Board 197 M23
26 Honeycomb' problems (See pages 12 and 13 in Stage 1) 1. This diagram shows how the board looked after 8 moves in one game. (a) magine that you are playing 'Drones' in this game. t is your turn. Where.would you put your next Drone counter? Explain why you would do this. (b) Using the same board, now imagine that you are playing 'Workers'. Where would you put your next Worker counter? Explain why you would do this. t is your turn. 2. Do you think that the game of 'Honeycomb' is fair? Does it make any difference who goes first? Explain your answers as fully as you can. 3. f you start first, and you are playing 'Workers', where would be bad places to go? Explain why. f 'Drones' were to start first, where would be a bad move for them? 4. Can the game of 'Honeycomb' ever end in a draw? Either: show how the game can end in a draw or explain why the game can never end in a draw. 5. Try changing the rules to 'Honeycomb' and play your new version of the game. DESGN A BOARD GAME M24
27 Making and playing board games Choose a game from those described below. Draw the board, full size, as accurately as you can. Play the game with a friend and comment on it. Now try changing the rules... Ashi.,...a game for 2 players from Ghana. What you need: 8 counters, 4 of one colour, 4 of another. Aim of the game: To get 3 counters of your colour in a straight line, before your opponent does. How to play Take turns to put a counter on the board, like Noughts and Crosses. When all the counters are on the board, take turns to move a counter to a neighbouring empty position along the lines. (You can only move a counter of your own colour). Lau-Kati-Kata - a game for 2 players from Bengal. What you need: 12 counters, 6 of another. Aim of the game: To 'take' all your opponent's counters. How to start: Put your 6 counters on the dots to the left of the centre. Your opponent puts her counters on the dots to the right. The central dot is left empty. 6 of one colour, How to play Take turns to move a counter to a neighbouring empty dot along a line. You capture a counter by hopping over it to an empty position beyond. (This is a bit like 'Draughts'). As in 'Draughts', you can make more than one hop in a move. f you can hop over one of your opponent's counters, then you must do so. DESGN A BOARD GAME M25
28 Making and playing board games (continued) Mu- Torere - a game for 2 players from New Zealand. What you need: 4 black counters and 4 white counters. Aim of the game: To block your opponent's counters so that he cannot move. How to start: Each player puts his pieces on four neighbouring points of the star. How to play Black starts, and players take it in turns to move their counters. There are 3 kinds of move. (a) A counter may be moved to the centre circle if one or both of the neighbouring points on the star are occupied. (b) A counter may move from one point to a neighbouring point if it is empty. (c) A counter may move from the centre circle to a point. Only one piece is allowed on each point or in the centre circle. Jumping is not allowed. Drawing the board Diameter of large circle = 16 cm Diameter of small circle = 2 cm The points on the star are equally spaced, 6 cm from the centre. Sixteen Soldiers - a game for 2 players from Sri Lanka.- What you need: 32 counters, 16 black and 16 white. Aim of the game: To capture all your opponent's counters. How to start: Put the counters on the board as shown below: How to play Take turns to move a counter to a neighbouring dot along a line. empty You capture a counter by hopping over it to an empty position beyond. [[his is a bit like 'Draughts'). As in Draughts, you can make more than one hop in a move. f you can hop over one of your opponent's then you must do so. counters DESGN A BOARD GAME M26
29 looking for winning strategies Make one of the following games and play it. n each game, one player can make sure that he or she always wins. Try to find this winning strategy Try changing the rules, and see what happens Now try playing a different game. The Spiral Game This is a game for 2 players. Place a counter on the dot marked' t 5'. Take it in turns to move the counter inwards, along tbe spiral. On your turn you can only move the counter 1,2,3,4,5 or 6 dots. The first player to reach the dot marked ' F' wins. ts :1 L F Pin them down! A game for 2 players. Place the counters on the board as shown. The players take it in turns to slide one of their counters up or down the board any number of spaces. No jumping is allowed. The aim is to stop your opponent from being able to move, by pinning all her counters to the wall. WALL e e e e e WALL DESGN A BOARD GAME M27
30 Looking for winning strategies (continued) First one home This game is for 2 players. Place the counter on any square of the grid. Now take it in turns to slide the counter any number of squares due West, South or Southwest (like the dotted arrows). The winner is the player who moves the counter to "Finish" / / / / ; ::-<'- {s" Cj "' Domino square This is a game for 2 players. You will need a supply of 8 dominoes rectangles. or 8 paper Each player in turn, places a domino on the square grid, so that it covers two squares. After a domino ha been placed, it cannot be moved. f you cannot place a domino on the grid, you lose the game. For example: This board shows the first five moves in one game. t is the second player1s turn. How can she win with her next move? DESGN A BOARD GAME M28
31 Games and probability Read through the games described below. Before you playa game, try to answer the following s the game fair? questions: f the game is plaxed a lot of times, who would you expect to win most often? Who do you expect to come second, third,... last? Explain your reasoning. Now play the game and see if your predictions are correct! Try to explain what you notice. Double-toss - a game for 3 players. FNSH What you need: 3 counters, of the board. 2 coins and a large copy Aim of the game: To be the first to get your counter the finishing line. past How to start Place the 3 counters on their starting squares, labelled 0,1, and 2. Each player chooses a different counter. How to play Toss the coins. f you toss 0 heads, then move counter number 0 one square forward 1 head, then move counter number 1 one square forward 2 heads, then move counter number 2 one square forward. Keep tossing until one counter wins START Take-away - a game for 2 or 3 players. FNSH What you need: 5 counters, the board. 2 dice and a large copy of Aim of the game: To be the first to get your counter the finishing line. past How to start Place the 6 counters on their starting squares, labelled o to 5. Each player chooses 2 or 3 counters (depending on the number of players). How to play Roll the dice. Find the difference between the numbers you roll. (e.g. GJ gives a difference of 3) Move the counter which is labelled with this difference, one square forward. (e.g. r;] GJ would mean that you move counter number 3 one square forward) START DESGN A BOARD GAME M29
32 Record sheet Criteria satisfied Stage 1 Stage 2 Stage 3 Stage 4 Name c c..ccu (/)0 (/)C]) CU..c..c(/) co C])C]) "g..c t)"to <C ; o en...c c.q.q':a (/)c D O "0 0 CU c..cd o > an:»..x::.. (/)'+= teen.8. (/) C])"O "25 C])O (/)c.. "00) en (/) C]) o e to. cuc 0.0 u.- ::::l 1:5 "0 cu... 0 co. CUC]) C])..c ::t:...s DESGN A BOARD GAME M30
33 PAPER 1 ASSESSMENT TASK 1 Overtaking Here is the description of a game called 'Overtaking'. Read it through and answer the questions which follow. This is a game for 4 players. Green start and finish Yellow start and finish 1 1 Blue start and finish Red start and finish.. What it is about Each player has a counter. Players take it in turn to throw a dice. Each player moves his or her counter around the track the number of squares shown on the dice, in the direction of the arrows. How to win The first player to complete the circuit back to their 'home' square is the winner. Rules 1. Red starts first, then Yellow, then Green, then Blue. 2. f a counter lands on the same square as another, both counters are removed and those two players are out of the game. The remaining players continue to play in the same order as before. continued DESGN A BOARD GAME M31
34 PAPER 1 ASSESSMENT TASK 1 (CONTNUED) Overtaking Using counters Then answer the questions. if you wish, become familiar with the game. The first 4 throws of the dice give these numbers: Red r;:-;l Yellow 8 Fl U 1. On a copy of the diagram, show the position of each counter after the matching moves. The next three throws give r-;:n 2. Show the final positions of the counters after all the moves. 3. Which counter has moved the furthest round the track? 4. 'Now look what's happened! No-one can win this game!' Explain how this situation could happen in the next move. 5. Change one of the rules so that there will always be a winner. Write down the changed rule. DESGN A BOARD GAME M32
35 PAPER 1 ASSESSMENT TASK 2 Arcade This is the rough plan of a board for the game of 'Arcade'. f, 23 fs 14- J3 26 /0 FNSH Sf 7 b s z continued DESGN A BOARD GAME Shell Centre for Mathematical Education/Joint Mat.-iculation Board 1987 M33
36 PAPER 1 ASSESSMENT TASK 2 (CONTNUED) Arcade Complete this rough plan for 'Arcade' Rough plan Names _ Our game is called... A r"'c.eu:le. Who it's for... What you need in order to play... a c..o.e.r f>lj Gt. olace Ff" oqadv What it's about... Aims of the game round. aa, el)\ent de. Rules How to start... How to make a move... Other rules... (make sure you explain what happens at the D and the ) DESGN A BOARD GAME M34
37 PAPER 1 ASSESSMENT TASK 3 Nsolo Nsoro is a game for 2 players. Many versions of the game are found in parts of Africa and ndia with different names. A small picture of part of the board is shown here, with a row of 3 equal-sized rectangle. circles inside a All circles are equally spaced. The circle centres are 5 cm from the sides of the rectangle. All circles are 4 cm diameter. The rectangle is 10 cm by 20 cm. E () o C\ TE () '----_----J1l -scm :1!-10cm 1. Draw this part of the board accurately and full-size. 2. Using the same spacing as in question 1, how long would the rectangle be if the row had 5 circles instead of 3? (You do not need to draw this.) DESGN A BOARD GAME M35
38 PAPER 2 ASSESSMENT TASK 1 Star The diagram below shows a small board design for playing a game called 'Star'. these triangles are all equilateral this hexagon is regular The game will be played with circular counters, 2 cm in diameter. The counters will be placed on the 18 black blobs (marked e) on the board. The board must be large enough so that when the counters are placed on adjacent 'blobs', there is a 1 cm gap between them, and no counter is ever less than 1 cm from the edge of the board. This distance must be Draw an accurate board which will satisfy these conditions. DESGN A BOARD GAME M36
39 PAPER 2 ASSESSMENT TASK 2 Build a Pyramid This is a game for 2 players Aim The first player to build a pyramid with 15 counters, wins the game. Equipment One board for each player 15 counters for each player 2 dice, one black and one white. Preparation Each player fills her board with numbers. A number from the set {1, 2, 3, 4, 5} must be written in each square. A player can choose to place some or all of these numbers in any position. For example, here are three possible ways: Rules Decide which player will be 'BLACK' and which will be 'WHTE'. Throw the two dice. f the number on the black dice is greater than the number on the white dice, then BLACK calculates the difference between the two numbers on the dice and covers any correspondingly numbered square on her board with a counter. Similarly, if the number on the white dice is greater than the number on the black dice, then WHTE calculates the difference and covers a corresponding square on her board. f both numbers on the dice are equal, neither player covers a number. The first player to cover all 15 squares and complete the pyramid wins the game. DESGN A BOARD GAME M37
40 PAPER 2 ASSESSMENT TASK 2 (CONTNUED) Build a Pyramid Suppose that the two boards are filled in like this: BLACK 1 WHTE The first four throws of the dice are:. [S]. a tml;l,,,tml:j On copies of the boards, show clearly which numbers have been covered. 2. Which player do you think is most likely to win? (f you think that both players are equally likely to win, write 'You can't tell'). Give a reason to support your answer. 3. Now suppose that you were playing the game. (a) Show how you would number your board to give the best chance of winning. (b) Explain why you think this would give you the best chance of winning. 4. Suppose that the game is to be adapted for 3 players using 3 dice and 3 boards. Describe how you would adapt the rules, so that the game will still work. DESGN A BOARD GAME M38
41 PAPER 2 ASSESSMENT TASK 3 Underground z i: 0 c:(<t :to at V\ U.1 li We( t-::) ad W3 E: 2...H/\ ls uj 0 1:t- S:tl Ol"' (J) t-= U\ $ Q! «g en u S. :l i -, l; continued DESGN A BOARD GAME M39
42 PAPER 2 ASSESSMENT TASK 3 (CONTNUED) Underground A group is making up a game for 2 players. t is about travelling on the London Underground. The group want to make up rules so that the winner is the first person to travel through or change trains at every station on the map. Make up a complete workable set of instructions for their game. You can put extra details on the board if you wish. Who it's for... What you need in order to play... What it's about... Aims of the game... Rules How to start... How to make a move... Other rules... DESGN A BOARD GAME M40
Math Board Games. For School or Home Education. by Teresa Evans. Copyright 2005 Teresa Evans. All rights reserved.
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