Digits three in a row
Materials: a 100-board, 2d10, colored tilesPlayers: 2
Goal: mark three spaces in a row
Basic play:
Two players take turns rolling the two dice. On a player's turn, they form a 2 digit number using the two digits and then claim that space on the 100 board. If the space has previously been claimed, they lose their turn.
The first player to claim three adjacent spaces in a line (horizontal, vertical, or diagonal) is the winner.
Variations:
(1) we used one dice marked 0-9 and another marked 00 - 90 (all multiples of 10) and then added the values to get our two digit numbers. This eliminated any player choice, but helped reinforce the idea that the value in the 10's digit is the number of tens.
(2) the winning condition can be increased to require a line of 4 spaces
(3) the winning condition can be changed to allow any three (or four) spaces that are colinear; these spaces would not have to be adjacent.
Notes:
This is a very simple game, especially the variation we played, but J3 found it fun. It was a useful exercise to practice locating the numbers on the 100 board.
Race to the top
Materials: An 11x 6 grid with one side labelled 2 to 12, 4d6, 3 tokens. Optional: 11 distinct tokens/small objects per player.Players: 2 - 4
Goal: capture 3 columns.
Basic play:
This game is fairly simple, but has resisted our attempts to succinctly summarize the rules. Here is an explanation as we play two turns.
Here's our playing material, the three green squares are temporary markers:
First player, J1 rolls two ones and two fours. With this roll, J1 could group them into two fives or a two and an eight:
J1 decides on two fives and puts a temporary marker on the second level of the 5's column. After you understand the rules consider whether this choice is better or worse than the 2 and 8.
J1 chooses to continue rolling and gets 1, 1, 4, and 6. J1 groups these as a 5 and a 7, then moves the temporary marker in the 5's column up one level and adds a marker at the bottom of the 7's column.
J1 rolls a third time, getting 1, 1, 2, and 6. The only option is to group these as 3 and 7, so J1 places a temporary marker in the 3's column and advances the marker in the 7's column.
At this point, J1 ends his turn and marks his progress. On his next turn, if he gets a 5, for example, the temporary marker will start at the fourth level of the 5's column (building on his consolidated progress).
D has the next turn. He gets 1, 4, 4, and 5, which he chooses to group as 5 and 9:
D chooses to roll again, getting 4, 5, 5, and 6. This has to be grouped as 9 (advancing in that column) and 11:
D chooses to roll again and gets 2, 3, 5, and 6. This is a lucky roll that can be grouped as 5 and 11, allowing two tokens to advance:
D presses his luck and rolls a fourth time, getting 1, 3, 3 and 5. The dice can't be paired to get a 5, 9 or 11 and there are no more temporary markers available to place, so D loses his progress. J1 will have the next turn.
To be clear about the failure condition: the player must be able to place or advance a temporary token for both pairs of dice. For example, if D had rolled 1, 3, 3, and 6, he still would have lost his progress.
Further rules:
- the first person to end their turn on the sixth level of a column "claims" that column.
- the first person to claim 3 columns wins the game.
- columns that have been claimed by any player are safe values for all players. Players do not need to allocate a temporary token to those columns.
- Players can occupy a square that an other player has marked.
Variations:
(1) Change the winning condition so that the first player to capture a column wins
(2) Change the height of the columns, either fewer than 6 for a faster game or more than 6 for a slower game
(3) Change the failure condition so that only one pair of dice needs to be playable and reduce the temporary tokens to 2.
(4) only allow each player to roll one time. This eliminates the "press-your-luck" aspect of the game and is much more basic.
(5) allow players to jump over a square that has been occupied by another player. This rule particularly fits well if you use objects to record your consolidated progress (which also makes the grid re-usable).
(1) Change the winning condition so that the first player to capture a column wins
(2) Change the height of the columns, either fewer than 6 for a faster game or more than 6 for a slower game
(3) Change the failure condition so that only one pair of dice needs to be playable and reduce the temporary tokens to 2.
(4) only allow each player to roll one time. This eliminates the "press-your-luck" aspect of the game and is much more basic.
(5) allow players to jump over a square that has been occupied by another player. This rule particularly fits well if you use objects to record your consolidated progress (which also makes the grid re-usable).
Notes:
I was originally taught this game by Mark Nowacki of Logic Mills.
J3 and I played the variation where each player only rolled one time on their turn.
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