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1
28
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BENEFITS:
5 - 8RADES
Proven to Sharpen Math Skills!
LEARNING GUIDE
DESIGNED FOR USE WITH 12 TO 18 STUDENTS
Strengthens addition, subtraction, multiplication and division skills Teaches the rules of exponents Creates di�erentiated learning and play experiences Allows you to hold your own Math Dice Tournament
TOURNAMENT KIT
123
11
78
9
2 3
Includes• 6SetsofMathDiceEachContaining:
•Two12-sidedTargetDice •Three6-sidedScoringDice
• 15BlacklineMastersIncluding: •6StationAssignmentSheets •3OnTargetGameSheets •3FourinaRowGameSheets •TournamentScoreSheet •MathDiceChampionCertificate •MultiplicationandPowersTrainingTablesSheet
• 150Double-sidedGameChips
Table of ContentsIntroduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 MathDiceGameInstructions . . . . . . . . . . . . . . . . . . . . . . . 4 HowtoRunaMathDiceTournament . . . . . . . . . . . . . . . . . . . 6 DeterminingaMathDiceChampion . . . . . . . . . . . . . . . . 8 OtherGamestoPlayUsingMathDice . . . . . . . . . . . . . . . . . . 8 OnTarget–IndividualorTeamPlay . . . . . . . . . . . . . . . . . 8 OnTarget–CompetitivePlay . . . . . . . . . . . . . . . . . . . . 9 OnTarget–ClassroomPlay . . . . . . . . . . . . . . . . . . . . .10 FourInaRow . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
IntroductionGetstudentsexcitedaboutmathbyholdingyourveryownMathDice®tournament!Thiskitcontainsinstructionsandmaterialstorunatournamentwith12to18students .PlayingMathDiceisafunandflexiblewaytoteachtherulesofexponentsandstrengthenaddition,subtraction,multiplicationanddivisionskills .
TherearemanydifferentwaysthatyoucanuseMathDiceinyourclassroom .MathDicebasedgamesheetsandtrainingtablesareincludedtoaddvarietytotheMathDiceexperienceandtogivestudentsampleopportunityforpractice .Herearesomethingsthatyoumightconsiderdoingtohelpstudentsprepareforatournament:
1. ExplaintherulesofMathDiceandhavestudentsplaythegameinpairsorgroups .
2. BreakstudentsintopairsandhavethemplayOnTargetandFourinaRow .OncestudentshavemasteredtheBeginnerversionsofthesegameshavethemtryAdvanced .Foranaddedchallenge,youwillfind“MakeYourOwn”versions .Havefunfillinginyourownnumbersonthesesheets!
3. PlayaroundofOnTargetwiththefullclassroom .
4. HandouttheMultiplicationandPowersTrainingTables .Thefasteryourstudentsareatmultiplicationtablesandpowersthebetterthey’llbeatMathDice!
ThepossibilitiesforpracticingMathDiceareendless .Everygamewillbedifferentandthemorestudentsimprovetheirmathskills,themoreinterestingthegameswillbecome!
Materialsarecreatedasblacklinemasterstomakeduplicationeasy .Thekitcanbeusedyearafteryear .IfyouwouldliketoseeadditionalMathDiceresourcesorordermoresetsofMathDice,goto:http://www.thinkfun.com/teachers_resources/MathDice
HavefuncreatingMathDicechampions!
TOURNAMENT KIT
© 2012 ThinkFun Inc. #1500. Blackline01.
This certifies that
is awarded
Math Dice Tournament Champion
MathDice Judge
Organization Nameon
.
Date
Participant Name
TOURNAMENTSCORE SHEET
TOURNAMENT KIT
© 2012 ThinkFun Inc. #1500. Blackline01.
Name
12 0
Match Number
Tally # of Round Wins Circle Your Points for the Match
Station Number
2 PLAYERS
2 1 03 PLAYERS
1ST 2NDLAST2
2 02 PLAYERS
2 1 03 PLAYERS
1ST 2NDLAST3
2 02 PLAYERS
2 1 03 PLAYERS
1ST 2NDLAST4
2 02 PLAYERS
2 1 03 PLAYERS
1ST 2NDLAST5
2 02 PLAYERS
2 1 03 PLAYERS
1ST 2NDLAST
Total Match Points
Multiplication 4
= 2 × 2 6 = 2 × 3 8 = 2 × 4 9 = 3 × 3 10 = 2 × 5 12 = 2 × 6
3 × 4 14 = 2 × 7 15 = 3 × 5 16 = 2 × 8
4 × 4 18 = 2 × 9
3 × 6 20 = 2 × 10
4 × 5 21 = 3 × 7 22 = 2 × 11 24 = 2 × 12
3 × 8 4 × 6 25
= 5 × 5 27 = 3 × 9 28 = 4 × 7 30 = 3 × 10
5 × 6 32 = 4 × 8 33 = 3 × 11 35 = 5 × 7 36 = 3 × 12
4 × 9 6 × 6 40
= 4 × 10 5 × 8 42
= 6 × 7 44 = 4 × 11 45 = 5 × 9 48 = 4 × 12
6 × 8 50 = 5 × 10 54 = 6 × 9 55 = 5 × 11 60 = 5 × 12
6 × 10 66
= 6 × 11 72 = 6 × 12
4 = 2 x 2 = 22
8 = 2 x 2 x 2 = 23 9 = 3 x 3
= 32 16 = 2 x 2 x 2 x 2 = 24 = 4 x 4
= 42 25 = 5 x 5
= 52 27 = 3 x 3 x 3 = 33 32 = 2 x 2 x 2 x 2 x 2 = 25 36 = 6 x 6
= 62 49 = 7 x 7
= 72 64 = 2 x 2 x 2 x 2 x 2 x 2 = 26 = 4 x 4 x 4 = 43 = 8 x 8
= 82 81 = 3 x 3 x 3 x 3 = 34 = 9 x 9
= 92100 = 10 x 10
= 102 121 = 11 x 11
= 112 125 = 5 x 5 x 5 = 53 128 = 2 x 2 x 2 x 2 x 2 x 2 x 2 = 27 144 = 12 x 12
= 122
Super Powers
TRAINING TABLESTOURNAMENT KIT
© 2012 ThinkFun Inc. #1500. Blackline01.
ON TARGET!BEGINNER GAMETOURNAMENT KIT
Number of MathDice Points Won
Each time you change a scoring die, move the marker to the next lowest number.
START
4 3 2 1
SCORING DICE
12
2
3
64
1
5
7 8
11
109
© 2012 ThinkFun Inc. #1500. Blackline01.
SCORING DICE
BEGINNER GAMEFOUR IN A ROW
TOURNAMENT KIT
1 16 2 15 3 14 4
13 5 12 6 11 7 10
8 9 16 2 15 3 14
4 13 5 12 6 11 7
10 8 9 1 2 15 3
14 4 13 5 12 6 11
7 10 8 9 1 16 4
© 2012 ThinkFun Inc. #1500. Blackline01.! First P
lace
Go to Station
?Second Place
Go to Station
! First Place
Go to Station
?Third Place
Go to Station
?Second Place
Go to Station
© 2012 ThinkFun Inc. #1500. Blackline01.
1STATION
2 PLAYERS
at Station
3 PLAYERS
at Station
4
4
1
11
TOURNAMENT KIT
4 5
Math Dice Game InstructionsObject:PlayerstrytomatchorcomeclosesttoaTargetNumberusingthreeScoringNumbersinanequation .
How to Play:
1. Oneplayerrollsthetwo12-sidedTargetDiceandmultipliesthesenumberstogethertoestablishaTargetNumber .AllplayersshouldagreethatthisistheTargetNumberbeforeplaybegins .
2 3X = 6
2. Anotherplayerrollsthethree6-sidedScoringDicetoestablishthethreeScoringNumbers .
3. UsingeachScoringNumberonlyonce,playerscreateamathequationthatequalstheTargetNumberORcomesascloseaspossibletotheTargetNumber .Addition,subtraction,multiplication,divisionandevenpowerscanbeused!
Examples: (1+2) +3 = 6 OR (1x2) x 3 = 6
4. Onceaplayerhasananswer,heorshecallsthatnumberouttoclaimit .
5. IftheanswercalledoutdoesnothittheTargetNumberexactly,allotherplayershave30secondstorespondwithanewnumberthatisclosertotheTargetNumber .Theplayerwiththecurrentbestanswermustremainsilentwhiletheotherplayerstryforabetteranswer .
6. Eachtimeaplayeroffersabetteranswer,the30secondtimeresetssothatotherplayershaveachancetorespond .Playersgobackandforthwiththeiranswersuntiloneplayereitherhitsthetargetexactlyorplayersagreethattheycannotfindacloseranswer .
7. Theplayerwiththeclosestnumberattheendoftheroundmuststatetheequationheorsheusedtoreachtheanswer .Iftheequationiscorrect,thepointisawardedto
thisplayer .Ifitisincorrect,theplayerwiththenextclosestanswercanstatehisorherequationtogetthepoint .
8. Thefirstplayertowinfourpointswinsthegame!Note:Inatournament,thewinnerwillbedetermineddifferently .Seepage8 .
Example Round
Rule Clarifications:
1. AwinninganswercanbeabovetheTargetNumber,belowtheTargetNumberortheexactTargetNumber .
2. Aplayer’sanswermustalwaysBEAThisorheropponent’snumbertobesuccessful,meaningthatitmustbeCLOSERtotheTargetNumber .
3. IftwoormoreplayerscallouteitherthesamenumberortwonumbersequidistantfromtheTargetNumberatthesametime,nooneclaimsthatnumberandthegamecontinues .IfneitherplayercancomeupwithabetteranswerorifbothplayerssimultaneouslysaytheTargetNumber,atieisdeclaredandnopointisawarded .
4. Ifneitherplayercancomeupwithaninitialanswerwithin30seconds,theroundisadrawandplayersrollagain .
5. TheonlytimeaplayermuststateanequationiswhenallplayersagreethatthisistheclosestanswertotheTargetNumberorwhenaTargetNumberishit .
6. Fractionscanbeachievedthroughtheuseofdivisionandtheyarepermittedasvalidanswers .
7. Inordertouseanexponentinanoperation,aScoringNumbercanbeusedastheexponentnumberortwoScoringNumberscanbecombinedtocomeupwiththeexponent .
Example: if your Scoring Numbers are 2, 3, 2, the equations could be: (2+3)2 OR 2(2+3)
IftheTargetNumberis28: Player1shouts,“25!”—(2+3)x5 Player2shouts,“30!”—(2x3)x5 Player1shouts,“29!”—25–3 Player2shouts,“28!”—52+3 TheyhittheTargetNumberexactly,statetheequationandwinthepoint!
3 1 2
52 25
6 7
How to Run a Math Dice TournamentThistournamentisdesignedtoworkforanynumberofstudentsbetween12and18 .
Object:TobeawardedMathDicechampionbyhavingthemostpointsattheendofthetournament .
Setup:
1. ArrangesixstationsandplaceaStationAssignmentsheetandasetofMathDiceoneach .
2. AtournamentMatchwillbebetweentwoorthreeplayers,sotwoorthreestudentswillsitateachstation:Ifthereareexactly12orexactly18studentsinyourtournamentjustseatplayersevenlyamongstthestations .Foratournamentincluding13to17students,thestudentsmustbeseatedinaparticularway .Divideplayers1through12evenlyamongstthestations,thenseattheremainingstudentsfollowingthesespecificstationassignments:
Student # Starting Station
13 3
14 4
15 1
16 5
17 2
3. HandoutaTournamentScoreSheetandapenciltoeachstudent .
4. Thereshouldbeatleastonerefereeortimekeeperwhodoesnotplaythegame(thiscanbetheinstructor) .
5. Therefereeshoulddecideatthebeginningofthetournamentwhetherscratchpaperisallowedorwhetherallcalculationsmustbedonementally .
How to Play & How to Score:
1. Therewillbe5five-minuteMatchesinatournament .(Note:youcandecidetomakethematcheslongerorshorterdependingonwhatworksforyourstudents .)
2. PlayersplayasmanyMathDiceRoundsastheycanduringaMatch .
3. FollowtheMathDiceGameInstructions(seepage4) .
4. ForeachRoundWin,aplayerputsatallyinthe“Tally#ofRoundWins”columnofhisorherScoreSheet .
5. ThirtysecondsbeforetheendofatournamentMatchtherefereewillcallout“NoNewRounds .”AtthistimeplayersmayfinishouttheircurrentRound,butmaynotrollthediceagaintostartanewRound .
6. AttheendofaMatch,playerstallytheirRoundWins,andcomparetheirnumberwiththeotherplayersattheirstation .
7. PlayerscirclethepointstheygainedfortheMatchinthe“CircleYourPointsfortheMatch”column:
a. Ina3-playerMatch:1stplacegets2points,2ndplacegets1pointandlastplacegets0points .
b. Ina2-playerMatch:1stplacegets2pointsandlastplacegets0points .
Itisimportantthatstudentsfollowscoringinthismannersothatitiseasiertodetermineaclearchampionattheendofthetournament .
8. BeforebeginningthenextMatch,playerslookattheStationAssignmentsheetat
theirstationtofindoutwhichstationtheywillplayatnext .StationAssignmentsheetsclearlytellplayerswheretogobasedonplacementinaMatch .Makesurethatplayersreadthesheetaccordingtothenumberofplayerscurrentlyattheirtable .
9. Playerscompleteall5Matchesinthismanner .
Below is a Station Assignment Reference Guide:
Station #
2 Players at Station 3 Players at Station
First Place goes to Station:
Second Place goes to Station:
First Place goes to Station:
Second Place goes to Station:
Third Place goes to Station:
1 3 1 5 3 12 3 1 6 3 13 5 2 5 3 24 5 2 5 4 25 6 4 6 4 16 6 4 6 4 2
Note:TheStationAssignmentsheetsaredesignedsothatasplayersmovefromonestationtothenext,theywillbematchedwithotherplayersofsimilarabilities .
TOURNAMENTSCORE SHEET
TOURNAMENT KIT
© 2012 ThinkFun Inc. #1500. Blackline01.
Name
12 0
MatchNumber
Tally # of Round Wins
Circle Your Points for the Match
StationNumber
2 PLAYERS
2 1 03 PLAYERS
1ST 2ND LAST
22 02 PLAYERS
2 1 03 PLAYERS
WIN 2ND LAST
32 02 PLAYERS
2 1 03 PLAYERS
1ST 2ND LAST
42 02 PLAYERS
2 1 03 PLAYERS
1ST 2ND LAST
52 02 PLAYERS
2 1 03 PLAYERS
1ST 2ND LAST
Total Match Points
OFFICIAL PLAYERSCORE SHEET
TOURNAMENT KIT
Name
12
Round Number
Tally # of Round Wins
Circle Your Points for the Round
Station Number
2 PLAYERS
23 PLAYERS
1ST
222 PLAYERS
23 PLAYERS
1ST
TOURNAMENTSCORE SHEET
TOURNAMENT KIT
© 2012 ThinkFun Inc. #1500. Blackline01.
Name
12 0
Match Number
Tally # of Round Wins
Circle Your Points for the Match
Station Number
2 PLAYERS
2 1 03 PLAYERS
1ST 2ND LAST
22 02 PLAYERS
2 1 03 PLAYERS
1ST 2ND LAST
32 02 PLAYERS
2 1 03 PLAYERS
1ST 2ND LAST
42 02 PLAYERS
2 1 03 PLAYERS
1ST 2ND LAST
52 02 PLAYERS
2 1 03 PLAYERS
1ST 2ND LAST
Total Round Points
8 9
Determining a Math Dice Champion
1. Playersaddtheirpointsforall5Matches .Thehighestscoreaplayercanhaveis10 .
2. Theplayerwiththemostpointsisthechampion!Insomeinstancestherewillbeseveralplayerstiedforchampion .Inthiscase,youcanholdaFinalsMatchtodeterminethewinner:
a. AllwinningplayerscompeteagainstoneanotherinonefinalMathDiceMatch .TheplayerattheendoftheMatchwiththemostwinsisthechampion .
b. Ifyouhavefourplayerstiedforchampionyoumaydecidetohavethemcompeteinpairs .Thewinnersofeachpairwillthencompeteforthechampionaward .
3. Youmaychoosetohaveonechampionpertournament,multiplechampionsoranongoingMathDicecompetitionwithatournamentperweekandafinalchampionbasedoncumulativepointsattheendofamonth .
4. Ifyoutrackresultsfromoneweektothenext,youmightdecidetogiveanawardforMostImprovedPlayer .
5. Havefunandbecreativewithhowyoudecidetoholdandrunyourtournaments!
Other Games to Play Using Math DiceOn Target – Individual or Team Play
Object:CoveralltwelveTargetsonthegamesheetinasfewturnsaspossible .
Setup:
1. TheOnTargetgamesheetand13gamechipsareneededtoplay .YouwillnoticethattherearethreeOnTargetsheets .OnesheetislabeledBeginnerandcontainsthenumbers1through12,thesecondsheetislabeledAdvancedandcontainshighernumbers,andthethirdsheet,MakeYourOwn,allowsplayerstochoosetheirownnumberstofillin .
2. Playersmaychoosetohaveapaperandpencilclosebytorecordtheirequationsastheyplay .
3. Asinglechipshouldbeplacedat“5”ontheTurnMarkeratthebottomofthegamesheet .
4. Theotherchipscanbeleftofftothesideforuseduringplay .
5. Rollthethree6-sidedScoringDiceandplacethemintheareamarkedScoringDiceatthebottomofthesheet .
To Play:
1. PlayersusethethreeScoringDicetocreateequationsthatequaltheTargetNumbers(1through12)shownonthesheet .EachtimeaTargetishititcanbecoveredwithachip .PlayersshouldthinkofasmanyequationsastheycantohitthedifferentTargetsontheboard .ThemoreTargetshitinoneturnthebetter!
2. WhenplayerscannothitanymoreTargetsusingtheScoringDice,one(andonlyone)diecanbechangedtoANYothernumber .
3. TheTurnMarkerisnowmovedtotherightonespaceto“4” .
4. NowthatoneoftheScoringDicehaschanged,playerstrymakingnewequationstohitandcoveradditionalTargets .
5. Playcontinuesinthismanneruntilall12Targetshavebeencovered .
6. Ifall12Targetsarecoveredinfiveturnsorless,it’sawin!ThefinalscoreisequaltothenumberthattheTurnMarkercoversattheendofthegame .Thehigherthescorethebetter!
On Target - Competitive Play (Played in Pairs)
Object:TohitthemostTargetsonthegamesheet .
Setup:
1. TheOnTargetgamesheetand13gamechipsareneededtoplay .
2. Eachplayerrollsadie .TheplayerwiththehighestnumberisPlayer1andstartsthegame .
3. Player1choosesacolor(blueorred)andplacesachipwiththiscolorfacingupinthePlaceHolderspotonthegamesheet .
4. Player1rollsthethree6-sidedScoringDiceandplacesthemonthegamesheetinthespotmarkedScoringDice .
To Play:
1. Player1beginsthefirstRoundbyattemptingtohitasingleTargetNumberonthesheetusingthethreeScoringDice .IfaTargetishit,thisplayercoversitwithhisorhercolorchip .
2. ItisnowPlayer2’sturn .Player2attemptstoreachadifferentTargetwiththesamethreedice .IfaTargetishit,hisorhercolortokenisplacedoverthecorrespondingnumberonthesheet .
10 11
3. PlaycontinuesbackandforthwitheachplayertryingtohitasingleTarget .
4. IfonhisorherturnaplayercannothitaTarget,theotherplayerhasachancetotrytohitasmanyadditionalTargetNumbersasheorshecanbeforetheRoundisover .
5. WhenneitherplayercanhitanotherTarget,thePlaceHolderchipisturnedtoPlayer2’scolor .Player2nowmustchangeoneandonlyoneScoringDietoanothernumber .HeorshebeginsthenextRoundbytryingtohitoneoftheremainingTargetNumbers .
6. PlaycontinuesbackandforthinthismanneruntilalloftheTargetsonthesheetarecoveredwithchips .
7. Theplayerwiththemostchipsonthesheetattheendisthewinner!
On Target - Classroom Play
PlayingOnTargetasaclassroomcanfostergoodconversationandwillhelpkidsexpressthethinkingandstrategiesthattheyuseastheyplay .Hereisawaythatyoucanplaywithaclassroomorlargegroup .
1. Dividestudentsintosmallteams .GiveeachteamanOnTargetsheet,13gamechips,threeScoringDiceandapencilandpaper .
2. DesignateoneRecorderoneachteam .
3. AssignonestudentintheroomtorollthethreeScoringDiceandannouncethenumbers .AllteamsshouldsettheirScoringDicetothesenumberssothattheystartthegameinthesameway .
4. EachindividualteamnowplaysOnTargetpertheTeamgamerules .
5. Asteamsplay,theRecorderwritesdowntheequationsusedtocomeupwiththevariousTargets .Everytimeaturnisoverandadieischanged,theRecordermakesanoteofwhatScoringNumberchanged .
6. Onceallteamsarefinishedplaying,haveaclassroomdiscussiontocomparetheresultsofeachgame .
a. Whatwereeachteam’sscores?
b. HowmanyTargetNumbersdidteamshitinthefirstturn?
c. Afterthefirstturn,whatScoringDiedidteamschange?Whatnumberdidtheychangethedieto?Whatwastheirthinkingwhentheymadethischange?
d. Howdidtheresultsvaryfromteamtoteam?
Four in a Row (Played in Pairs)
Object:Bethefirstplayertogetfourchipsinarowhorizontally,verticallyordiagonally .
Setup:
1. YouwillneedtheFourinaRowgamesheettoplay .25tokenswillbesufficientfortheaveragegame .YouwillnoticethattherearethreeFourinaRowsheets,Beginner,Advanced,andMakeYourOwn,inwhichyoucanchooseyourownnumberstofillin .Choosethesheetthatismostappropriateforyourstudents .
2. Playerschoosetheircolorsforthegame(blueorred) .
To Play:
1. RolladietodeterminetheStartingPlayer .
2. TheStartingPlayerrollsthethree6-sidedScoringDiceandplacesthemintheScoringDicearea .
3. HeorsheusesthethreeScoringDiceinanequationthatwillyieldananswerequaltooneofthenumbersonthegamesheet .Thisnumberisthencoveredwithhisorhercoloredgamechip .
4. Thenextplayernowhasaturn .HeorshemustchangeoneandonlyoneScoringDietoanewnumber .Thisplayernowtakesaturnatusingthesenumberstohitandcoveradifferentnumberonthesheetwithhisorherchip .
5. Playcontinuesuntiloneplayerhassuccessfullyplacedfourofhisorherchipsinanunbrokenstraightline .Thisplayeristhewinner!
SCORING DICE
BEGINNER LEVEL
FOUR IN A ROWTOURNAMENT KIT
1 16 2 15 3 14 4
13 5 12 6 11 7 10
8 9 16 2 15 3 14
4 13 5 12 6 11 7
10 8 9 1 2 15 3
14 4 13 5 12 6 11
7 10 8 9 1 16 4
© 2012 ThinkFun Inc. #1500. Blackline01.
Where It Started
MathDice®wasinventedbySamRitchieasa“DesignaGame”mathworkshopprojectforhissixthgradeclass .NowasoftwareengineeratTwitter,®Ritchiecontinuestoseekoutnew,innovativewaystoinspirethinkersthroughgameplay .HerecentlyusedhisprogrammingexpertisetocreatethemobileappforThinkFun’sRushHourgame…andMathDiceiscomingsoon!SamhopesthatMathDicewillmakemathmorefunandaccessibleforkidsaroundtheworld!
Blue Wins!