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1 2 8 6 4 10 BENEFITS: 5-8 RADES 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 differentiated learning and play experiences Allows you to hold your own Math Dice Tournament TOURNAMENT KIT 12 3 11 7 8 9

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Page 1: TOURNAMENT KIT - MindWareimages.mindware.com/DIRECT/lessonplans/MathDice Education Gui… · Proven to Sharpen Math Skills! LEARNING GUIDE DESIGNED FOR USE WITH € TO € STUDENTS

1

1

28

6

4

10

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

Page 2: TOURNAMENT KIT - MindWareimages.mindware.com/DIRECT/lessonplans/MathDice Education Gui… · Proven to Sharpen Math Skills! LEARNING GUIDE DESIGNED FOR USE WITH € TO € STUDENTS

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

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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

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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

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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 .

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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!