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Strategy Games for Older Students YUMI DEADLY CENTRE School of Curriculum Enquiries: +61 7 3138 0035 YuMi Deadly.

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Presentation on theme: "Strategy Games for Older Students YUMI DEADLY CENTRE School of Curriculum Enquiries: +61 7 3138 0035 YuMi Deadly."— Presentation transcript:

1 Strategy Games for Older Students YUMI DEADLY CENTRE School of Curriculum Enquiries: +61 7 3138 0035 Email: ydc@qut.edu.au http://ydc.qut.edu.au YuMi Deadly Maths Past Project Resource Restricted waiver of copyright This work is subject to a restricted waiver of copyright to allow copies to be made for educational purposes only, subject to the following conditions: 1.All copies shall be made without alteration or abridgement and must retain acknowledgement of the copyright. 2.The work must not be copied for the purposes of sale or hire or otherwise be used to derive revenue. 3.The restricted waiver of copyright is not transferable and may be withdrawn if any of these conditions are breached. © QUT YuMi Deadly Centre 2013

2 YuMi Deadly Maths Strategy Games (for older students) Enclosed: 20 game boards 12 pieces for Pent-Up (2 sets) 4 pieces for The L-Game (2 sets) You will need to provide: counters whiteboard markers dice Games included: Battleships Black Cluster Curve Solitaire 1 Curve Solitaire 2 Dodgem Dotty Five Warriors’ Hunt Hex Ludo Mu Torere Networks Nine Warriors’ Hunt Pent-Up Rows & Chains Run Rabbit Snakes & Ladders The L-Game The Square Game Turtle © QUT YuMi Deadly Centre 2013

3 Battleships Number of Players: 2 Materials: Two game boards Two whiteboard markers Object of Game: To locate and destroy all of the enemy’s ships. Rules: Players draw the following ships in their “Player’s Area” grid: 1 Battleship – 5 squares 2 Destroyers – 2 squares each 1 Cruiser – 3 squares 3 Gunboats – 1 square each Grids are kept hidden from opponents throughout the game. Players take turns firing shots which are described by the coordinates of the square shot at. The opponent must say whether the shot was a miss or a hit, and if a hit, what type of ship was hit. Each player records the results of their shots on their “Opponent’s Area” grids. Hits on a player’s own ships are recorded by circling the squares hit on their “Player’s Area”. 10 9 8 7 6 5 4 3 2 1 123456789 9 8 7 6 5 4 3 2 1 123456789 Player’s Area Opponent’s Area

4 Number of Players: 2 Materials: Whiteboard marker Object of Game: To continue the path to the black square without running into a border. Rules: The path begins at the cross in the top left square. Players take turns to continue the unbroken path into a neighbouring cell by making one of three allowed shapes: The path follows one of the two lines on each shape. Each player tries to avoid running the path into a border while trying to force the other player to run the path into the border. Black

5 Cluster Number of Players: 2 Materials: Eight counters of two different colours (16 total) Object of Game: To cluster all your counters into one connected group. Rules: Arrange counters according to the starting position shown above. Players select a colour each, and take turns to move one of their counters. A counter can be moved in a straight line (including diagonally – either ) exactly as many spaces as there are counters (of either colour, including the counter being moved) in that straight line. Starting Position Example: Yellow Wins

6 Number of Players: 1 Materials: Whiteboard marker Object of Game: To draw a loop passing through as many symbols as possible. Rules: The symbols in the loop sequence must be in the sequence ■ ● ▲. Each symbol in path must be connected to the previous symbol horizontally or vertically, but NOT diagonally. Curve Solitaire 1 ▲ ■● ▲ ●■■ ▲ ● ●● ▲ ■ ▲ ● ▲ ■■ ■ ▲ ■■ ▲ ●● ▲ ● ▲ ● ▲ ● ▲▲ ■ ▲ ■ ● ▲ ●●■● ▲ ●● ■■ ▲▲ ■ ▲▲ ■ ▲ ▲ ● ▲ ● ▲ ■●■● ●■■● ▲ ■● ▲ ■ ■ ▲ ● ▲ ● ▲ ■ ▲ ●

7 Curve Solitaire 2 Number of Players: 1 Materials: Whiteboard marker Object of Game: To draw a loop passing through as many noughts and crosses as possible. Rules: The loop must follow the sequence pair of noughts and pair of crosses alternatively (     ). Each symbol in path must be connected to the previous symbol horizontally or vertically, but NOT diagonally.                                                                                                    

8 Number of Players: 2 Materials: Four counters of two different colours (Eight total) Object of Game: To move all your counters to the opposite side of the board. Rules: Arrange counters according to the starting position shown above. Players select a colour each, and take turns to move one of their counters. A counter can be moved one square at a time, either horizontally, vertically or diagonally, to any unoccupied square. Variation: Counters may not move diagonally. If a player cannot move a counter, they must miss a go. Dodgem

9 Dotty Number of Players: 2 Materials: Whiteboard marker Object of Game: To draw the last line. Rules: The first player connects as many dots as they like in a straight line. Players then take turns to draw a similar straight line starting from either end of the line. The line must have no gaps, must not cross itself and must have no branches. No dot can have more than two lines going through it.    

10 Five Warriors Hunt Number of Players: 2 Materials: Five counters of two different colours (10 total) Object of Game: To remove all of your opponents counters. Rules: Players take turns to place five counters each on the yellow circles. When all counters have been placed, players take turns to move a counter along any line to an adjacent (neighbouring) unoccupied circle in an attempt to form a row of three – rows must be along one of the lines of the grid ( horizontally or vertically, not diagonally). When a player forms a row of three, they may then remove any one of their opponents counters from the board. A row of three can be broken and reformed just by moving a counter out of the row and then back again on the next move.

11 Number of Players: 2 Materials: Two whiteboard markers in different colours Object of Game: To complete an unbroken chain from one side to the opposite side. Rules: Players select sides (either red or blue), and take turns to colour in any unoccupied hexagon in an attempt to create a chain from one side to the other. The chain may twist and turn but must be unbroken. The corner hexagons belong to both sides. Hex

12 Number of Players: 4 Materials: Four counters each of four different colours (Sixteen total) One die Object of Game: To be the first to move all your counters to the home spaces. Rules: Arrange counters on the four starting spaces. Take turns to roll the die and move a counter around the board in a clockwise direction. Ludo HOME START Throw a 4 to start – each time you throw a 4, either move another counter out of the starting spaces, or have another throw. When you land on another player’s counter, their counter must return to the start.

13 Number of Players: 2 Materials: Four counters each of two colours (Eight total) Object of Game: To block the other player so they are unable to move. Rules: Each player chooses a set of counters, and places their four counters on circles 1 – 4 or 5 – 8. Players take turns to move one of their counters along a line to any adjacent (neighbouring) empty circle. A counter can only be moved to the centre circle when at least one of the circles next to it is occupied by one of the opponent’s markers. Mu Torere 9 8 2 1 5 4 63 7

14 Number of Players: 2 Materials: Counters of two different colours (approx 20 of each) Object of Game: To complete a “network” between two opposite goal regions. Rules: Each player chooses a goal region colour and a counter colour. Players take turns to place a counter in an unoccupied square in an attempt to create a “network” between their two opposite goal regions. A network must contain at least six “connected” counters. Counters are “connected” to each other if they each lie in a common line (either a row, a column or a diagonal). An opposing counter placed in a line between two “connected” counters breaks the connection. A network must not: –include more than one counter in the same goal region; –pass through a counter without turning; or –pass through a counter more than once. A player must not: –place a counter in their opponent’s goal region; or –place a counter in such a way that a “cluster” of three is formed. E.g. Networks

15 Nine Warriors’ Hunt Number of Players: 2 Materials: Nine counters of two different colours (18 total) Object of Game: To remove all of your opponents counters. Rules: Players take turns to place nine counters each on the yellow circles. When all counters have been placed, players take turns to move a counter along any line to an adjacent (neighbouring) unoccupied circle in an attempt to form a row of three – rows must be along one of the lines of the grid ( horizontally or vertically, not diagonally). When a player forms a row of three, they may then remove any one of their opponents counters from the board. A row of three can be broken and reformed just by moving a counter out of the row and then back again on the next move.

16 Number of Players: 2 or 3 Materials: 12 Pentominoes Object of Game: To be the last player who can play a pentomino. Rules: Place the set of 12 pentominoes in a pile near the players. Players take turns to choose a pentomino from the draw pile and place it so that it covers five unoccupied squares on the playing field. Pentominoes may be placed either side up. Variation: Pentominoes are dealt to each player at the start, and players can choose which pentomino to place each turn. Pent-Up TL Y V F P N I C or U W or M Z X

17 Number of Players: 2 Materials: 12 counters of four different colours (48 counters total) Object of Game: To fill the game board by creating as many rows or chains in each colour.  Rows: Four or more of one colour in a straight line ( horizontally, vertically or diagonally).  Chains: Five or more of one colour in a chain where counters link horizontally, vertically or diagonally. Rules: Each player uses counters of two colours. Players take turns, and at each turn players swap colours. At each turn, a player places a counter on any square on the game board not already occupied. (Note: The first player may not place a counter on the central square on their first turn.) Play ends when all 48 counters have been placed on the game board. Points are awarded to final arrangement of counters – the higher scorer is the winner. Scoring: Each colour is scored separately. Record the score for rows first, then chains. As a row or chain is scored, remove the counters from the game board. In a row: 78 points 67 points 56 points 45 points In a chain: 84 points 73 points 62 points 51 point Rows & Chains

18 Number of Players: 2 Materials: 12 counters of one colour (Rabbits) One counter of another colour (Dingo) Object of Game: Rabbits: Corner the Dingo so it cannot move. Dingo: Capture enough Rabbits so they are unable to corner the Dingo. Rules: Arrange counters according to starting position as shown above. Players choose roles – Dingo or Rabbits – and beginning with the Rabbits, take turns to move a counter. Moves can be made one space at a time, along a marked line in any direction to an adjacent (neighbouring) vacant circle. The Dingo can capture a Rabbit by leaping over it along a line to the next circle which must be vacant. Successive leaps in one turn are permitted if the Rabbits are left unprotected. The Rabbits can corner the Dingo by surrounding it so it cannot move or leap over a Rabbit. Run Rabbit Rabbits Dingo

19 Number of Players: 1 – 4 Materials: One counter for each player (in different colours) One die Object of Game: To be the first to reach 100. Rules: Start at 1 – take turns to roll a die and move your counter up the board.. If you land at the bottom of a ladder, climb up to the top. If you land at the head of a snake, slide down to the end of its tail. Snakes & Ladders

20 The L-Game Number of Players: 2 Materials: Two L-shaped pieces Two neutral counters Object of Game: To arrange the playing pieces so your opponent cannot move their L-shaped piece. Rules: Arrange pieces according to starting positions shown above. Players take turns to move their L-shaped piece to any unoccupied position on the board. The L-shaped piece may be turned over, rotated or moved across other pieces, provided it does not cover exactly the same squares as before. After moving their L-shaped piece, players may, if they wish, move either one of the neutral counters to any unoccupied square.

21 The Square Game Number of Players: 2 Materials: Counters of two different colours (about 10 of each) Object of Game: To create a square with counters of the same colour at all four corners. Rules: Each player chooses a counter colour. Players take turns placing counters of their colour on any dot not already covered. Examples: Variation: Try to form rectangles.                       

22 Number of Players: 2 Materials: Seven counters of one colour (Snakes) One counter of another colour (Turtle) Object of Game: Snakes: Corner the Turtle so it cannot move. Turtle: Capture at least three Snakes. Rules: Arrange the Snakes according to starting position as shown above. Players choose roles – Snakes or Turtle – and the Turtle places their counter on any unoccupied circle. Beginning with the Snakes, players take turns to move a counter one space at a time, along a marked line in any direction to an adjacent (neighbouring) vacant circle. The Turtle can capture a Snake by swimming over it along a straight line to the next circle which must be vacant. The Snakes can corner the Turtle by surrounding it so it cannot move or swim over a Snake. Turtle Snakes

23 Pieces for The L-Game Pieces for Pent-Up

24 Pieces for The L-Game Pieces for Pent-Up


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