


Mathematical Games Volumes 1 & 2
Captivate your pupils with great educational games!




These great new Mathematical Games have been designed for use in the classroom by inspirational maths teacher Grant Whitaker. Each volume contains five fully interactive games that are perfect for use as starters, plenaries and general activities in Key Stage 2 and Key Stage 3 mathematics lessons. The activities are designed for use on a standalone PC, network or interactive whiteboard.




Mathematical Games Volume 1





Pass the Bomb Wild Boar The Dustbin Game Maths Busters Battle of the Grid


Pass the Bomb











Practice your tables against the bomb! This is a game for 2 – 4 players. The idea of the game is to answer times tables questions as quickly as possible to avoid being blown up by the bomb. The bomb is triggered to explode after a random period of time between a few seconds and a couple of minutes. A multiplication problem is shown and the team whose turn it is must enter their answer as quickly as possible. The bomb is ticking and will only pass from one team to the next when the question is correctly answered. If a team is caught with the bomb when it explodes then they are out! Play continues until there is only one surviving team!



Wild Boar



This is a probability game for 2  4 players. The idea of the game is to make 200 points by adding up the face value of the cards. Cards are dealt one by one from the pack with the face value being worth its equivalent in points. E.g. a 3 of any suit is worth 3 and court cards (Jacks and Queens) are worth 10 points. Each player takes turns to deal the cards. After each card has been dealt, the player decides whether to deal another card or to stick. If they decide to stick, they score the total of all the cards that they have dealt. This total is added to their cumulative score. However, if at any time during their turn a king is dealt, then their score for that round is wiped out. If at any time during the turn a black ace is dealt, then the whole cumulative score of the player is lost. Players should try to remember how many kings and black aces have already been dealt and adjust their play accordingly. If the game has not been completed after a whole deck has been dealt, then the pack is turned over and play continues until a team has achieved a score of 200 or more.



The Dustbin Game



This is a place value game for 2  4 players. Each player has their own sequence of ten boxes, which are displayed on the screen. Players take turns to throw two dice. At level 1, the first die represents tens and the second die represents units. Players place the number that they have thrown into one of their ten boxes. The idea of the game is to attempt to place ten numbers in numerical order smallest to largest. As play progresses a player may not have a space for one of the numbers that is rolled. This depends on where the numbers have been placed previously! If the number cannot be located in a vacant space then it must go in the dustbin. After ten rolls of the dice the player with the least number of discarded numbers in the dustbin wins. At level 2, two dice are again rolled but they represent units and tenths with a decimal point between them.



Maths Busters



This is a factors game for two players. The idea of the game is to capture a continuous line of four hexagons. Players take turns at throwing the die. To capture a hexagon, the player must click a hexagon containing a number that is exactly divisible by the number that they have thrown on the die. Captured hexagons can be recaptured by the other player. The winner is the first player to make a line of four hexagons.



Battle of the Grid



This is a game for two players. On their turn, a player rolls two dice whose faces are numbered 0 – 9. The aim of the game is to be the first to make a number that will fit in each of the boxes in the grid. When the dice are rolled they can be combined in two ways to make a twodigit number. For example, if a 3 and a 5 are rolled, they can be combined to make either 35 or 53. The player should examine their grid to see if there is a box in which either of these twodigit numbers will fit. The number must satisfy the conditions at the left of the row and the top of the column containing the box. After deciding on the best option, the player should click on the appropriate box. Only one twodigit number can go in each box. If there is no suitable free box, the throw must be discarded and the turn passes to the next player. Play continues until one player has filled their grid.












Mathematical Games Volume 1 is priced: single user licence  £40 + VAT 229 user licence  £60 + VAT 3059 user licence  £80 + VAT 6089 user licence  £100 + VAT 90119 user licence  £120 + VAT unlimited user site licence  £140 + VAT extended site licence  £280 + VAT
(The extended licence includes home use by teachers and pupils.)




Mathematical Games Volume 2





Crocodiles The 100 Game Four in a Row Find the Factors The Nasty Game


Crocodiles








This game is about the 'greater than' symbol, which is represented as '>' and the 'less than' symbol, which is represented as '<'. Each player must try to create a true statement. Crocodiles can be played as a twodigit game or a threedigit game. The rules are the same in both cases. In the twodigit game, a die is rolled four times and after each roll the player enters the number into one of their four boxes. Once it is placed it cannot be changed. These four boxes represent two twodigit numbers. When all four boxes are filled, if the statement is true, then the player scores the larger of their twodigit numbers. If the statement is false then the player scores zero for that round. Play continues for four rounds. The first two rounds show the ‘greater than’ sign. The third and fourth rounds show the ‘less than’ sign. After four rounds, the player with the highest cumulative score wins.



Find the Factors



This is a game for 2  4 players. At the start of the game, each player has a grid with random numbers running horizontally and vertically along its sides. Players take turns to throw a 6sided die. After throwing the die, the player chooses where to place the number rolled in their grid. To score maximum points the number should be entered in a vacant place in the grid such that it is a factor of the numbers heading both the column and the row into which it is placed. Play continues until there are no more available places in the grid. To score in both directions becomes progressively more difficult. When the die has been rolled nine times the game is finished and scores are calculated. One point is scored for each number in a row that is a factor of the number at the head of the row. One point is scored for each number in a column that is a factor of the number at the head of the column.



The Nasty Game



This is a place value game for 2  4 players. Each player has a rectangle divided up into four squares. The squares, reading from left to right, represent Thousands, Hundreds, Tens and Units. The idea of the game is to make the largest four digit number. Players take turns to throw a single die that can take values between 0 and 9. On their first turn players must place the number rolled into one of their own four squares. However, on subsequent throws players have the option of placing the number in an opponent's board. If a player rolls a low number, then it might be a good tactical move to place the number into an opponent's board. However, beware of players retaliating! Each round progresses until all teams have completed their boards. The number on the board is their score for the round. After four rounds the player with the highest cumulative score is the winner.



Four in a Row



This is a place value game for 2  4 players. Each player has a rectangle divided up into four squares. The squares, reading from left to right, represent Thousands, Hundreds, Tens and Units. The idea of the game is to make the largest four digit number. Players take turns to throw a single die that can take values between 0 and 9. On their first turn players must place the number rolled into one of their own four squares. However, on subsequent throws players have the option of placing the number in an opponent's board. If a player rolls a low number, then it might be a good tactical move to place the number into an opponent's board. However, beware of players retaliating! Each round progresses until all teams have completed their boards. The number on the board is their score for the round. After four rounds the player with the highest cumulative score is the winner.



The 100 Game



This is a game for 2  4 players. The object of the game is to make four numbers which add up to a number that is as close as possible to 100. The two columns represent tens (on the left) and units (on the right). Players take turns to throw a normal 6sided die. On each throw the player must decide whether the number rolled should represent a ten or a unit. The die is thrown a total of eight times by each player. The winner is the player with the score nearest to 100. At the end of the game all possible solutions have a difference of a multiple of 9. An interesting investigation would be to work out why this is always the case.








Mathematical Games Volume 2 is priced: single user licence  £40 + VAT 229 user licence  £60 + VAT 3059 user licence  £80 + VAT 6089 user licence  £100 + VAT 90119 user licence  £120 + VAT unlimited user site licence  £140 + VAT extended site licence  £280 + VAT
SPECIAL OFFER  Buy Mathematical Games Volumes 1 & 2 for just: single user licence  £60 + VAT (save £20 + VAT) 229 user licence  £90 + VAT (save £30 + VAT) 3059 user licence  £120 + VAT (save £40 + VAT) 6089 user licence  £150 + VAT (save £50 + VAT) 90119 user licence  £180 + VAT (save £60 + VAT) unlimited user site licence  £210 + VAT (save £70 + VAT) extended site licence  £420 + VAT (save £140 + VAT)
(The extended licence includes home use by teachers and pupils.)

