Strategy Games for Older Students
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Transcript Strategy Games for Older Students
YUMI DEADLY CENTRE
School of Curriculum
Enquiries: +61 7 3138 0035
Email: [email protected]
http://ydc.qut.edu.au
Strategy Games
for Older Students
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
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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 The restricted waiver of copyright is not transferable and may be withdrawn if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
YuMi Deadly Maths
Past Project Resource
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
© QUT YuMi Deadly Centre 2013
• Rows & Chains
• Run Rabbit
• Snakes & Ladders
• The L-Game
• The Square Game
• Turtle
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
10
9
9
8
8
7
7
6
6
5
5
4
4
3
3
2
2
1
1
1
2
3
Player’s Area
4
5
6
7
8
9
10
1
2
3
4
5
6
7
8
9
10
Opponent’s Area
Black
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.
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
Curve Solitaire 1
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 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
.
Dodgem
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.
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.
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.
Hex
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.
Ludo
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.
•
Throw a 4 to start –
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.
START
HOME
HOME
HOME
HOME
START
START
Mu Torere
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.
8
1
7
2
9
6
3
5
4
Networks
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.
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.
Pent-Up
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.
F
W or M
T
C or U
P
L
Z
I
X
N
V
Y
Rows & Chains
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:
7 8 points
6 7 points
5 6 points
4 5 points
In a chain:
8 4 points
7 3 points
6 2 points
5 1 point
Number of Players: 2
Run Rabbit
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.
Rabbits
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.
Snakes & Ladders
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.
10 0
99
98
97 96
95
81
82
83
84
85
86
80
79
78
77
76
75
74
61
62
63 64
65
66
67
60
59
41
42
43
40
39
38
21
22
20
1
57
58
44
56
45
46
35
23
24
26
19
18
17
2
3
4
25
5
93
87
54
55
37 36
16
94
15
6
47
34
92
91
88 89
90
73 72
71
68
70
53
69
52
48 49
33
51
50
32
31
28
29 3 0
14
13
12
7
8
27
9
11
10
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.
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.
Turtle
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.
Snakes
Pieces for The L-Game
Pieces for Pent-Up
Pieces for The L-Game
Pieces for Pent-Up