Math games, word games, and other games. Classic games, variations of classic games, new games by Bob & George, systems of games for learning and teaching math and other stuff.

Collection Contents

Factor Monster

by Bob and George

Factor Monster is our name for a classic game about natural numbers, factors, proper factors, prime numbers, composite numbers, and related algebraic alakazams. A computer version called Taxman appeared in People's Computer Company in 1972. It was also known as The Factor Game and described in the article "The Factor Game" by J.B. Harkin and D.S. Martin in the Arithmetic Teacher, volume 20, pages 580-582 (1973).
Member Rating
Curriki Rating3
On a scale of 0 to 3

HiLoTarget Game

by Bob and George

The HiLoTarget dice game is a game for two or more players. There are three versions of the game called Try for High, Go for Low, and Hit the Target. You use three polyhedra dice: A tetrahedron with four sides used to roll 1, 2, 3, or 4 An octahedron with eight sides used to roll 1, 2, 3, 4, 5, 6, 7, or 8. A dodecahedron with 12 sides used to roll 1, 2 ,3, 4, 5, 6, 7, 8, 9, 10, 11, or 12. A turn consists of three dice rolls. Each player does the following: Roll #1: Roll all three dice, choose one of the dice, and record the score on a score sheet. Roll #2: Roll two of the dice, excluding the die chosen on the first roll, choose one of the two dice, and record the score on the score sheet. Roll #3: Roll the die not choosen on the first two rolls, and record the score on the score sheet. We usually play four rounds.
Member Rating
Curriki Rating3
On a scale of 0 to 3

Number Race 0 to 12

by Bob and George

This is the first of several number race games played on a set of "racetracks." In this beginner's game, each player has five racetracks, and puts a "racehorse" on the zero (0) end of each track. Each turn, a player rolls 2D6 (two 6-sided dice) and uses the numbers on the dice to move one or two horses along the track. The object of the game is to get all five horses to twelve (12). Number Race 0 to 12 describes three game variations.
Member Rating
Curriki Rating3
On a scale of 0 to 3

Number Race 0 to 16

by Bob and George

This is one of several number race games. Each player has a game board that consists of four "racetracks," and puts a "racehorse" on the zero (0) end of each track. Each turn a player rolls 2D8 (two 8-sided dice, each numbered 1 to 8) and uses the numbers on the dice to move one or two horses along a track. The object of the game is to move all four horses to the sixteen (16) end of their tracks. Number Race 0 to 16 describes three game variations.
Member Rating
Curriki RatingNR
'NR' - This resource has not been rated

Number Race 0 to 18

by Bob and George

This is one of several number race games. Each player has a game board that consists of five "racetracks," and puts a "racehorse" on the zero (0) end of each track. Each turn a player rolls 2DD (two digit dice, each numbered 0 to 9) and uses the numbers on the dice to move one or two horses along a track. The object of the game is to move all five horses to the eighteen (18) end of their tracks. Number Race 0 to 18 describes three game variations.
Member Rating
Curriki RatingNR
'NR' - This resource has not been rated

Number Race 0 to 20

by Bob and George

This is one of several number race games. Each player has a game board that consists of five "racetracks," and puts a "racehorse" on the zero (0) end of each track. Each turn a player rolls 2D10 (two 10-sided dice, each number 1 to 10) and uses the numbers on the dice to move one or two horses along a track. The object of the game is to move all five horses to the twenty (20) end of their tracks. Number race 0 to 20 describes three game variations.
Member Rating
Curriki RatingNR
'NR' - This resource has not been rated

Number Race 0 to 24

by Bob and George

This is one of several number race games. Each player has a game board that consists of six "racetracks," and puts a "racehorse" on the zero (0) end of each track. Each turn a player rolls 2D12 (two 12-sided dice, each numbered 1 to 12) and uses the numbers on the dice to move one or two horses along a track. The object of the game is to move all five horses to the twenty-four (24) end of their tracks. Number Race 0 to 24 describes three game variations.
Member Rating
Curriki RatingNR
'NR' - This resource has not been rated

Number Race Racetracks

by Bob and George

Ahoy Number Race players, Here are racetracks, two sets per page, for Number Race 0 to 12, Number Race 0 to 16, Number Race 0 to 18, Number Race 0 to 20, and Number Race 0 to 24.
Member Rating
Curriki RatingNR
'NR' - This resource has not been rated

REVERSE

by Bob and George

REVERSE was invented by Peter Lynn Sessions and published in People's Computer Company, May 1973. Begin with a list of numbers and try to put them in order with the smallest number on the left and the largest number on the right, according to the rules of the game. REVERSE describes the standard game and suggests several variations
Member Rating
Curriki Rating3
On a scale of 0 to 3

Grab your favorite dictionary and play WordsWorth. As you play, you'll learn about permutations of words called reverses, palindromes, semordnilaps, and anagrams. Assign a letter score to each letter in the alphabet, a through z, as follows: a = 1, b = 2, c = 3, and so on, up to z = 26. The WordsWorth of a word is the sum of the letter scores of the word's letters. Most of the play in WordsWorth is thinking: knowing words, learning more words, and devising strategies for finding answers. People are well equipped to do this type of play. Some of the play is more mundane: looking up letter scores and adding them to get the WordsWorth of a word. First grade students might start with base-10 blocks as their WordsWorth calculator, and then move on to mental math and paper and pencil math as their addition skills improve by playing WordsWorth. This resource is part of the Investigation Backpack collection.
Member Rating
Curriki Rating3
On a scale of 0 to 3

Non-profit Tax ID # 203478467