Bob and GeorgeTracy, California, US,

July 11, 2007

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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.

- Language Arts > General
- Mathematics > General

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This resource was reviewed using the Curriki Review rubric and received an overall Curriki Review System rating of 3, as of 2009-06-24.

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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.

Bagels is a number-guessing game that is great exercise for your wonderful problem-solving mind. We've played it on blackboards, whiteboards, paper and pencil, and other media with multitudes of students and teachers. You can play Bagels anywhere with a friend. One person is the gamemaster and the other is the player. The gamemaster thinks of a secret number and the player tries to guess the number. After each guess, the gamemaster supplies clues with strange names such as "Bagels," "Pico," and "Fermi." We'll tell you how to play a 2-digit beginner's game and a more challenging 3-digit game, and describe variations such as:<p/>
Prime Time Bagels. Use only prime numbers as secret numbers.
Composite number Bagels. Use only composite numbers as secret numbers.
AlphaBagels. Play Bagels, Pico, Fermi with 2-letter or 3-letter words.

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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).

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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: <p/>
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.<p/>
A turn consists of three dice rolls. Each player does the following:<p/>
Roll #1: Roll all three dice, choose one of the dice, and record the score on a score sheet.<p/>
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.<p/>
Roll #3: Roll the die not choosen on the first two rolls, and record the score on the score sheet.<p/>
We usually play four rounds. <p/>

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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). <p/>
Number Race 0 to 12 describes three game variations.

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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.<p/>
Number Race 0 to 16 describes three game variations. <p/>

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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.<p/>
Number Race 0 to 18 describes three game variations.

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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.<p/>
Number race 0 to 20 describes three game variations.

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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.<p/>
Number Race 0 to 24 describes three game variations.<p/>

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Ahoy Number Race players,<p/>
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.

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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. <p/>
REVERSE describes the standard game and suggests several variations

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Grab your favorite dictionary and play WordsWorth. As you play, you'll learn about permutations of words called reverses, palindromes, semordnilaps, and anagrams.<p/>
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. <p/>
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.<p/>
<b><p>This resource is part of the <a href=" http://www.curriki.org/xwiki/bin/view/Coll_BobandGeorge/InvestigationBackpack">Investigation Backpack</a> collection. </p></b>

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