FIAR (Four In A Row) Grades 2-‐3 Sportsmanship • Before each

FIAR (Four In A Row) Grades 2-‐3 Sportsmanship • Before each
FIAR (Four In A Row) Grades 2-­‐3 Sportsmanship • Before each game, players should shake hands and wish opponent good luck. • After each game, players should shake hands and say “good game.” Materials • FIAR Gameboard • 7 chips (each) of a particular color with 2 chips marked by yellow dots. Marked chips are blocking chips. Goal • To win, a player must be the first to identify four (or more) chips of the same color (not necessarily the player’s color) along a straight line of connected circular spaces with no chip(s) of the opposite color intervening. • In addition, the spaces on which the winning path of four chip(s) are positioned must NOT be directly connected to a space occupied by a blocking chip of the opposite color. • There may be unoccupied spaces between the four chips, but the winning path may not bridge across the yellow area in the center of the gameboard. • Blocking chips may be used to form a winning path. Designating the Starter • 1 player holds a colored chip in each hand. The opposing player picks a color and a hand. If the chip is the color chosen, that player makes the first move. The beginning player takes the chips of the chosen color. Rules • Players alternate taking turns. Each player places or moves a chip onto an unoccupied space. Players pass the flag card upon completing each turn. • A player must have all 7 chips placed on the board before chips can be moved. • Players may move a chip any number of spaces along a straight line of unoccupied space(s). • Chips may not be moved across the central yellow area or on an occupied space. • A chip may not “jump” over other chips. A Winning Path • 4 (or more) chips of the same color along a straight line of connected spaces with no chip of the opposite color intervening. • The path of 4 chips may not be directly connected to a blocking chip of an opposite color. • The winning path may not bridge across the yellow area in the center. • Other chips may be on the winning path outside the winning 4 chips. • A player may move his own chip away from an opponent’s line of chips during a turn and declare a win on the opponent if it results in a winning path. • After receiving the flag card, a player may also declare a win on his opponent if the opponent does not declare his own win. KWATRO-­‐SINKO Grades 2-­‐3 Sportsmanship • Before each game, players should shake hands and wish opponent good luck. • After each game, players should shake hands and say “good game.” Materials • KWATRO-­‐SINKO gameboard • 5 chips labeled 0, 2, 4, 6, and 8 (RED) and 5 chips (BLUE) labeled 1, 3, 5, 7, and 9. Goal • To win, all of a player’s chips must be on non-­‐numbered spaces and the player must identify a winning straight-­‐lined path of exactly three chips, two of the same color and a third of the opposite color. Also, the result of adding the two numbers on chips of like color and subtracting the number on the chip of opposite color must total 4 or 5. • There may be unoccupied spaces between the three chips but the winning path may not bridge across the yellow area in the center of the gameboard. Designating the Starter • Each player selects (without looking) a chip from the container. The player with the lower value begins the game and is designated the EVEN player. Rules • Players alternate taking turns. Each player moves one chip in any given turn. Players pass the flag card upon completing each turn. • A player moves a chip one space onto an unoccupied space which is connected by a line. Chips may not “jump” other chips or move across the yellow center. • All three chips must be on non-­‐numbered spaces in order to declare a win. A Winning Path • A winning path of chips consists of exactly two chips of the same color (not necessarily the player’s color) and a third of the opposite color positioned along a straight line of connected spaces. • When the numbers appearing on the chips of the same color are added together and the number of the chip of opposite color is subtracted from this sum, the resulting total must be 4 or 5. • The winning player’s chips must all be on non-­‐numbered spaces. • The winning path may not bridge across the yellow area in the center of the gameboard. • No other chips may be on the winning path. RAMROD Grades 2-­‐3 Sportsmanship • Before each game, players should shake hands and wish opponent good luck. • After each game, players should shake hands and say “good game.” Materials • Ramrod gameboard • Cuisenaire rods • Flag card Goal • To completely fill (or be longer than) the long narrow 24 cm rectangle along the player’s edge of the gameboard with Cuisenaire Rods. Designating the Starter • One player selects the two smallest rods of different length and holds one in each hand. • The opponent chooses the right or left hand. • The player with the shorter rod is the designated starter. Set Up • All of the rods are placed onto the starting position rectangles of corresponding length outside the purple-­‐playing area. Rules • Players alternate turns. Each player moves one rod in any given turn. • Players choose among three options for rod movement: o A player may slide one rod from a starting position box (on the player’s side of the gameboard) into a rectangle within the purple playing area IF it is directly connected by ONE line. o With the exception of the last rod moved by the opposing player, a player can move ANY of the rods in the purple-­‐playing area (in any direction) to another rectangle within the purple-­‐playing area if it is connected by a line. However, a rod may NOT be moved from the purple-­‐playing area back to the starting rectangle. o A player may recycle a rod back to the starting position from the large central rectangle provided there is room and that rod was not the last rod moved by the opposing player. • Sufficient Room: Two or more rods may occupy a rectangle as long as their combined lengths do not exceed the length of the rectangle. • Capture: When a player has exactly filled a narrow rectangle in the purple-­‐playing area with two rods, the rods can be removed and placed end-­‐to-­‐end onto the long rectangle at the player’s edge of the gameboard. • Large Central Rectangle: Any rod can be moved into the large central rectangle by using the connected line paths. No captures may be made in this area. There is no limit to the number of rods that can be contained in this area. Rods contained within this area may be recycled to any one of a player’s start rectangles. (More than one rod can be repositioned into the same starting rectangle, provided that they do not exceed the length of that rectangle.) • Round Game: Ramrod is a round game. A round consists of the beginning player and the second player completing a turn. In other words, the second player gets a chance to tie. PAR 55 Grades 2-­‐3 Sportsmanship • Before each game, players should shake hands and wish opponent good luck. • After each game, players should shake hands and say “good game.” Materials • Par 55 gameboard • 60 piece geometric attribute set • Two pawns of different colors • Flag card Goal • A player’s pawn must land exactly on space 55 without the opponent landing on space 55 within the following turn. Designating the Starter • A player places 1 pawn in each hand. Without looking, an opponent chooses a color and picks a hand. The player that has the “chosen” color begins the game. Set Up • Both players place their pawns on the “Start” arrow. • The 60 geometric attribute pieces are spread out next to the gameboard. • The beginning player selects any of the attribute pieces and places it on the center darkened starred pentagon base. Rules • Players alternate taking turns. Each player’s turn consists of two parts: o Select one attribute block from the “bank” and place it onto a space that is directly connected to an occupied space. o Count the attribute differences (color, shape, size, and thickness) between the piece played and the piece(s) directly connected to it. Players must state the number of differences (points) and move their pawn the same number of spaces on the track as the points obtained. (HINT: When connecting to more than one piece, add points per attribute for ALL connecting pieces, e.g., 2 points for color, 2 for shape, 1 for size, and 1 for thickness = 6 points). • Bumping: If a player’s pawn lands on a white space of the track occupied by the opponent’s pawn, that player moves the opponent’s pawn back 5 spaces. Pawns on the first four white spaces are bumped back to the starting position. Should this occur on one of the white spaces beyond space 55, the player may choose which direction the opponent’s pawn is to be moved. • Safe Spaces: No bumping is allowed on the numbered spaces. • No backtracking: A pawn may not be moved back unless it is beyond space 55. Then it may move in either direction. • Tie: A tie is declared if a player lands on 55 within the next turn of the opponent landing on 55. SUM DOMINOES & DICE Grades 2-­‐3 Sportsmanship • Before each game, players should shake hands and wish opponent good luck. • After each game, players should shake hands and say “good game.” Materials • Sum Dominoes & Dice Gameboard • A set of double-­‐nine dominoes • Three regular dice • Paper and pencil • Flag Card Goal • To be the first player to get rid of all dominoes in the “hand.” If the game has ended and both players have dominoes, the player with the least number of combined dots is the winner IF there is a difference of 10 or more dots between the two players. If the difference is less than 10, a tie is declared. Designating the Starter • Each player rolls all 3 dice. The player with the lower sum begins play. This sum is recorded and used by the beginning player as the first part of a turn. • The beginning player selects another domino from the bank and places it face up onto the center rectangle of the gameboard. Set Up • All dominoes are turned face down and mixed. • Each player picks 7 dominoes from the bank and places them face up and in a row. These dominoes form a player’s “hand.” Rules • Players alternate turns. • The beginning player’s turn consists of four parts: o React: Using the sum of the 3 dice initially rolled, the beginning player plays a corresponding domino (if possible). o Roll: The beginning player rolls the 3 dice again, determines the sum, and states the correct value to the opponent. o Play: Place a corresponding domino onto the gameboard (if possible). o Draw: Choose a domino from the bank and place it face up into the player’s hand. • Four parts for each turn thereafter: o React: Place an appropriate domino (if possible) from the previous sum rolled onto the gameboard. o Roll: Roll the 3 dice again, determine the sum, and state the correct value to the opponent. o Play: Place a corresponding domino onto the gameboard (if possible). •
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o Draw: Choose a domino from the bank and place it face up into the player’s hand. Remember: Do not pick up the dice at the beginning of your turn. Dominoes must be placed either end-­‐to-­‐end or end-­‐to-­‐side so that one face of the domino (on the gameboard) and the face of the domino (placed) add up to the total sum on all 3 dice. Only the end of a domino on the gameboard may be used to attach the end or side of the domino being placed. Once a domino is placed to form a “corner” or “L”, the corner is “capped” and cannot be used for further placement of dominoes. Doubles: Dominoes with the same number of dots on both faces are referred to as doubles. All doubles are attached on an end-­‐to-­‐middle-­‐side basis. The end of a domino on the gameboard attached to the middle-­‐side of the double being placed, so that the placement forms a “T.” Only one face of the double is used in constructing the sum. If the beginning domino is a double, a player may use either the middle or either end of the domino being placed. Capping a Domino: If the physical arrangement of dominoes on the gameboard does not allow an additional domino to be added without touching other dominoes or going over the edge of the gameboard, the exposed ends are “capped.” End of Game: o A player places the last domino of a hand onto the gameboard during the first part (React) of a turn. If you go out on the “Play,” you must “Draw” again. o The bank is depleted and a player places the last domino of a hand onto the gameboard during the second part of a turn. o All exposed ends of dominoes on the gameboard have been capped. o The bank is depleted and both players complete a turn with neither player placing a domino onto the gameboard. Win/Tie: o A player places the last domino, within the first part of a turn, from their hand onto the gameboard. If the last domino during the second part of a turn, the player must draw a domino from the bank and play continues. o If there are no dominoes left in the bank, a player can declare a win by placing the last domino from their hand during the second part of a turn. o If the game ends and both players have dominoes remaining in their hands, the player with the least number of combined dots is the winner, provided there is a difference of 10 or more dots between the two players. o A tie occurs if the difference is less than 10. 
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