Coordinates Game
Ages: 8+
Concepts:
Cartesian coordinates, graphing, logical thinking, positive and negative
numbers
Source:
Original
Materials: paper and
pencils
Players: two
Played like Battleship. Make two grids. Number the X
and Y axes so that the coordinate (0,0) is in the center where the x and y axes
cross. Use positive numbers going to the right on the x-axis and up on the
y-axis. Use negative numbers going to the left on the x-axis and down on the
y-axis. You are going to place ships on
your grid by darkening in some of the points where the grid lines cross each
other (not fill in the spaces). First choose 4 of these "nodes" that are in a
vertical or horizontal row and darken each of them. Then choose 3 that are in a
row and darken those. Continue with 2 and with 1. Now you've created your grid,
you need another blank one to use while you try to discover where you opponent
has placed his ships.Play proceeds with
each player taking turns naming a coordinate pair. If your opponent says, "3, 1"
-- which means the point where x is 3 and y ix 1, then you check your grid and
tell the person if it is a hit or a miss. Use an extra blank grid to keep track
of which coordinates you've already tried.
If your "ship" is composed of 4 marks in
a row and the other player hits each of the 4 marks, then that is a sink and the
leader needs to say "sunk" and remove the ship from the
sea.While player, don't forget to use
the axes themselves, where x or y are zero (examples are the coordinates are:
(0, 1) or (3, 0) ) and don't forget to use the negative
numbers.Winner sinks the other player's
ships
first.
Posted: Fri - October 10, 2003 at 10:15 AM