Thu - November 20, 2003

Dot Game - Draw the Last Line




Take turns drawing a line, any length.
Only go one direction in a turn. It can be vertical, horizontal, or diagonal.
No intersecting lines.
No closing a shape.
Your line must connect to either end of what's already there.
The winner draws the last possible line.

In this example, there is just one move left, so if was your turn, you'd be the winner.

Posted at 05:19 PM     Read More  

Dot Games - Linking Pairs




Make a grid of dots (any size grid - smaller grids are more fun since you get to the real thinking part of the game sooner). Link any two adjacent dots - a dot may link to only one other dot. Winner makes the LAST link.

Variation - winner forces the other person to make the last link.

In this example, you could choose either of two possible pairs to link and then you'd be the winner.

Posted at 01:37 PM     Read More  


Sat - November 15, 2003

Add-to-15 Tic-Tac-Toe



Get a little bored with regular tic-tac-toe? Try this. Draw a tic-tac-toe grid and also write down the numerals from 1 through 9 next to it. Players take turns crossing out a number and writing it in the grid (each number can be used only once). You win if you create a vertical, horizontal, or diagonal row of 3 numerals that add to 15.

Posted at 12:16 AM     Read More  


Fri - October 10, 2003

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 at 10:15 AM     Read More  


©