Games with dice and cards. Consultation “Children's dice games. Comparison games

Svetlana Rusakova
Consultation "Children's dice games"

In play, the child finds his self-expression. It constitutes the main content of a child’s life and acts as a leading reality, closely intertwined with work and learning. If there are no toys, for one reason or another, the preschooler replaces one object with another, helping himself to act in accordance with the role he has taken in the game. The ability to see non-existent qualities in an object is a characteristic feature of the imagination of a preschooler. This is a unique way of assimilating social experience, characteristic of preschool age. Of great interest for the development of the physical, mental and emotional sphere of a preschooler are folk games.

They reflect the national foundations, way of life, way of life and work of the people, through them ideas about honor, courage and courage are instilled, the desire to be strong, dexterous, hardy, fast is developed, to show ingenuity, endurance, will and the desire to win. Modern children are interested in knowing how and what their peers played.

For our research, we took the popular, and now almost forgotten game of grandmas. This game was called differently in different regions of our country - kozy, ankles, kosygi, zhozhki, kazanki. In the Saratov region they played "wall" and a more difficult game "a game for a game". In many regions of Russia, boys played grandma, but in the Saratov region girls could also take part,

For games painted ungulates are used pig bones, cattle and horses, which are called babki. The gameplay was dexterity of throwing money.

For children 3-4 years old set babok bones painted: into bunnies, lambs, wolves. Games with them, created on the basis of a publication by Artemyeva A. in the journal Preschool Education No. 2/2016. To develop fine motor skills of the children's hands, logical thinking and attention, they were asked to divide them into boxes into domestic and wild animals, by shape, and size. To develop tactile sensations and sensory perception, children were offered a game "Find the Treasure". The grandmothers were hiding in a box of sand, the child is faced with the task of finding them and putting them in a chest. During the lesson, children happily took part in games and exchanged their impressions with adults and peers. Having conducted conversations with children and parents, we can conclude that children have become more attentive, have a better understanding of the classification of animals, and in addition, children enjoy playing grannies, developing their imagination.

The game of grandmas for children of the nineteenth and early twentieth centuries was a means of gaining status - after all, the most dexterous ones had the most grandmas. The basket with the treasure was placed in the red corner, they belonged to the child undividedly, instilling the idea of ​​​​private property, the jargon for the name of money came from the name children's game. The Russian folk game of babki is very useful. It is accessible, develops the child’s physical and mental abilities, and the child becomes familiar with the origins of Russian culture.

IN "wall" children aged 5-6 years play. The order is played by throwing the cue ball; Whose falls further begins to play. The game can theoretically continue until one player takes all the money. They are held in the summer, outside.

The quadrangular headstock is hit against the wall, it bounces off, the next player must throw the headstock so that in the throw it touches the lying headstock, or falls within a span (the distance of the thrower’s thumb and index finger; if this happens, the player picks up two headstocks and throws again.

In Game "a game for a game" children 6-7 years old play. Quadrangular headstocks are placed in pairs on level ground in one row, the pairs are called a nest, and the entire row is called a horse. The player's goal is to knock down the last money.

During the conversation, the children listened with pleasure to the story, rules games and took part in it. As a result, their communication skills improved, children developed an interest in Russian culture, perseverance and coordination were developed, and dexterity and finger mobility.

List of used sources and literature.

1. Artemyeva A. Games with pebbles, we develop motor skills in children 3-4 years old. Preschool education No. 2/2016

2. Vygotsky L. S. Imagination and creativity in childhood. SPb. 1997

3. Knyazeva O. L. Makhaneva M. D. Introducing children to the origins of Russian folk culture. Partial program. Childhood-Press. St. Petersburg 2015.

4. Krasnoshchekova N.V. Role-playing games for preschool children. Ed. 5th. Rostov n/a. 2013

5. Reshetnikova A. V. Features of thinking in preschool children. Izhevsk 2014

6. Folk wisdom. First issue. Infancy and childhood. Ed. Anikina V.P. Guseva V.E. Tolstova N.I.M. 1991

7. Museenko L.V. Healthy lifestyle in Russian folk life. Volgograd. 2014

Publications on the topic:

Consultation for parents “Why do we need children’s sounding toys and musical instruments” Consultation for parents. “WHY DO YOU NEED CHILDREN’S SOUNDING TOYS AND MUSICAL INSTRUMENTS” “Musical instruments for a small child.

Children's folk games with a musical chorus Children's Russian folk games with a musical chorus, used in classes Some of them 1. “Sugar” The game is played with children.

Children's outdoor games for choreographic miniatures Children's outdoor games for choreographic miniatures. As a rule, folk games are laconic, expressive and accessible to children. Content.

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Consultation for parents “How to answer children's questions” Consultation for parents “How to answer children's questions” Purpose: - To draw the attention of parents to the importance of children's questions in development.

Consultation for parents “Should I ignore children’s mistakes or correct them?” Parents always have a question: how to deal with colorful but grammatically incorrect children’s words? Patterns.

Hello! Today I'm going to talk about a few math games that I use dice to play. Cubes are a great math resource. Perhaps one of the best, if you compare them with Dienesh blocks, Cuisenaire sticks and others, and others. It all starts with the fact that you really want to pick them up. And for absolutely everyone, from children 1.5-2 years old who want to stick a cube into some hole, to adults, respected mathematics teachers. Therefore, when you take them out in class, every single one of them is ready to count, multiply, divide - the main thing is that you have the opportunity to shake the cubes in your hands. But there is one condition: the cubes must be beautiful, of high quality and there must be a LOT of them. I bought mine in this online store (Be sure to buy several twenty- and thirty-sided cubes)

"Rolls"

First we will play magicians and magicians. Who can guess which side the cube lies on? When you ask this question to children under 4-5 years old, they look at you in amazement: “How can you guess without picking up the cube?!” But some people suddenly “clicks” and they joyfully begin to examine the cube from all sides, followed by an invariable cry: “Two, Five...”

Older children calculate the invisible edge in the same way: they examine the cube from all sides, looking for the missing one. But there is a little trick that allows you not to do this: the sum of the points on the opposite sides is always equal to 7. That is, if we see one point from above, then on the opposite side there will be 6; if there are three points, then the cube lies on the four and so on.

After guessing has ceased to cause special courage, or even better a little before this moment, we ask the following problem: which face will be on top if we turn the cube on its right side. Paper with large squares is ideal for these purposes: you can draw it yourself.

Have you figured out one coup? We draw a whole route: the letter P, zigzags, spirals. Remember that we start with a simple one: 3-4 revolutions - and only then we complicate it. Inversions in a straight line are always easier than inversions that change direction. The best thing is that you can roll the cube 24 times along one route, getting a different answer, because it depends not only on how we roll, but also on the initial position.

I played this game in MatKlass: it was equally interesting for both schoolchildren and preschoolers. And most importantly: it perfectly develops imagination, imaginative and spatial thinking!

Arithmetic problems with dice

To play, you will need a sign for each participant and two dice (or double dice). One die is good luck, the second is bad luck. Not all children immediately understand what this means. I explained it this way: “If you are given 3 candies, then you rejoice, feel happy, you are lucky! And if they take away 5 candies, then you are upset, upset. This is bad luck. One die is “lucky”, it will show how much they give you, and the other how much they take away. At the end, you need to calculate how much you have left and write it down.”

You don’t have to write down numbers, but put up signs with dots (for three-year-olds this will be even more useful)

While we are playing, we are happy if the number of dots on the lucky die exceeds the number on the unlucky one. Imagine what these dots could become - sweets, toys, books, games. Fantasize and laugh!

The one with the most lucky numbers wins. (But if children are not yet ready for competitive games, especially of a random nature, it is better not to announce a winner at all.)

Comparison games

First, I'll tell you what we need for the game. First of all, these are 6 empty cubes. Yes, there are cubes with empty sides, you can draw whatever you want on them. If you draw with a water marker, the images can be erased and drawn again. If you want to get long-lasting drawings, then you need to draw with a permanent felt-tip pen or acrylic paint.

If there are no such cubes, you can prepare 6 cards. We also need to find 12 six-sided dice.

Rules of the game: The player picks up 18 dice - 12 dice with dots and 6 dice with signs - and throws them away. It’s better to throw it into the lid from under the box so that the cubes don’t scatter 1-2 meters around the room.

Now the player’s task is to lay out such a row, comparing the values ​​​​on the dice and arranging the cubes with signs between them

Sometimes you need to think about how to make pairs in order to use all the cubes in the track. For example, in this case:

"Count and find"

You will need a playing field and some dice. These can simply be six-sided dice with dots one through six. And there may be other exotic options: eight, ten and even thirty-sided cubes.

You will also need a field with numbers: a table in a cage, where a number is written in each cell. If you play with two dice, then the numbers on the field are from 0 to 12; if with three, then numbers from 0 to 18. (The maximum number is the sum of the maximum faces on all three dice)

Rules of the game: Players take turns rolling the dice. Task: somehow add, subtract, multiply or divide the numbers on the cubes so that you get the number that is on the field. If this is successful, then the number on the field is covered with a chip and the turn passes to the next player.

How to play with babies:

  1. To begin with, with very young children, you can only agree to add numbers. (By the way, then the cells with the numbers 0 and 1 will always remain empty on the field. Will the child guess why this is happening?)
  2. Another option for the game is to take a cube with action signs. + and - will do first. Then you can add multiplication and division. You can buy these cubes ready-made, or you can make them yourself. After that, we roll out the number dice and the action dice and construct a calculation problem. The result again needs to be found on the table and covered with a counter. By the way, cubes and signs can be swapped, getting new results

Sincerely, Ksenia Nesyutina

Join the conversation and leave a comment.

CLASSIC RULES

For this game you need to have five dice. The number of players can be any. The goal of the game is to score 1000 points.

BASIC CONCEPTS AND WAYS OF EARNING POINTS

Any number of players can participate in the game (preferably up to 8, otherwise most will get bored), they go sequentially, one after another. The order of the first move is played on the dice based on the principle of who has the most.

Each turn begins with a roll of 5 dice at once. After the dice fall, the roll is analyzed for scoring combinations. Points are scored by dice of 1 (10 points) and 5 (5 points), as well as 3 or more dice of the same value rolled in the current roll.

In this case, 3 dice give points at the face value of the dice multiplied by 10 (i.e. three fours will give 40 points, and three ones will give 100 (note that 1 in the entire game counts as 10 points), four by 20, five by 100:

3 units – 100 points. 4 units – 200 points. 5 – 1000.



3 twos - 20, 4 twos - 40, 5 twos -200.





3 triples - 30, 4 triples - 60, 5 triples - 300





3 Fours – 40, 4 Fours – 80, 5 Fours – 400.





3 Fives – 50, 4 Fives – 100, 5 Fives – 500.





3 Sixes – 60, 4 – 120, 5 – 600.





The combination of rolled dice 1,2,3,4,5 is 125 points,
and 2,3,4,5,6 – 250 points.



The dice are always arranged according to the maximum point combination. If this statement seems like a self-evident requirement to you, then play the game with an “open barrel” and sometimes you will wish that it were not so...

If the throw brought the player at least 5 points (i.e. the combination was not “zero”), then all the dice that brought points are set aside, and the player can throw the remaining dice again.


The new roll is thus carried out with fewer dice, and therefore has less chance of scoring points. In this case, points for new combinations dropped are summed up with previously scored ones.

Please note that if all five dice were involved in a combination (in one or more consecutive throws), then all five dice become available for the throw again, i.e. a player, theoretically, can score any number of points in one throw. In this case, the throw will have to be made!

If, during the next throw, a “zero” combination appears, then the player receives 0 points and is given a “bolt” (read more for details), while all points scored for the current move are completely “burned out” (points scored earlier and recorded in the table, of course, remain ), and the turn automatically passes to the next player.

To avoid this, the player must say “enough”, he has scored enough points. True, this is sometimes not allowed, since if the player has not yet “opened the game”, “is sitting in a hole” or on a “barrel”, then he has restrictions on the minimum amount of points that he must score (read more below).

RULE OF MANDATORY OPENING OF THE GAME

At the beginning of the game, there is a special restriction related to the fact that the player must “open the game”, i.e. score a certain minimum amount of points. Most often this amount is 50 points. Until this amount is reached, the player does not have the right to say “that’s enough” and write down the points in the table. After the player has fulfilled the minimum requirement, the restriction is removed and he can record any number of points. Even at this stage, the player can enter a “bolt” or “half a bolt” (subtract 50 or 100 points, as agreed) for every three unsuccessful attempts to score 50. That is. his table will have -50, -100, etc. Later, when the player reaches 50 in one go, he will begin to write off these debts.

PITS

There is a concept of pits in the game (in the classic version there are two pits: the first from 200 to 300 points, the second from 600 to 700 points). If the player "sits in a hole", i.e. has a sum of points between the boundaries of the pit, then he must score so many points to immediately climb to the top of the pit.

For example, if a player has 225 points (i.e. sits in the 1st pit), then he must score at least 300 (the upper limit of the pit) minus 225 (the current number of points), i.e. 75 points.

The worst thing you can do is sit at the very bottom of the pit and wait for a lot of points to appear. It is much easier to overcome the pit in two jumps, while the first one needs to be made as far as possible (ideally beyond the center of the pit).

In the game, the situation of a pit is shown using a shovel symbol in the status column.

RULE FOR OVERTAKING

If one of the players “overtakes” the other, i.e. before the move, he had a smaller amount of points, and after the move, a larger one (but not equal, in which overtaking does not count!), then 50 points are deducted from the player whom he overtakes. If a player “overtakes” several players at once, then points are deducted from each of them.

DUMP TRUCK

There is a dump truck in the game. If a player scores 555 points (on his own or with the help of other players (overtaking, bolts), then he ends up on a "dump truck" and all points are deducted from him (i.e., his score becomes zero). After the dump truck, the player will not have to open the game, but this, I think, will not make it any easier for him...

BOLTS

Usually for recording a “zero” amount of points, i.e. if a player gains nothing during a turn, he receives a bolt. Bolts are dangerous because when they accumulate a certain number, a specified amount of points is deducted from the player (in the classic version, 100).

Due to the fact that when a player is on a barrel, in a hole, or has not yet opened the game, he is limited in his ability to record small amounts of points, bolts in such situations are usually not counted. Sometimes they don’t do this, but then the game can drag on unnecessarily.

BARRELS

There are three types of barrels in the game. Most often, winning the game is in one way or another connected with the obligatory prospect of going through the procedure of “sitting on a barrel” and possibly through the troubles associated with falling from a barrel.

GAME WITHOUT BARRELS

The first and simplest option is a game without barrels. In this case, to win the game it is enough to score 1000 points or more.

BARREL ON POINTS

The second option is a spectacle barrel. In this case, to win the game, the player must first sit on the barrel (i.e., score more points than a given amount - by default it is 880). And then at one time dial the entire amount that he needs up to 1000 (or 1005), i.e. in the classic version it is no less than 120 points.

This option is very much like a large hole that needs to be overcome in one jerk. This is usually not easy and winning the game is often more about luck than any skill.

In this case, the player cannot sit on the barrel indefinitely - he has 3 attempts to win the game (the number of attempts can be changed). After he uses them, he falls from the barrel, and 100 points are deducted from him.

After this, of course, the player can climb onto the barrel again (score more than 880 points again) and try to win the game again. He will again have 3 attempts, as a result of which he will either win the game or fall off the barrel.

But the number of times a player can fall from a barrel is also limited. You can fall 3 times in total, and on the 3rd time you lose all the points you earned, i.e. you get 0 points and actually have to start the game all over again (you don’t need to open the game).

Another way to throw a player off a barrel is to “climb” onto it yourself. In this case, the player immediately falls, even if he has not exhausted the limit of attempts (and if he falls for the 3rd time, then, as usual, the entire amount of points is deducted from him).

OPEN BARREL

And finally, the 3rd version of the barrel. The player has significantly more opportunities to “control the game” and, with the right tactics, deservedly win.

The third type of barrel is called “open” or “implicit”, which in both cases correctly reflects its essence. In fact, there is no barrel as such; just to win, the player must score exactly 1000 points (and not a point more!).

If on his next move the player gains an amount greater than 1000 (and he may not even have opened the game yet!), then he is credited with a “Point” or the same thing as an attempt to take a barrel.

When the player exhausts the limit of points (and there are 6 of them), then the agreed amount of points is deducted from the player (usually 100), and if the limit of opportunities to fall from the barrel is also exhausted (and in this case it is usually not given, i.e. it is equal to 1), then the player immediately falls to 0 points, i.e. he has to start the game again.

In order to prevent the possibility of replacing a “Point” with a bolt (and as is known in theory, this can always be done by rolling the dice ad infinitum until 0 points are rolled up), the player receives a point as soon as his total exceeds 1000.

This type of barrel is much more flexible and, if played correctly, you can almost always win.

OPTION #2

Not all dropped edges are considered effective (qualifying). When playing with dice, there is a special scoring system. The main game edges are "1" - this is 10 points, and "5" - this is 5 points.

Combinations of faces also count:

“units” - 3 per throw = 100 points, 4 = 200 points, 5 = 1000 points



“twos” - 3 in one throw = 20 points, 4 = 40 points, 5 = 200 points





“threes” - 3 in one throw = 30 points, 4 = 60 points, 5 = 300 points





“fours” - 3 in one throw = 40 points, 4 = 80 points, 5 = 400 points





“fives” - 3 in one throw = 50 points, 4 = 100 points, 5 = 500 points





“sixes” - 3 in one throw = 60 points, 4 = 120 points, 5 = 600 points





Combination “1,2,3,4,5” - small straight = 125 points


Combination “2,3,4,5,6” - big straight = 250 points


Throwing Rules

5 dice are thrown at the same time. Based on the results of the throw, the scoring dice are set aside, and the rest, if desired, are thrown again.

For example, the first roll came up with 1,5,3,3,4.


We set aside 1 and 5 (that's 15 points), and roll the remaining three dice again.


The result is 5,5,2 (that's 5+5=10 points).


In total, during this move you scored 15+10=25 points. You can stop there, or you can take a risk and give up a “deuce”.


If it lands on the scoring side (1 or 5),

then we add up all the points and roll all 5 dice again. This is the so-called confirmation of the move. If there is at least one scoring edge in this confirmation throw, then add up all the points scored during the move and write it down to your account. But if nothing valid comes up in the confirmation throw, your turn goes to another player, and you won’t be able to write anything down for yourself. After all, you didn’t confirm it! This is the excitement of the game - you want to quickly “break away” from the enemy, but taking risks can also be fraught.

Here you go. These are the basic rules. Further even more exciting. In order to start the game, you need to score 75 points (or more) in one turn. This is the so-called “tolerance”. The dice are thrown according to the above rules, but here you cannot write down a total of less than 75 points (more, please). If you fail to reach this amount, well, move on. This may continue for quite a long time, or you may be able to get “admission” on the first move. Of course, it can be a shame when your opponent has already passed the “admission” and is gaining points, moving away from you, and you are still throwing those ill-fated 75 points. But you shouldn’t be upset, there are still traps and pitfalls in this game when you find yourself far ahead of your counterpart.

When you have finally gained “admission”, you can relax a little and in the next moves write down as many points as your tactics and common sense allow you. Write down at least 5 or 125 points. Follow the scoring rules, do not look at the scoring combinations of dice and do not forget about the confirmation roll if all 5 sides are successful.

So you and your partners take turns gaining points until you get closer to the number 850. This is the so-called “barrel”. Take a closer look here. According to our rules, a player who reaches more than 850 points after the next throw is still credited with only 850. Then, in one turn, he must throw a total of 150 points, reaching the coveted “thousand” and ending the game. This can be any scoring combination, you can reroll any number of dice, as long as after each throw you set aside at least one scoring die, and throw the rest and then add them up. If you manage to score 150 points, you win. If not, the move follows, and you stand on the “barrel”. And here is the danger! If your opponent is behind you in points, he will try to catch up with you and “punish” you. The moment your opponent throws his barrel and he has 850 points, you automatically fly off your barrel and find yourself in the “admission” position (75 or more points from which you started). You will have to continue playing with this amount. If your opponent is unlucky and spends a long time trying to throw 150 points to finish, you have a chance to catch up with him and also throw him back to his “admission”. It all depends on your luck, or, to paraphrase the famous expression, “how the dice fall.” The game can last 20 minutes or several hours.

The game is the spark that ignites
a twinkle of inquisitiveness and
curiosity.

V. Sukhomlinsky

Game is one of the types of human activity. Didactic games clarify knowledge about objects and phenomena of the surrounding life. One of the purposes of using games in education is developmental: development of attention, thinking, ability to compare, contrast, imagine, fantasize, development of creative abilities, motivation for learning activities.

The technology of the game is to allow the child to express himself, assert himself, and get to know himself. It is in the game that different sides of his personality manifest themselves and develop, many intellectual and emotional needs are satisfied, and character is formed.

Games develop the child’s initiative and will, teach him to live and work in a team, take into account the interests of classmates, come to their rescue, teach him discipline and compliance with established rules. Captivated by lively, emotional play, children more easily learn and acquire various useful skills and knowledge.

The use of game elements in teaching helps to dispel student fears, scandalous disputes, hostile wariness and the reluctance of some students to work.

The educational games with dice presented below have characteristic features:

  • each game is a set of problems that are solved using dice;
  • games are presented in a variety of forms, which introduces children to different methods of information;
  • the games have a wide range of complexity, which makes it possible to use them for any age and class;
  • Most games are not limited to the proposed tasks, but allow you to create new versions of both tasks and games.

Thus, the game allows you to solve several problems at once:

  1. development of creative abilities at any age;
  2. creating conditions that advance the development of abilities;
  3. rise each time to a new level of your capabilities;
  4. games, varied in content, create an atmosphere of free and joyful creativity;
  5. Games allow children to think and make decisions for themselves.

1. Game “Three dice”

Three dice are thrown, and the player whose sum of points is equal to one of the two numbers named before the start of the game wins. For example, a player called 7 and 13, and one of his successful throws is shown in the picture.

Picture 1

2. Craps game

Historical reference. The game “craps” is one of the most popular in America. Its predecessor was the ancient English game “hazard” - a game with two dice for two or more players.

The name “hazard” comes from the Spanish word “azar” - an unsuccessful throw when playing dice, failure. This Spanish word, in turn, comes from the Arabic “azzahr” - bone. In France and England, hazard players used the word “crabs” to refer to an unsuccessful throw that resulted in a total of two or three points on the dice. Gradually the word transformed and began to sound like “craps”.

At the beginning of the 19th century, blacks living in the vicinity of New Orleans began to try to play “hazard.” The rules of the game were simplified, and the game began to be called “craps”. “Craps” in the USA is also called “Crapshooting” or “Shooting Craps”.

The rules of the game are these. The player rolls two dice and calculates the total number of points. He immediately wins if this sum is 7 or 11, and loses if it is 2, 3 or 12. Any other sum is his “point”. If a “point” is rolled for the first time, the player rolls the dice until he either wins by throwing his “point” or loses by receiving a score of 7.

Figure 2

3. Game “2 dice”

Two dice are thrown (Figure a, b).

Figure 3

The white die shows the number of winning points, the black die shows the number of losing points. For example: B 2 (winning 2 points) (Figure c), P 4 (losing 4 points) (Figure d). Fill out table 1. Summarize the game.

Table 1

Figure 4

4. Game “4 dice”

Option 1. The box contains four dice: two white and two black. Take two dice at random and roll. The white die shows the number of winning points, the black die shows the number of losing points. Fill out table 2. Summarize the game.

table 2

Figure 5

5. Game “What is the amount?”

The game can be played outdoors. Let's draw a large rectangle in the school yard, 14x11 cells. Between 14 children we distribute 14 pieces of cardboard, numbered from 1 to 14. Children place their chips on the starting line on the square with the corresponding number. If you draw large enough cells, you can place not only chips in them, but also the children themselves. We throw two large dice, red and blue. After each toss of the dice, the child whose number is equal to the sum of the points on the rolled sides advances one square to the finish line. The one who reaches the finish line first wins.

Here is the situation after several throws.

Figure 6

Children play this game with great excitement. Very soon they realize that some of them are in more favorable conditions than others, and that the participants who received numbers 1, 13, 14 have no chance of moving forward. You can discuss the question of the reasons: it turns out that, having two dice, it is impossible to get a total of 1 or a number greater than 12. Then the children decide that in the next game these numbers need to be thrown away.

Let's assume that the game ends with number 10 winning. In the next game, the children, as a rule, want to get this number. Do they have a reason to make this choice? Some, after deliberation, choose 6, 7, 8 or 9, but no one wants to take 2, 3, 4, 11 or 12. The next step confirms their choice. We will redistribute the children into groups of three, giving each group red and blue dice and table 3.

Table 3

Figure 7

Children are given boards numbered from 2 to 12. Each person chooses 5 boards. Two dice are thrown, and those whose number matches the sum of the dots on the faces of the dice place a board with that number on the corresponding square. The first one to display his five boards wins.

During this game, children will have the opportunity to confirm what they stated at the previous stage: the sum 7 appears much more often than others.

Here is a variation of this game: each child chooses a number and after each throw, those children who chose the number closest to the received amount are given a chip. If there are several such children, then they all receive a chip.

So, for example, if the children chose 6, 7 and 9 respectively, which one is more likely to win?

With two bones there are:

  • one way to get 2 or 12;
  • two ways to get 3 or 11;
  • three ways to get 4 or 10;
  • four ways to get 5 or 9;
  • five ways to get 6 or 8;
  • six ways to get 7.

The first one wins if the total is 2, 3, 4, 5 or 6, the second - if the total is 7 or 8, and the third - if the total is 8, 9, 10, 11 or 12. Thus, the probability of winning for each child is equal respectively 15/36, 11/36, 15/36.

6. Game “Turn the Dice”

The game requires one dice. The first player calls any number from 1 to 6, and the second throws the die. Then they take turns turning the bone in either direction, but no more than a quarter of a full turn at a time. To the number of points named by the first player, the number of points that fell on the top side after throwing the dice and each turn is added. The winner is the player who manages to reach the total of 25 points at the next turn or force the opponent to exceed 25 points at the next turn.

For example, player calls 6, and player B rolls the die and gets 3 points, after which the sum becomes 9. Then A turns the die up with the 1-point side, the sum becomes 10 points, player B turns the die up with the 3-point side ( the total is 13 points). Player A turns the die upside down with the 6-point side (sum is 19). Player B turns the die with 3 points (sum is 22). Player A turns the die upside down with the 1 point side (sum of points 23). Finally, Player B flips the 2-point side up, reaching a total of 25 points and winning.

Figure 8

7. Game “Three dice”

Players take turns rolling three dice at once. After each roll, they remove the die with the highest number. If this number appears on several dice, then only one dice is removed. After each throw, the sum of the numbers on the other two dice is recorded. The one with the highest total after 10 throws wins (the number of throws can be agreed upon in advance).

8. Game “Pirate Dice”

In many ancient sea games, numbers and counting play an important role. Legends say that during their holidays, pirates amused themselves by playing dice, in particular poker. The main goal is to fill out all the points on the game table 4 and ultimately score as many points as possible. The table consists of 3 parts and 15 points (rows). To fill them, you need to make 15 moves. Each turn consists of three attempts.

Table 4

Figure 9

To record points in any point of the table, you need to throw out a combination of three dice with equal face values ​​and two dice with other equal face values ​​in three attempts. The table rows can be filled in in any order. Each table item plays once.

Rules for filling out the table:

  1. Poker is played with five dice. Players take turns. When it comes to your turn, shake the dice in your hands (or in a glass) and throw. This is the first attempt. Depending on what points are rolled on the dice, decide which point of the table is profitable to fill out. Set the dice with values ​​that suit you aside and reroll the rest (2nd attempt). From the re-rolled dice, keep the necessary ones again, and re-roll the rest again (3rd attempt). Keep in mind that during attempts you can reroll any dice, including previously set aside ones. Record the result obtained after three attempts in the table.
  2. Of course, you can limit yourself to one or two attempts. If you are satisfied with the dice values.

    You also have the right to fill in any other column of the table instead of the previously announced one, if after three attempts you realized that it is more profitable for you.

  3. If you are so unlucky that after three attempts you cannot fill in any of the points, then you will have to cross out any point from the second or third part of the table and no longer play it.
  4. Now let's take a closer look at each part of the table. Look closely at first part. To play any of the points in it, you need to throw three dice with the same side values ​​per turn. The number of points rolled on each dice must correspond to the number indicated in the paragraph.
  5. The first part of the table must be completed. You cannot cross out points from it.

    You earn almost no points here, but the punishment can be severe: if in three attempts, instead of three dice with the required faces, you only threw two, then you will have to write a “–10” penalty in this point of the table; if only one desired die is rolled, write “–20”; if during the turn you failed to throw a single required dice, you “earned” a penalty of “–30” point.

    If exactly three required dice are rolled out, then a “cross” (?) is placed on the point you are playing, which means: “the point is played.” You didn’t earn any points, but you also avoided a fine.

  6. If there are one or two more of the required dice, then write down the sum of all the points dropped in the table line. True, when five dice are rolled with the required sides, many players prefer to fill out the “5 p” item - poker. You will earn the main amount of points by playing points second and third parts
  7. tables in which the sums of the dropped points are recorded.
  8. To fill in any point of the second part, you must get a combination of two, three, etc. as a result of your move. bones with any identical edge values. The item records their amount.
  9. For example, when playing the “3 p” item, dice with a “4” side fell out. 12 points are recorded per item (4 + 4 + 4).
  10. If four of these dice are rolled, then only the three required at this point are taken into account, and the result will still be equal to 12 points. Another example: you play the “2 p” point (two pairs), you get “2” and “2”, “6” and “6”. Add up the points and write the result in the tables (2 + 2 + 6 + 6 = 16).
  11. If, when filling out any of the items in the 2nd or 3rd part of the table (except for the “sum” item), you are lucky and the required dice fall out on the first try, then the result of the move is multiplied by two and recorded in the table.
  12. In any case, 50 points are added to the sum of points in case of five equals (poker).
  13. The sum of points in the “small straight” item is 15 (1 + 2 + 3 + 4 + 5), and on the first try – 30.

Many combinations of dice fit different points on the table. For example, the dice showed “4”, “4”, “4”. You have not completed either item “3 r” or item “4” in the first part of the table. Think about what is more tender for you: getting even with the insidious first part or earning more points. After all, in the “3 p” point, in this case you can write down 12 points, and this is not so little (and if the points fell on the first try, the amount will double).

When the table is completely filled with all players, everyone adds up their points and subtracts the amount of fines from them. The one who ultimately scores the most points wins.

9. Game “Thousand”

Play with five dice. The goal of each player is clear from the name - to be the first to score 1000 points. But this is not so simple, because the points that fall only on the scoring sides of the dice are counted:

  • side “1” – 10 points;
  • side “5” – 5 points;
  • three dice with equal sides rolled at the same time – tens of points. For example, “2”, “2”, “2” – 20 points, “5”, “5”, “5” – 50 points, etc., but “1”, “1”, “1” - that's 30 points;
  • four dice with equal sides rolled at the same time - hundreds of points. For example, “6”, “6”, “6”, “6” – 600 points, etc.;
  • all five dice dropped at the same time with equal values ​​of the sides (any) mean “a thousand”. The lucky person who throws them away immediately becomes the winner.

Rules of the game:

  1. Players take turns. You can make no more than three throws in one turn.
  2. After the first roll, set aside the dice with scoring sides and reroll the rest. Of the ones that were re-rolled, set aside the scoring dice again, and re-roll the rest a third time.
  3. If all the thrown dice have scoring sides, then their sum is remembered, and all the dice are re-rolled in the next attempt.
  4. If you throw the dice and none of them show scoring sides, you should know: fortune has turned away from you - the points scored as a result of this entire move are burned. Therefore, having scored a certain number of points, you can stop and end your turn after any of the attempts. Do it on time!
  5. The results of all throws (but not more than three) are added up and recorded as the result of the move.
  6. To enter the game and make your first score entry, you must score 60 points or more in one turn.
  7. If you have already entered the game, then the number of points you score in one move can be any (see paragraph 1.4.).
  8. During the game, you, like any of your opponents, can get into the “barrel” three times, that is, according to the points scored, you can fall into a certain period: the first “barrel” - from 300 to 400 points;
  9. second “barrel” – from 600 to 700 points; third “small barrel” – from 900 to 960 points.
  10. The player who gets into the “barrel” gets the right to three moves in a row (three throws each). During this time, he must score so many points to go beyond the “barrel”.

When you try to get out of the “barrel”, the rule of “burning” points does not apply.

For example: the result of the first throw is 15 points; the result of the second throw is 0 points; The result of the third throw is 10 points.

  1. Then the second and third moves are made. The results of the moves are added up.
  2. If in three turns you do not go beyond 400, 700 or 960 points, you only have 100 points left - the rest are lost.
  3. An example of getting out of a “barrel”. There were 260 points.
  4. The best option is if the player, as a result of the next move, scores 35 points (260 + 35 = 295) and comes as close to the “barrel” threshold as possible.

In this case, the right to move passes to the opponent, and the player, having waited his turn, must score 105 points in three consecutive moves (295 + 105 = 400). If, having 260 points, the player scored 40 points (or more) as a result of his move, he continues to walk, because he has already entered the “barrel”, and in order to get out of it, the player has only two moves left (three throw each), because the first one will be considered the one as a result of which the player entered the “barrel”.

  1. If you scored the required points and climbed out of the “barrel” in less than three moves, then write down the points you scored and pass the dice to the next player.
  2. The game is over when one player reaches 1000 points (without busting). If during a move a player scores more points than he lacks to 1000, then the result of the move is not taken into account.
  3. Literature
  4. Afanasyev V.V., Suvorova M.A. Schoolchildren about probability in games. Introduction to probability theory for students in grades 8-11. – Yaroslavl: Academy of Development, 2006. – 192 p.
  5. Bizam D., Herceg Y. Game and logic. 85 logical problems / trans. from Hungarian Yu.A. Danilova. – M.: Mir, 1975. – 358 p.
  6. Gleman M., Varga T. Probability in games and entertainment: elements of probability theory in the course of environments. schools. Manual for teachers / trans. from fr.
  7. A.K. Zvonkina. – M.: Education, 1979. – 176 p.
  8. Grinchenko I.S. Game in theory, training, education and correctional work: educational and methodological manual. – M.: TsGL, 2002. – 80 p.
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