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Overview
"Race
to Altair" is the first math game I designed, and it's still my
favorite. We've played this dozens of times and never seem to get
tired of it. Like many race games, it has
lots of drama, especially near the end.
Difficulty:
1st grade and up (see tips below for adjusting the level of difficulty).
Number of
players: 2-5.
Duration:
20-30 minutes for two players.
Game Materials
-
At least
one set of dragon dice; or, alternatively,
one 6-sided die and a set of task cards
-
One
poster-board
-
One
space-themed figure for each person
Making the
Game
I started
with a half-piece of light-blue poster-board for the board, then used a
pencil and ruler to draw 58 squares. There 42 regular spaces,
including "Start," and 16 special fields (8 black hole, 8
warp; for both, there are two each marked d4, d6, d8, and d10).
Eight of the normal spaces are marked "Bonus." Then I
went over the design with magic markers and drew the planet Altair at
the end (ok, Altair is a star, so, if you like, you can make up a name
like "Altair gamma" for the planet, but who wants to play a
game called "Race to Altair Gamma"?). Anyway, here is
the board:
I also use a
smaller piece of poster-board that lists the different kinds of tasks
that must be performed. (This is an easy way of adjusting the
game's difficulty, about which I'll say more below.) The actual
list is just written with magic marker on a white piece of paper.
For our current (3rd grade) curriculum, it looks like this:
The
different tasks listed here are multiplication (1, 5), subtraction (3,
4), and addition (d20 + d12 for 2, d20 + d12 + d10 for 6). Again,
more about this below.
Scenario
The year is
2536, and humankind is colonizing the stars. Recently, we have
gotten word of an earth-like planet circling the star Altair, and teams
of explorers from various nations are racing to be the first ones to
arrive at this planet. To chart the correct course, explorers must
solve various problems. Each problem will bring them a step closer
to Altair. With good luck, you can also find warp fields that will
speed you on your way; but look out, because if you get caught in a
black hole, you will be thrown off course and must make up the time
you've lost.
Set-Up
Ready your
dragon dice and set up the task cards as needed. Put one figure
for each player in the "Start" field.
Rules
Players take
turns answering questions and (if they answer correctly) moving their
figures. The first player to reach Altair wins.
There are
several ways to determine which question a player must answer, but I use
the task board pictured above.
A player starts his turn by rolling a six-sided die. Let's say the
number that comes up is 3. Looking at the "3" field on
the task board, we can see that the problem type is subtraction (the
field is marked with a minus). The player draws from a stack of
cards marked with a "-" and turns the card over. The
problem "13 - 7 = " is written on the reverse, and the player
correctly answers "Six!" If the die roll had been a 1,
the player would have drawn from the multiplication deck. If it
had been a 2, the player would have rolled d20 and d12, adding the two
numbers.
After
correctly answering the question, the player rolls the six-sided die
again and advances his figure by the appropriate number of spaces.
If the
figure lands on a warp space, she rolls the die indicated on the
field (d4, d6, d8, or d10) and advances her figure by the appropriate
number. If the
figure lands on a black hole space, she would also roll the die
specified on the field and move backward by the resulting number.
However, if she has a bonus card, she can move one space past the
black hole without being affected by it. Bonus cards are obtained
by landing on a space marked "Bonus."
Now it's the
next player's turn ...
Adjusting
the Difficulty
"Race
to Altair" has been part of our math lessons for three years
now. It's still fun to play because we've adjusted the level of
difficulty along the way.
In first
grade, when we were studying only single-digit addition, there was
really no need for the task board. At the beginning of the year,
we only rolled two six-sided dice, adding the results. If we
hadn't covered a given fact (like 6 + 5) yet, that wasn't really a
problem, because the dice make adding visual (my son would start with
the six, then add one for every dot on the five, so "Six, seven,
eight, nine, ten ... the answer is eleven!"). Once we had
mastered all of the addition facts (from 0+0 to 10 +10), we just used
two d10 dice instead of the conventional six-sided ones.
In second
grade, when we were learning subtraction, it was necessary to stick to
just the facts we'd already learned. So, I made up a set of task
cards with all of those problems on them; as the year progressed and we
learned new facts, I made up more task cards. At this point, I
introduced the task board. Since we had also learned column
addition, there were three different task types: adding two numbers,
adding three numbers, and subtraction.
In third
grade, we added multiplication task cards and made the addition problems
slightly more challenging.
Using this
system, it is also possible to have children at different levels playing
the game together, without either boring the advanced students or
frustrating the more beginning ones. Simply make one task board
for each player.
Other
Adjustments
If you find
that the games are taking too long, use the d8 or d10 when determining
how many spaces to advance your figure. This also introduces more
chance into the game.
If you want
to minimize the element of chance, don't include so many
"Warp" and "Black Hole" spaces, or minimize their
effects by using only d4 and d6.
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