Teacher resources and professional development across the curriculum
Teacher professional development and classroom resources across the curriculum
Dadi aMano - Workshop #5a dice game for any number of playersWhat You Need: 5 dice, paper and pencil to record score How to Play: Take turns. Decide what score you're playing to (for example, 2000). Your turn is a series of rolls.
There are two ways your turn can end:
Scoring: Note: Numbers listed in backets (e.g. [5]) refer to the numbers on the dice. [1] = 100 [5]=50 [2] [2] [2] = 200 [3] [3] [3] = 300. etc. BUT [1] [1] [1] = 900 Example: You roll: [1] [2] [2] [5] [6] You decide to score the [1] and the [5], for 150 points. You roll the other three dice: [3] [5] [5] (previously set aside: [1] and [5]) The two fives are worth 100, so you set them aside for a total of 250. (Note: You now have set aside 3 [5]'s, but they don't vount as a triple -- 500 points-- because they weren't on the same roll.) Only the [3] is left. You decide not to risk it, so you keep 250 points. Your opponent takes a turn. When you get the dice back, you roll: [1] [3] [3] [6] [6] You save the [1] -- 100 points -- and roll four dice: [2] [4] [5] [5] (previously set aside: [1] You decide to set aside just one of the five (for 50 points, total 150) hoping for a better roll with three dice than two. You roll the three dice: [4] [4] [4] (previously set aside: [1] [5]) Hooray! You get 400 points, plus your 150, for a total of 550 points. Since all fice dice are now set aside, you get Dadi a mano, so you get to roll a five: [2] [3] [4] [6] [6] Disaster! There's no score, so you lose the 550 points from this turn -- but not the 250 points from the previous turn.
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