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DICE GAMES

Ten Thousand
Materials needed: 5 dice, paper and pen to keep score
Number of players: 2 or more
To start: each player throws one die. Highest number starts. Go around
in a circle.
Rules: all dice must be thrown at once. At least one die with points must
be kept with each throw. Any dice with points that you want to keep must
be kept to the side. The rest may be thrown again to try to increase your
score. If all the dice you throw have no points, you lose all your points
accumulated so far in that turn, getting 0 for the turn. Your turn ends when
you decide to keep the points you've gained rather than risk losing them
in another throw, or when you throw all non-pointers and get 0 for your
turn.
Keep score each play, adding each time. To keep track of scores, it is best
to use lined paper and write 0 for non-scoring turns to make sure no ones
turn is skipped.
Point system per throw:
one 1 = 100
one 5 = 50
three 1s = 1000
five 1s = 10,000
three 2s = 200
five 2s = 2000
three 3s = 300
five 3s = 3000
three 4s = 400
five 4s = 4000
three 5s = 500
five 5s = 5000
three 6s = 600
five 6s = 6000
Runs: 1500 pts. (1,2,3,4,5 or 2,3,4,5,6)
Go around the corner: if all five of your dice have points, you may stop
and keep those points, or "go around the corner" by picking up all 5 dice
and throwing them to continue the turn. Once in a while someone may be
able to "go around the corner" several times in one turn.
Piggy-back: Instead of choosing to throw all 5 dice at the beginning of a
turn, you may decide to "piggy-back" on the turn of the player before you.
In that case, you throw whatever dice were left as non-pointers in the
previous turn. If any of the dice you throw have points, you add them to
the points of the previous player. Example: previous player scored 1200;
you threw the remaining 3 dice and got fifty points, for a total score of
1250 for your turn. If you get all non-pointers, you get 0 for the turn.
Usually only worth doing when the previous score is big.
Last turn Whenever a player reaches 10,000, or you need to stop the

game, the play continues around the circle to the last player before the
one who started the game (so all have an equal number of turns). The
best strategy is for whoever has a remaining turn to keep throwing until
they lose all their points with a non-scoring throw, or accumulate enough
points to top the highest score.
Winner: the player with the highest score when the round finishes after
10,000 is reached, or whoever has the highest score when you need to
stop the game.
Alternative Scoring Ten Thousand can be played as "One Thousand",
with one zero cut off from all points combinations. This way a 5=5 points
and a 1=10 points. Students can practice counting by 5s and 10s, and the
winner accumulates 1,000 points.

Beat That!
Materials needed: 2 6 dice, paper and pen to keep score (the younger
the players, the fewer the dice)
Number of players: 2 or more
To start: Each player throws one die. Highest number starts. Go around
in a circle.
Rules: Roll the dice and put them in order to make the highest number
possible. If you roll a 4 and an 6, for example, your best answer would be
64. Using 3 dice, a roll of 3, 5 and 2 should give you 532, and so on. Write
down your answer, pass the dice, and challenge the next player to Beat
That!
Winner Play in rounds and assign a winner to each round.
Older players may wish to keep score for an agreed-upon number of
rounds, with the top score at the end winning the game.
For a change, try making the smallest number possible! This is a great
game for reinforcing the concept of place value. If you are playing with
younger children, explain your reasoning out loud and encourage them to
do the same.
Rules from http://www.activityvillage.co.uk/beat-that

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