Games with dice. Consultation "Children's Dice Games" Dice and Card Games

Hello! Today I will talk about a few math games in which I use dice. "Cubes" is an excellent mathematical material. Perhaps one of the best, if you compare them with Gyenesh blocks, Kuizener sticks and others, and others. It all starts with the fact that you really want to take them in your hands. And absolutely everyone, from children 1.5-2 years old who tend to stick a cube into some hole, ending with adults, respected mathematics teachers. Therefore, when you take them out in class, everyone is ready to count, multiply, divide - the main thing is to be able 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 from this online store (Be sure to buy a few "twenty-" and "thirty-sided" cubes)

"Rolls"

First, we'll play magic tricks. 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 raising the cube?!” But some suddenly “clicks” and they joyfully begin to inspect the cube from all sides, after which the invariable cry follows: “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 points on opposite faces is always equal to 7. That is, if we see one point from above, then there will be 6 on the opposite side; if there are three points, then the cube lies on the four and so on.

After guessing has ceased to cause special courage, and even better a little earlier than this moment, we set the following task: which face will be on top if we turn the cube on its right side. For these purposes, paper with a large cell is ideal: you can draw it yourself.

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

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

Arithmetic problems with dice

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

You can not write down the numbers, but put up signs with dots (for three-year-olds this will be even more useful)

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

The one with the most lucky numbers wins. (But if the children are not yet ready for competitive games- especially of a random nature, it is better not to announce the 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, yes, there are cubes with empty faces on them, you can draw whatever you want. If you draw with a water marker, then the images can be erased and drawn again. If you want to get durable 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 dot dice and 6 sign dice - and discards them. It is better to throw it into the lid from under the box so that the cubes do not 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 placing the dice with signs between them

Sometimes you need to think about how to pair up in order to use all the cubes in the lane. For example, in this case:

"Count and Find"

You will need a playing field and some dice. It can be just six-sided dice with dots from one to six. And there may be other exotic options: eight, ten and even thirty-sided dice.

You will also need a field with numbers: a table in a cell, where a number is written in each cell. If you are playing 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 roll the dice in turn. Task: somehow add, subtract, multiply or divide the numbers on the dice so that you get the number that is on the field. If this is successful, then the number on the field is closed with a chip and the move passes to the next player.

How to play with babies:

  1. For starters, 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 variant of the game is to take the dice with action signs. + and - will do first. Then you can add multiplication and division. These cubes can be bought ready-made, or you can make your own. After that, we throw out the dice with numbers and dice with action signs and construct a calculation problem. The result, again, must be found on the table and covered with a chip. By the way, cubes and signs can be swapped, getting new results.

Sincerely, Ksenia Nesyutina

Join the conversation and leave a comment.

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

V. Sukhomlinsky

Play is one of the human activities. Didactic games clarify knowledge about the objects and phenomena of the surrounding life. One of the goals of using the game in education is developing: the development of attention, thinking, the ability to compare, compare, imagine, fantasize, develop creativity, motivation of educational activity.

The technology of the game is that the child can express himself, assert himself, know himself. It is in the game that different aspects of his personality are manifested and developed, many intellectual and emotional needs are satisfied, and character is formed.

Games develop the initiative and will of the child, teach them to live and work in a team, take into account the interests of classmates, come to their rescue, teach them to discipline, to follow the established rules. Carried away by a lively, emotional game, children more easily learn and acquire various useful skills and knowledge.

Application game elements in teaching, it contributes to the dissipation of student fears, scandalous disputes, hostile alertness and unwillingness of some students to work.

The following educational games with dice have characteristic features:

  • each game is a set of tasks that are solved with the help of cubes;
  • games are presented in a variety of ways, which introduces children to different ways information;
  • games have a wide range of difficulty, this 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 options for both tasks and games.

Thus, the game allows you to immediately solve several problems:

  1. development of creative abilities at any age;
  2. creation of conditions ahead of the development of abilities;
  3. rise each time to a new level of their capabilities;
  4. games, diverse in their content, create an atmosphere of free and joyful creativity;
  5. Games allow children to think and make decisions on their own.

1. The game "Three dice"

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

Picture 1

2. Craps game

History reference. Craps is one of the most popular games in America. Its predecessor was the ancient English game Azar is a two-dice game for two or more players.

The name "azar" 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, azar players used the word “crabs” (“evil”) to refer to an unsuccessful throw, after which two or three points fell out on the dice in total. Gradually, the word was 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 azar. The rules of the game were simplified, and the game became known as "craps". "Craps" in the US is also called "Crapshooting" or "Shooting Craps".

The rules of the game are like this. The player rolls two dice and counts the sum of the points. He immediately wins if that sum is 7 or 11 and loses if it is 2, 3 or 12. Any other sum is his “point”. If the first time a “point” comes up, then the player rolls the dice until he either wins by throwing his “point” or loses by getting a total of points equal to 7.

Figure 2

3. Game “2 dice”

Throw two dice (Figure a, b).

Figure 3

The white dice shows the number of winning points, the black one shows the number of losing points. For example: B 2 (winning 2 points) (picture c), P 4 (loss 4 points) (picture d). Fill in the table 1. Summarize the game.

Table 1

Figure 4

4. Game “4 dice”

Option 1. There are four dice in the box: two white and two black. Pick two dice at random and roll. The white die shows the number of winning points, the black die shows the number of losers. Fill in the table 2. Summarize the game.

table 2

Figure 5

5. Game “What is the amount?”

The game can be played outside. 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 put their chips on the start line on the cell with the corresponding number. If you draw large enough cells, you can place not chips in them, but the children themselves. Throw two large dice, red and blue. After each roll of the dice, the child, whose number is equal to the sum of the points on the rolled faces, advances one cell to the finish line. The one who reaches the finish line first wins.

Here is the situation after a few 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 the 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 should be thrown out.

Suppose the game ends with number 10 winning. In the next game, children usually 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, each group will be given a red and blue dice and table 3.

Table 3

Figure 7

Children are given boards numbered from 2 to 12. Each chooses 5 boards. Two dice are thrown, and those whose number matches the sum of the dots on the edges of the dice put a plate with this number on the corresponding cell. The winner is the one who puts up his five boards first.

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

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

So, for example, if the children chose 6, 7, and 9, respectively, which one of them 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 wins if the sum is 2, 3, 4, 5, or 6, the second wins if the sum is 7 or 8, and the third wins if the sum is 8, 9, 10, 11, or 12. Thus, the probability of winning for each child is respectively 15/36, 11/36, 15/36.

6. Game “Rolling the dice”

The game requires one dice. The first player names any number from 1 to 6, and the second player rolls a die. Then they take turns turning the bone in either direction, but no more than a quarter of a full turn at a time. The number of points named by the first player is added to the number of points that fell on the upper face after throwing the die and each turn. The winner is the one who manages to reach the sum 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 flips the die up the 1-point side, the sum becomes 10 points, player B flips the die up the 3-point side ( total is 13 points). Player A turns the dice face up with 6 points (the sum is 19). Player B turns the die with 3 points (total is 22). Player A turns the dice face up with 1 point (the sum of points is 23). Finally, player B flips the dice with the 2-point face up, reaches a total of 25 points, and wins.

Figure 8

7. Game “Three Dice”

Players take turns rolling three dice at the same time. After each roll, they remove the dice with the highest number. If this number falls on several dice, then only one dice is removed. After each throw, the sum of the numbers that fell on the other two dice is recorded. The winner is the one with the largest amount after 10 throws (the number of throws can be agreed in advance).

8. Game “Pirate Dice”

In many old sea ​​games numbers and counting play an important role. Legends say that pirates used to play dice, in particular poker, during their holidays. The main goal is to complete all the points of the game table 4 and score as many points as possible in the end. The table consists of 3 parts and 15 items (lines). To fill them, you need to make 15 moves. Each move consists of three tries.

Table 4

Figure 9

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

Table filling rules:

  1. Poker is played with five dice. The players take turns. When you get a turn, shake the dice in your palms (or in a cup) and roll. This is the first try. Depending on which points fell on the dice, decide which point in the table is profitable to fill. Set the bones with values ​​that suit you to the side, reroll the rest (2nd attempt). Of the rerolled dice, keep the necessary ones again, and reroll the rest again (3rd attempt). Keep in mind that during attempts, you can reroll any dice, including those set aside earlier. 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 values ​​of the bones.

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

  3. If you are so unlucky that after three attempts you cannot complete any of the points, then you will have to cross out any point from the second or third part of the table and do not play it in the future.
  4. Now let's take a closer look at each of the parts of the table. Look closely at first part. To play any of the points in it, you must throw three dice with the same face values ​​per turn. The number of points rolled on each of the dice must correspond to the number indicated in the paragraph.
  5. The first part of the table must be completed. You cannot delete items from it. You almost don’t earn points here, but the punishment can be severe: if in three attempts instead of three dice with the desired edges you throw only two, then you will have to write down a penalty of “-10” in this item of the table; if only one required dice fell out, write “–20”; if during the move you failed to throw any of the necessary bones, you “earned” a penalty of “-30” point.

    If there are exactly three required dice, then a “cross” (?) is placed in the point you are playing, which means: “the point is played”. At the same time, you did not earn points, but you also avoided a fine.

    If the necessary bones fell out by one or two more, then write down the sum of all the dropped points in the line of the table. True, with five dice that have fallen out with the necessary faces, many players prefer to fill in the “5 p” item - poker.

  6. The main number of points you earn by playing points second and third parts tables that record the amount of points that have fallen.
  7. To complete any item of the second part, you must receive a combination of two, three, etc. as a result of a move. bones with any identical face values. Their sum is written in the item. For example, when playing the “3 p” point, dice with a face “4” fell out. 12 points are recorded in the item (4 + 4 + 4). If four such dice fell out, then only three of them required in this paragraph are taken into account, and the result will still be equal to 12 points. Another example: you play point "2 p" (two pair), you rolled "2" and "2", "6" and "6". Add up the points and write down the result in the tables (2 + 2 + 6 + 6 = 16).
  8. If, when filling in any of the points of the 2nd or 3rd part of the table (except for the “sum” point), you are lucky and the necessary bones fell out on the first attempt, then the result of the move is multiplied by two and recorded in the table.
  9. To the sum of points with five equal (poker) in any case, 50 points are added.
  10. The sum of points in the “small straight” item is 15 (1 + 2 + 3 + 4 + 5), and on the first attempt - 30.
  11. The sum of points in the “big straight” point is 20 (2 + 3 + 4 + 5 + 6), and on the first attempt - 40.
  12. The amount in the “full” item can be very different. For example: two dice with a face “4” (4 ? 2 = 8) and three dice with a face “2” (2 ? 3 = 6) fell out. The sum is written down: 8 + 6 = 14. If the result is received from the first attempt, the sum doubles: 14? 2 = 28.
  13. In paragraph "C" the sum of the points that fell on all the dice (with any values ​​of the faces) is recorded.

Many combinations of dice fit different points on the table. For example, “4”, “4”, “4” fell out on the bones. You have not filled in either item “3 p” or item “4” in the first part of the table. Think about what is more tender for you: to get even with the insidious first part or earn more points. Indeed, in the “3 p” item, in this case, you can write down 12 points, and this is not so little (and if the points fell out on the first attempt, then the amount will double).

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

9. Game "Thousand"

Played with five dice. The goal of each player is clear from the name - to be the first to score 1000 points. But it's not so easy, because the points that are scored only on the scoring edges of the dice are counted:

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

Rules of the game:

  1. The players take turns. In one turn, you can make no more than three throws.
  2. After the first roll, set aside the dice with scoring edges, and reroll the rest. Of those rerolled, set aside the scoring dice again, reroll the rest a third time.
  3. If scoring faces fall on all the thrown dice, then their sum is remembered, and all the dice are rerolled in the next attempt.
  4. If you rolled the dice and no scoring faces fell on any of them, know that fortune has turned away from you - the points scored as a result of this entire move are burned out. Therefore, after gaining a certain number of points, you can stop and end your turn after any of the attempts. Make it on time!
  5. The results of all rolls (but no more than three) are added up and recorded as the result of the move.
  6. To enter the game and make the first record of points, it is necessary to score 60 points or more in one turn.
  7. If you have already entered the game, then the number of points scored by you in one move can be any (see paragraph 1.4.).
  8. During the game, you, like any of your opponents, can hit the “barrel” three times, that is, according to the points scored, get into a certain interval: the first “barrel” - from 300 to 400 points; the second “barrel” – from 600 to 700 points; the third "small barrel" - from 900 to 960 points.
  9. 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".
  10. When you try to get out of the "barrel", the rule of "burning" points does not apply.

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

Then the second and third moves are made. The results of the moves are added up.

  1. If in three moves you have not gone beyond 400, 700 or 960 points, you have only 100 points left - the rest are burned.
  2. An example of an exit from the "barrel". There were 260 points. The best option is if the player scores 35 points (260 + 35 = 295) as a result of the next move and comes as close as possible to the “barrel” threshold. The right to move in this case passes to the opponent, and the player, having waited for his turn, must score 105 points in three moves in a row (295 + 105 = 400). If, having 260 points, the player scores 40 points (or more) as a result of the move, he continues to move, because he has already entered the “barrel”, and in order to get out of it, the player has only two moves (three throw each), because the first will be considered the one as a result of which the player entered the “barrel”.
  3. If you scored the necessary points and got out of the “barrel” in less than three moves, then write down the points scored, and pass the bones to the next player.
  4. The game is over when one of the players reaches 1000 points (no bust). If a player scored more points during a turn than he lacks up to 1000, then the result of the move is not taken into account.

Literature

  1. Afanasiev V.V., Suvorova M.A. Schoolchildren about probability in games. Introduction to the theory of probability for students in grades 8-11. - Yaroslavl: Academy of Development, 2006. - 192 p.
  2. Bizam D., Herceg J. Game and Logic. 85 logical problems / transl. from Hung. Yu.A. Danilova. – M.: Mir, 1975. – 358 p.
  3. Burau I.Ya. Mysteries of the world of numbers. - Donetsk: Stalker, 1997. - 448 p.
  4. Gardner M. Mathematical leisure: per. from English. / ed. Ya.A. Smorodinsky. – M.: Mir, 1972. – 496 p.
  5. Gardner M. Mathematical short stories: per. from English. / ed. Ya.A. Smorodinsky. – M.: Mir, 1974. – 456 p.
  6. Gleman M., Varga T. Probability in games and entertainment: elements of probability theory in the course of media. schools. A guide for the teacher / trans. from fr. A.K. Zvonkin. – M.: Enlightenment, 1979. – 176 p.
  7. Grinchenko I.S. Game in theory, training, education and correctional work: a teaching aid. - M.: TsGL, 2002. - 80 p.
  8. Minskin E.M. Pioneer game. - M .: Young Guard, 1987. - 174 p.

CLASSIC RULES

This game requires 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 be bored), they go sequentially, one after the other. The sequence of the first move is played on the bones according to the principle of who has more.

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

At the same time, 3 dice give points at the face value of the die multiplied by 10 (i.e. three fours will give 40 points, and three ones 100 (note that 1 in the whole 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 triplets - 30, 4 triplets - 60, 5 triplets - 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 the rolled dice 1,2,3,4,5 is 125 points,
and 2,3,4,5,6 - 250 points.



The dice are always stacked according to the maximum score combination. If this statement seems like a self-evident requirement to you, then play the "open barrel" game and sometimes you will wish it wasn't so...

If the throw brought the player at least 5 points (ie, a non-zero combination fell out), then all the dice that brought the points are postponed, and the player can roll the remaining dice again.


The new roll is thus carried out with fewer dice, and therefore has less chance of scoring points. At the same time, points for new combinations that have fallen out are summed up with previously scored ones.

Please note that if all five dice participated in a combination (for one or several consecutive rolls), then all five dice become available for the roll again, i.e. the player, theoretically, can score any number of points in one throw. In this case, the throw will need to be done!

If at the next throw a “zero” combination falls out, then the player receives 0 points and a “bolt” is entered for him (read more below), 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 scored enough points. True, this is sometimes not allowed, because if the player has not yet "opened the game", "sits in the pit" or on the "barrel", then he has restrictions on the minimum amount of points that he must score (read more below).

MANDATORY OPEN RULE

At the beginning of the game, there is a special restriction associated with the fact that the player must necessarily "open the game", i.e. score a certain minimum amount of points. Most often, this amount is 50 points. Until this amount is collected, the player has no right to say "enough" and record points in the table. After the player has fulfilled the minimum norm, the restriction is removed and he can record any number of points. Even at this stage, it is possible for the player to enter a "bolt" or "half-bolt" (subtract 50 or 100 points, as agreed) for every three unsuccessful attempts to score 50. That is. he will have -50, -100, etc. in the table. Later, when the player reaches 50 in one run, he will begin to write off these debts.

PIT

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

For example, if a player has 225 points (i.e. sits in the 1st hole), then he must score at least 300 (the upper limit of the hole) 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 fall out. It is much easier to overcome the pit in two jumps, while the first one needs to be done as far as possible (ideally beyond the center of the pit).

In the game, the situation of the pit is indicated by the spade symbol in the status column.

OVERTAKING RULE

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 is not counted!), 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

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 gets on a "dump truck" and all points are deducted from him (i.e. his score becomes zero). After a dump truck, the player will not have to open the game, but this, I think, will not be easier for him ...

BOLTS

Usually for recording a "zero" sum of points, i.e. if the player scores nothing in a turn, he receives a bolt. Bolts are dangerous because when they accumulate a certain amount, the agreed amount of points is deducted from the player (in the classic version 100).

Due to the fact that when the player is on the "barrel", "in the pit" or "not yet opened the game" he is limited in his ability to record small amounts of points, bolts in such situations usually do not count. Sometimes they don’t, but then the game can unreasonably drag on.

BARREL

There are three types of barrels in the game. More often than not, winning a game is somehow tied to the obligatory prospect of going through the barrel-sitting routine and possibly the barrel-falling hassles.

GAME WITHOUT BARREL

The first and easiest option is the game without barrels. In this case, to win the game, it is enough to score an amount of 1000 or more points.

BARREL ON POINTS

The second option is a spectacle barrel. In this case, to win the game, the player must first land on the barrel (i.e. score more points than the specified one - 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, this is not less than 120 points.

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

At the same time, 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 off the barrel, and 100 points are deducted from him.

After that, of course, the player can climb the barrel again (again score more than 880 points) 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 the player can fall off the barrel is also limited. In total, you can fall 3 times, while on the 3rd time you lose all points earned, i.e. you get 0 points and the game actually has to start over (you do not need to open the game).

Another way to throw a player off a barrel is to "climb" it yourself. In this case, the player immediately falls, even if he has not exhausted the limit of attempts (in this case, 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 much 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 single point more!).

If on his next move the player scores more than 1000 (and he may not even open the game yet!), then he is credited with a "Point" or the same as an attempt to take a barrel.

When the player exhausts the limit of points (and they are given 6), 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 falls immediately by 0 points, i.e. he has to start the game again.

In order to prevent the possibility of replacing the "Point" with a bolt (and as you know in theory this can always be done by rolling dice indefinitely until 0 points are rolled), the player receives a point as soon as his total exceeds 1000.

This type of barrel is much more flexible and the right game You can almost always win.

OPTION #2

Not all the dropped faces are considered effective (tested). In the game of dice, there is a special scoring system. The main game faces are "1" - this is 10 points, and "5" - this is 5 points.

Combinations of faces also count:

"ones" - 3 for one throw = 100 points, 4 = 200 points, 5 = 1000 points



"twos" - 3 for one throw = 20 points, 4 = 40 points, 5 = 200 points





"threes" - 3 for one throw = 30 points, 4 = 60 points, 5 = 300 points





"fours" - 3 for one throw = 40 points, 4 = 80 points, 5 = 400 points





"fives" - 3 for one roll = 50 points, 4 = 100 points, 5 = 500 points





"sixes" - 3 for one roll = 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


Throw rules

Throw 5 dice at the same time. According to the results of the throw, the resulting dice are laid aside, and the rest, if desired, are thrown again.

For example, 1,5,3,3,4 fell on the first roll.


Set aside 1 and 5 (that's 15 points), roll the other three dice again.


Dropped 5,5,2 (that's 5+5=10 points).


In total, for this move you scored 15+10=25 points. You can stop there, or you can take a chance and throw a “deuce”.


If it comes up with a scoring face (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 roll, then sum up all the points scored during the move and write it to your account. But if nothing came up in the confirmation roll, your turn passes to another player, and you can’t record anything 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 "permit". The dice are rolled according to the above rules, but here you cannot write down the sum of less than 75 points (more - please). If you did not manage to collect this amount - well, the transition of the move. This can go on for quite a long time, or it may turn out to get “tolerance” from the first move. Of course, it can be a shame when your opponent has already passed the “clearance” and scores points, moving away from you, and you are still throwing those ill-fated 75 points. But you should not be upset, this game still has traps and traps when you find yourself far ahead of your counterpart.

When you have finally gained a “clearance”, you can relax a bit and record as many points in the next moves as your tactics and common sense allow you. Record at least 5, at least 125 points. Follow the scoring rules, don't look at scoring combinations of dice, and don't forget about the confirmation roll if all 5 faces are scored.

So you alternately score points with your partners until you get close to the number 850. This is the so-called "barrel". Take a closer look here. According to our rules, a player who has reached more than 850 points after the next throw is still recorded only 850. Then in one move he needs to throw a total of 150 points, reaching the coveted "thousand" and finishing the game. It can be any scoring combination, you can re-roll any number of dice, as long as you set aside at least one scoring dice after each roll, and roll the rest with subsequent summation. If you manage to score 150 points, you win. If not, the transition of the move follows, and you are standing on the "barrel". And here is the danger! If your opponent is behind you on points, then he will try to catch up with you and “punish”. The moment your opponent rolls his roll and reaches 850 points, you are automatically rolled off your roll and placed in the clearance position (the 75 or more points you started with). You will have to keep playing with this amount. If your opponent is unlucky and tries to throw 150 points for a long time to finish, you have a chance to catch up with him and also throw him back to his "tolerance". It all depends on your luck, or, to paraphrase a well-known expression, "as the bones fall." The game can go on for 20 minutes or several hours.

Svetlana Rusakova
Consultation "Children's dice games"

In the game, the child finds his self-expression. It constitutes the main content of a child's life and acts as the leading reality, closely intertwined with labor 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 his role in the game. The ability to see non-existent qualities in an object is a characteristic feature of the preschooler's imagination. This is a peculiar way of assimilation of social experience, characteristic of preschool age. Of great interest for the development of the physical, mental and emotional spheres 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 of honor, courage and courage are instilled, the desire to be strong, dexterous, enduring, fast, to show ingenuity, endurance, will and desire to win develops. Modern children are interested in knowing how and what their peers played.

For our study, we took a popular, and now almost forgotten game in grandmothers. This game in different regions of our country was called differently - goats, ankles, braids, burns, cauldrons. In the Saratov region they played "wall" and more difficult game "con for con". In many regions of Russia, boys played babki, 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. Game process consisted in agility throwing ba`bok.

For children 3-4 years old set pitted ba`bok painted: in bunnies, lambs, in wolves. Games with them, created on the basis of the publication of Artemyeva A. in the journal Preschool Education No. 2/2016. For development fine motor skills children's hands logical thinking and attention was asked to divide them into boxes into domestic and wild animals, in shape, in size. To develop tactile sensations and sensory perception, the kids were offered a game "Find the Treasure". The grandmothers were hiding in a box with sand, the child is faced with the task of finding them and putting them in a chest. During the lesson, children took part in games with pleasure and exchanged their impressions with adults and peers. After talking with children and parents, we can conclude that children have become more attentive, better oriented in the classification of animals, in addition, children are happy to play grandmothers, developing their imagination.

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

AT "wall" children play at the age of 5-6. The sequence is played by throwing the cue ball; Whoever falls further, he starts to play. The game can theoretically continue until one player takes all the women. They are held in the summer, on the street.

They hit the wall with a square headstock, it bounces off, the next player must throw the headstock so that it touches the lying headstock in the throw, or falls within a span (the distance of the thumb and forefinger of the thrower, if this happens, the player picks up two headstock and throws again.

In Game "con for con" children 6-7 years old play. Quadrangular grandmothers are placed in pairs out of the blue in one row, the pairs are called a nest, and the whole row is a horse. The goal of the player is to shoot down the extreme women.

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

List of used sources and literature.

1. Artemyeva A. Pebble games, develop motor skills in children 3-4 years old. Preschool education №2/2016

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

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

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

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

6. The wisdom of the people. Release the first. infancy and childhood. Ed. Anikina V. P. Guseva V. E. Tolstova N. I. M. 1991

7. Museenko L.V. healthy image life in Russian folk life. Volgograd. 2014

Related publications:

Consultation for parents "Why do we need children's sounding toys and musical instruments" Advice for parents. “WHY CHILDREN'S SOUNDING TOYS AND MUSICAL INSTRUMENTS ARE NEEDED” “Musical instruments for a small child.

Children's folk games with a musical chorus Baby Russians folk games with a musical chorus used in the classroom Some of them 1. "Sugar" The game is played with children.

Children's outdoor games for choreographic miniatures Children's outdoor games for choreographic menus. As a rule, folk games are concise, expressive and accessible to the child. Content.

Consultation "Children's fears" For a small child, as you know, sensory perception of the world is characteristic. His feelings, prevailing over all spheres of the psyche, are.

Advice 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.

Advice for parents "Ignore children's mistakes or correct?" Parents always have a question: how to relate to colorful, but grammatically incorrectly constructed children's words? Patterns.



 
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