What Is Ziffle?

Can you work out what a ziffle is on the planet Zargon?

Multiplication Tables - Matching Cards

Interactive game. Set your own level of challenge, practise your table skills and beat your previous best score.

Wild Jack

A game for 2 or more players with a pack of cards. Practise your skills of addition, subtraction, multiplication and division to hit the target score.

Dicey Operations for Two

Stage: 2 Challenge Level:

Here's a game to play with a grown-up!

How do you play?
You'll need a grown-up to play with.
You'll need a scoring sheet, which could either be some squared paper or this sheet sheet.
You'll also need a 1-6 dice, or even a 0-9 dice if you have one. You could use a spinner instead of a dice. You could also use the interactive dice here.

Take turns to throw the dice and decide which of your cells to fill. This can be done in two ways:
either fill in each cell as you throw the dice or collect all your numbers and then decide where to place them.

Game 1

Each of you draw an addition grid like this:

Throw the dice nine times each until all the cells are full.

Whoever has the sum closest to 1000 wins.

There are two possible scoring systems:
• A point for a win. The first person to reach 10 wins the game.
• Each player works out the difference between their result and 1000 after each round. They keep their running total. First to 5000 loses.

Game 2

Each of you draw a subtraction grid like this:

Throw the dice eight times each until all the cells are full.

Whoever has the difference closest to 1000 wins.

There are two possible scoring systems:
• A point for a win. The first person to reach 10 wins the game.
• Each player works out the difference between their result and 1000 after each round. They keep their running total. First to 5000 loses.

Game 3

Each of you draw a multiplication grid like this:

Throw the dice four times each until all the cells are full.

Whoever has the product closest to 1000 wins.

There are two possible scoring systems:
• A point for a win. The first person to reach 10 wins the game.
• Each player works out the difference between their result and 1000 after each round. They keep their running total. First to 5000 loses.

Game 4

Each of you draw a multiplication grid like this:

Throw the dice five times each until all the cells are full.

Whoever has the product closest to 10000 wins.

There are two possible scoring systems:
A point for a win. The first person to reach 10 wins the game.
Each player works out the difference between their result and 10000 after each round. They keep their running total. First to 10000 loses.

You could introduce a decimal point. The decimal point could take up one of the cells so the dice would only need to be thrown four times by each player. You will need to decide on an appropriate target.

Game 5

Each of you draw a division grid like this:

Throw the dice five times each until all the cells are full.

Whoever has the answer closest to 1000 wins.

There are two possible scoring systems:
• A point for a win. The first person to reach 10 wins the game.
• Each player works out the difference between their result and 1000 after each round. They keep their running total. First to 5000 loses.

Game 6

Each of you draw a division grid like this:

Throw the dice six times each until all the cells are full.

Whoever has the answer closest to 100 wins.

There are two possible scoring systems:
• A point for a win. The first person to reach 10 wins the game.
• Each player works out the difference between their result and 100 after each round. They keep their running total. First to 500 loses.

Why are some cells more significant than others?
How do you decide which targets are appropriate?
What are effective strategies for placing the numbers?

Click here for a poster of this problem.

Notes for grown-ups
These games are thought provoking and very engaging. They encourage discussion of place value, mental calculations and estimation, alongside strategic mathematical thinking.

Easier version: try using fewer cells in each game, or use number cards that the child can move around the grid to consider different options. Calculators could be used to check answers.
Harder version: try using the harder scoring system, or changing the target number to make it more difficult.

There's a classroom version of this game here.