| Instructional Objectives | Learners & Context | Object of Game | Game Materials | | Time Required | Rules | Design Process | References |
Instructional ObjectivesGive & Take encourages learners to:
Learners & Context of UseGive & Take is designed for elementary-age students, grades 3 and higher, who are developing their sense of numbers. In the earlier grades, it can be used to teach operations and basic reasoning skills. In grades five and higher it can be used to reinforce quick recall of basic math facts and also to foster advanced reasoning skills. This game is designed for play in the classroom.
Since it is fun and challenging, players will enjoy playing Give & Take over and over again. Also, it can be adapted to meet the needs of different learners.
Object of the GameThe object of the game is to be the first to play all of one's 50 chips and to cover the four center squares of the gameboard.
Game Materials
Time RequiredGive & Take is a two player game. Setting up only takes a couple of minutes. The length of play varies between 30 and 45 minutes.
|
| # |
STEP |
EXAMPLE |
||||
1 |
On your turn, roll all three dice. Two of the dice will be used to "give" chips to your half of the board. The remaining die will be used to "take" your opponent's chips off his side of the board. |
The player rolled 2, 5, and 6.
|
||||
| 2 |
Mentally calculate the sums, differences, products, and quotients of two of the dice to determine your options for how many chips to "give," or play. |
The options with this roll are:
|
||||
3 |
Consider the following rules:
|
Think:
|
||||
4 |
The leftover die equals the number of your opponent's chips you will "take" from the board and return to your opponent. (For the first play of the game, no chips are taken from the board.) |
Think: "If I use the 6 and the 2, then the 5 would be left. That is the number of my opponent's chips I would get to take off the board." |
||||
| 5 |
Make a decision, then state your turn. Say the number of chips you are going to give and take. |
Say: "I am going to give (play)12 chips because 2x6=12, and I am going to take (remove) 5." |
||||
6 |
Remove your opponent's chips first and return them to his pile. Count aloud. Note: If you forget to remove your opponent's chips first and, instead, place yours, you may not remove his chips after. |
Say: "1, 2, 3, 4, 5." |
||||
| 7 |
Place your chips on your half of the board. Never place them on your opponent's half, except for the two green squares that are on his side. Count aloud. |
Say: "1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12." |
||||
8 |
Your turn is over once you have removed your opponent's chips and played your own. It becomes your opponent's turn. Play continues until a player wins the game. |
Say: "Your turn." |
There are two criteria to winning the game.
| # |
CRITERION |
EXAMPLE |
| 1 |
In order to win the game, you must roll a combination of dice that will allow you to play the chips you have left. |
Think: "I have 15 chips left. I rolled 2, 3, and 5. This means that I can win because 5x3=15." Or think: "I have 16 chips left. I rolled 2, 3, and 5. This means that I can't win yet because I can't use any of the dice to make 16. I'll give 10 because 2x5=10 and remove three of my opponent's chips." |
2 |
In order to win the game, you must cover the four center squares on the gameboard. |
Think: "I have 46 chips on my side of the board and I've covered the four center squares. Therefore I win." |
Although Give & Take might be considered a simple game, the design process was lengthy and involved. My design process went through the stages explained below.
From the start I knew that I wanted to create an educational game that would encourage players to use various types of reasoning. Othello and Mancalla became models because they are simple yet powerful: their boards are basic; they appeal to both children and adults ("A minute to learn, a lifetime to master" is Othello's slogan); and they allow for various types of reasoning. I wanted to try to design a game with these characteristics. Since I have a background in elementary education, my audience became, but was not limited to, 8 to 12 year olds.
The idea for Give & Take came to me over a late dinner in a Chinese restaurant. I had been brainstorming for days when, all of a sudden, it came to me. I actually felt a spark of energy. I envisioned some sort of battle game where players tried to get rid of 50 pieces on a 100-square grid. I jotted my ideas on a napkin. At home that night I drew a grid and started formulating rules.
I started out with a paper version of the game. Version 1 used two dice. In this game a player rolled, applied an operation to the two numbers (addition, subtraction, multiplication, or division), and then put down that number of chips. To make the game challenging, it was required that all of a players' chips were adjacent to one another on the board. This game was fun but had two problems. First, it was extremely hard to manage the chips; the greatest number that could be played on a turn was 36. Second, my testing partner and I found that it was easy to surround and trap one another. With the rule of needing all pieces adjacent, did that mean that the game was over once you were trapped? That didn't seem fair.
Version 2 of the game, which I now called "50-50," addressed the issue of getting trapped. On a turn, a player could choose to either play his pieces or remove up to ten of his opponent's pieces. For more player interaction on the board, I added a rule which required that both players began in the center of the board. This version was okay. However, my testing partner and I found that we were forced to play mostly either offensively or defensively. Also, there was not as much strategizing as I had hoped. Furthermore, I had not resolved the issue of handling high numbers of chips.
Thus far I had been generating paper-and-pencil versions of the game. Since I wanted the end product to be a quality game I knew I needed to research game design. I looked at other educational games, both commercial and student-made. This helped me identify the strengths and weaknesses of my game. I talked to Bernie Dodge, my professor. I also talked to parents and teachers of elementary-age children. Their feedback was incorporated into the design of the game, especially the rules. I also reflected on the EDTEC 670 readings and lectures.
While I researched game design, I continued thinking about how to make my game fun and challenging, yet simple. I made a playable prototype using a printed Excel spreadsheet with 100 cells, and index cards cut up into "chips." The game was adapted in many ways through playtesting. Some of the ideas, listed below, were rejected because they complicated the game or made it less fun. The ideas with an asterisk (*) made it to the final version because they enhanced the game.
Once I had the version I wanted, I played it with several more people. We paid attention to our thinking and discussed our reasoning.
All of the playing, thinking, and talking that I did confirmed that Give & Take was ready. It finally felt right.
I learned many lessons from this experience that I will carry to my next game design project. The highlights of those lessons are:
Even though I am done with the design of this game, I wonder if I am truly done. There are still a couple of things that perplex me.
Return to the Board Game Table of Contents.
Updated on October 18, 2003.