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Nim Relay: Don't Take the Last Cone

A relay strategy game based on the classic game of Nim: two teams take turns running out to remove 1, 2 or 3 disc cones from a pile, and whoever takes the last one loses. It combines running, math and team decisions.

PhaseMain activitie
Duration18 min
Ages12–16
SpaceOutdoor yard
EquipmentFlat disc cones, cones
IntensityModerate

How to play

  1. Make 6 teams of 4 and pair them up in 3 lanes. In each lane, put a pile of 21 disc cones in the middle and each team's line 12 yards away, marked with cones (2 min).
  2. Team A goes first: its runner goes to the pile, takes 1, 2 or 3 discs, comes back and high-fives the next runner. Only then does Team B's runner go (2 min to explain).
  3. Teams keep alternating until one takes the last disc and loses the round; the other team scores a point.
  4. Between rounds, take a 30-second huddle to work out how many discs to leave; the losing team starts the next round.
  5. Play rounds for 7 minutes, then switch opponents and play another 7 minutes.
  6. Wrap-up: teams that discovered the winning strategy (leave a multiple of 4) explain it to the class.

Rules

Variations

Easier

Use a pile of 13 discs, taking 1 or 2.

Standard

Use a pile of 21 discs, taking 1 to 3.

Harder

Players may take 1 to 4, and whoever takes the last disc wins, which changes the strategy.

Adaptations

Learning goals

Equipment for a class of 25

Teacher tip

Let students discover the strategy themselves; if nobody sees it after three rounds, ask what happens when 4 discs are left. Rotate opponents so the same team doesn't always win.

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