Roll and Find: Giant Die Control Board Game
A giant butcher-paper board has 20 squares, each showing a playground place. Each team rolls the die, moves its marker and goes to that real place, where a challenge card is waiting. After completing it, they come back and roll again. It builds orienteering and following game rules.
How to play
- Draw a 20-square board on butcher paper; in each square, a simple drawing of a playground place (the fountain, the hoop, the bench…). Put a cone with its challenge card at each real place.
- Make 5 teams of 5, each with a marker (a small cone) on the start square of the board, laid out by home base.
- Taking turns, one team member rolls the giant die and moves the marker. The whole team goes to the place drawn in that square.
- There they read the card and do the challenge (10 frog jumps, everyone passes the ball…). If the square has a star, the card lets them move two extra squares.
- They return to base, another member rolls, and so on. The first team to reach square 20 wins, but play continues until everyone finishes (about 15 minutes).
- Wrap-up: each team says which place on the board was hardest to find.
Rules
- Teams roll in turn, and a different member rolls each time.
- The whole team goes to the place together and finishes the challenge.
- Wait your turn if another team is at the same cone.
- Move only your own marker.
Variations
Easier
A 12-square board with photos instead of drawings.
Standard
Twenty squares with pictures of places and a challenge at each cone.
Harder
Squares show only the map symbol for the place (a blue circle for the fountain), and some squares say "go back two."
Adaptations
- Limited mobility: the student rolls the die and handles the marker, and the challenge cards include a seated version.
- Autism: explain turns with a visual card and keep the board in sight at all times.
- Fitness level: challenge cards have two levels, and each team chooses which one to do.
Learning goals
- Identify playground places from drawings or symbols.
- Take turns and follow the rules of a board game.
- Combine finding places with movement challenges.
Equipment for a class of 25
- giant dice: 2
- butcher paper: 1
- cones: 25
- challenge cards: 20
Teacher tip
Put the board somewhere sheltered from the wind and weigh it down with cones. If two teams keep landing together, ask one to wait a moment before setting off.
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