7-11-Doubles
Required: 2 Dice
Icons:
Bomb: Erase one set of points from the other team.
Thief: Steal points from the other team.
7-11-Doubles: Game.
Roll a dice to decide which space (1-6).
Games:
A. 7-11-Doubles: Each student rolls 2 dice (both teams). If a student rolls a 7, 11, or Doubles (Doubles as in 1,1,-2,2,-3,3,-4,4) then they must quickly roll until they can roll a 7, 11, or double again. While that student is quickly rolling the other team will count together. 1 tomato, 2 tomato, 3 tomato, 4 tomato... until a 7, 11, or double is rolled again. The number that the students count up to is the amount of points they get.
With all students rolling the dice each time, on average 1 in 4 students will hit a 7, 11, double.
* rolling 7,11,doubles is bad in this version, the other team counts to earn points for themselves.
* Students must count loudly and together otherwise they do not get points.
* Play version A the first lesson (weekday) and version B for weekend.
B. 7-11-Doubles: Pair one student with another student from the other team. As with the other version, each student will get a chance to roll the 2 dice everytime 7-11-Doubles is "hit" in the game. With this more active version rolling a 7,11, double is good! If a student rolls a 7,11, double, the paired student from the other team must run to the board and back to his/her seat TWICE (a distance that allows the roller a few chances to roll the dice while the other student is running around). If the roller can roll a 7, 11, Doubles again before the student races back to his or her seat and sits down they win 10 points.
*Good to remind kids to quickly roll dice, not throw them all over the place.
*As children earn points just write the number on the board and circle it, So when a BOMB icon is hit they can erase the largest "circled" amount of points from the other team.
Icons:
Bomb: Erase one set of points from the other team.
Thief: Steal points from the other team.
7-11-Doubles: Game.
Roll a dice to decide which space (1-6).
Games:
A. 7-11-Doubles: Each student rolls 2 dice (both teams). If a student rolls a 7, 11, or Doubles (Doubles as in 1,1,-2,2,-3,3,-4,4) then they must quickly roll until they can roll a 7, 11, or double again. While that student is quickly rolling the other team will count together. 1 tomato, 2 tomato, 3 tomato, 4 tomato... until a 7, 11, or double is rolled again. The number that the students count up to is the amount of points they get.
With all students rolling the dice each time, on average 1 in 4 students will hit a 7, 11, double.
* rolling 7,11,doubles is bad in this version, the other team counts to earn points for themselves.
* Students must count loudly and together otherwise they do not get points.
* Play version A the first lesson (weekday) and version B for weekend.
B. 7-11-Doubles: Pair one student with another student from the other team. As with the other version, each student will get a chance to roll the 2 dice everytime 7-11-Doubles is "hit" in the game. With this more active version rolling a 7,11, double is good! If a student rolls a 7,11, double, the paired student from the other team must run to the board and back to his/her seat TWICE (a distance that allows the roller a few chances to roll the dice while the other student is running around). If the roller can roll a 7, 11, Doubles again before the student races back to his or her seat and sits down they win 10 points.
*Good to remind kids to quickly roll dice, not throw them all over the place.
*As children earn points just write the number on the board and circle it, So when a BOMB icon is hit they can erase the largest "circled" amount of points from the other team.