£17.495
FREE Shipping

Prime Climb

Prime Climb

RRP: £34.99
Price: £17.495
£17.495 FREE Shipping

In stock

We accept the following payment methods

Description

You roll double 2s, with a pawn on 78, and an opponent pawn on 42. This means you have four 2s that you must use. You could: As fun and as potentially useful an educational resource as it might be, at the end of the day Prime Climb is still a board game and may not appeal to those who don’t enjoy them. Parents looking to work on math skills that aren’t related to its gameplay STEP ELEVEN: Player One uses the 4 die and adds it to the 7 that it’s on and MOVES that pawn to 11. Then he uses the 10 die and multiplies it with the 10 spot and MOVES that pawn to 100.

Very cool that you played Prime Climb in your teacher circle! I love your information-organization approach to the problems.

Get Prime Climb

How can you get two pawns from 0 to 101 in four rolls (that’s eight numbers) without any number appearing on a die more than once? Divide by 2 (32) and multiply be 3 to end at 96! Division gets you closer to 101 than any of your other options. FAQ

Add, subtract, multiply, or divide the value of each die to your current place on the board. For example, if I’m on START and roll a 3 and 7, I can add 3 and add 7 to end on 10, add 3 and multiply by 7 to end on 21, add 7 and multiply by 3 to end on 21, or add 7 and subtract 3 to end on 4. In terms of look and feel they are similar when placed face down, which adds a bit of suspense to each card draw. Multiplication Table In the middle of a certain game, Katherine and I were down to a single pawn each. Hers was on 24, and mine was on a certain unnamed number. I rolled a little too forcefully, and the dice went off the table on her side.
“Ha,” she said. “If you had been at 0, you could have hit me.”
“Then I can hit you from where I am!” I said.
What number was I on?

How to Play

Consequently, we feel the game can really serve to augment conceptual math learning programs, which tend to encourage the learning and deployment of alternative math algorithms and strategies in problem solving. With this Prime Climb problem, my first instinct was to draw a hundred chart to organize which numbers were one step away from winning and which numbers were more than one step away from winning. Drawing a grid and writing out the numbers 1-100 was time consuming. And, it seemed like my group was rushing ahead of me. But, I persevered at creating my visual representation. Once I started marking the numbers on my chart, my groupmates were all using my hundred chart to help come up with the next solutions. In the end, everyone was copying from my chart to their notes. There are a few other minor details to the rules, but those are the main elements. If you're interested, the official rules are here: https://www.dropbox.com/s/ia2wo2arkh6exyu/Prime-Climb-Updated-Rules-February-2015.pdf?dl=0

They are, however, given the freedom to determine for themselves the optimal next move and how to get there, i.e. they must figure out what kind of operation will best serve their needs and get them to where they want to go. STEP TWENTY-ONE: Player One does not DRAW a card because he is not on an all-red spot. His turn is over. This works for division too. Say you want to divide 84 by 4. When you divide, all you do is remove the colors of the smaller number from the bigger one. In this case, you need to remove the two oranges in 4 from the colors in 84. That means you’re looking for a number with the colors purple and green. Sure enough, 21 has precisely those colors, and 84 divided by 4 is 21. a) At least one of your pawns is on an entirely red space (i.e., a prime number greater than 10), and After you play a card, discard it. If you run out of cards, shuffle the discard pile and continue drawing as necessary. 101 and Winning the GameThe first session was the appetiser. Taking my lead from Dan’s own lesson resources, I introduced the grid gradually, first displaying the numbers 1–20, then 1–60 and finally 1–100. Two questions guided our inquiry: what do you notice? What do you wonder? As a result, Prime Club’s card element can help teach players to plan ahead and come up with different tactics and strategies to deploy in game. How It Works If you draw a Keeper Card, keep that card, face up, for a future turn. You may play any number of Keeper Cards during your Move Phase. You may not play a Keeper card the turn you draw it. Maybe this is why I’m so drawn to interactive notebooks. I love organizing information. I’m not the fastest at math. I’m not the best. I’m not the cleverest. But, I am really good at visually organizing information.

Action Cards can be used for immediate action while Keeper Cards can be kept for later and deployed strategically when needed. The end result is a heightened engagement with number operations that supports both fluency and understanding. For students encountering primes for the first time, Dan’s representation brings home the multiplicative essence of these numbers in a way that symbolic treatments rarely achieve. And for those already acquainted with primes, the game offers a peek into their limitless mysteries. Students may ponder whether numbers can be coloured in more than one way (the answer to which is what makes primes so remarkable). Or whether those red tiles will cease to appear on large boards (also remarkable). In the case of doubles, you may use the number you rolled four times instead of twice. The “0” on the dice stands for “10.” You must use all your rolls. In addition to these decisions, Prime Climb also has its Prime Cards, which can suddenly change up a game by modifying, restricting or amplifying player positions and performance. You may draw only one card per turn, even if both your pawns end on red spaces. No card trading is allowed!

Prime Climb is playful learning as it should be, where the play actually reinforces students’ discovery and understanding of mathematical concepts. It takes a creative mathematics educator like Dan Finkel to achieve that balance. It is obvious from the design of Prime Climb that Dan’s pedagogical aims fuel every aspect of gameplay. STEP SEVENTEEN: Because Player One landed on an all-red spot, he gets to DRAW a card. It’s another KEEPER card to use on a future turn. STEP THIRTEEN: Because Player One has a pawn on an all-red spot {11}, he gets to DRAW a card. It’s a KEEPER card that he can use on a future turn. So, his turn is now over. For example, say you have a pawn at 14 and one of your rolls is a 3. You decide to multiply 14 by 3, but aren’t sure what that product is. The colors will tell you. Notice that 14 is orange and purple, while 3 is green. That means that 14 times 3 will be orange, purple, and green. The only circle with exactly those colors is 42, which is 14 times 3.



  • Fruugo ID: 258392218-563234582
  • EAN: 764486781913
  • Sold by: Fruugo

Delivery & Returns

Fruugo

Address: UK
All products: Visit Fruugo Shop