When our children were small, we had a couple of games supposedly designed to help them learn maths. This really meant teaching them arithmetic and tables, which neither of them ever had any difficulty with anyway. And the games were DULL… They might have seemed fun in comparison to school activities, but they weren’t much of an attraction at home. So they didn’t get played often and long ago went to the jumble sale.
Any game involving dice helps with counting, but I particularly like playing Monopoly with kids. The rules aren’t too complicated, you have to add and subtract all kinds of numbers and work with money, you can play with three people or with lots, and almost everyone has some idea how to play. And, most importantly, it’s FUN. There’s enough going on to keep an adult interested, but it’s still worth playing if all you do is roll the dice and see what happens. Great for all ages from six (with a little help) to eighty six (or a little older), and a much better arithmetic workout than any of the so-called ‘educational’ games I know.
The main criticism that can be levelled at Monopoly is that it takes a long time. This is fair enough if you play to the last person standing, but is easily countered by having a house rule to end the game. When playing just with grown ups, we stop when the first player goes bust. With children, we usually use the dice from the ‘Lord of the Rings’ version on the standard British board and stop when the Ring reaches Mount Mayfair. (I don’t like the LotR board, or the way the Chance and Community Chest cards have been adapted. I’m not opposed to innovations – just to bad ones).
The LotR dice. One of the 1s is replaced by the Ring symbol. The Ring starts at ‘Go’ and moves along one property every time the Ring symbol is thrown. You could do the same thing yourself by having two different coloured dice and a rule like ‘Ring moves on red six’. I’m sure you can find a ring somewhere.
Monopoly also contains some nice probability lessons based on the distribution of scores obtained by adding two ordinary dice. There are 36 ways the dice can land [(1,1) (1,2) (2,1)…… all the way to (6,6)], and eleven possible scores from 2 to 12. The most likely score is seven which can be obtained in six ways [(1,6) (6,1) (2,5) (5,2) (4,3) (3,4)]. The next most likely are six and eight (five ways each), then five and nine (four ways each) and so on.
Now, consider which square on the board you are most likely to start your turn on. They are not equally likely, and here’s a picture to help you.
Yes, it’s Jail. You can end your turn (and so start the next one) there by:
landing on ‘Go to Jail’
throwing three doubles
drawing a card
Over the course of a game you are more likely to start a turn by moving off this square than any other. And your most likely throw is a seven… which puts you on Community Chest on our board. But three of the four next most likely throws put you on the orange properties:
Bow Street needs a six (5 ways of getting this)
Marlborough Street needs an eight (also 5 ways)
Vine Street needs a nine (4 ways)
So 14 of the 36 ways the dice can land put you on an orange square if you start from Jail. That’s a better than 38% chance… and you’ll be leaving the Jail square more than any other. So as a first approximation, it looks like the orange properties are the ones to go for when you’re trading cards.
That’s not the whole story, and you will find lots more at sites like these:
Alternatively, you could get the family together, crack open a tin of sweets and have a game…!