Unplugged Lesson
Beginner
45 mins
Teacher/Student led
+590 XP
What you need:
IWB/Projector/Large Screen

Make your own Board Game

In this lesson, students will reflect on board games they have played before, discuss key elements like rules and instructions, then design and create their own board game complete with a custom board and an instruction manual. They will test their games and refine the rules for clarity.
Teacher Notes

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    1 - Reflect on Favourite Board Games

    Start by asking students to think about board games they have played before, such as Monopoly, Snakes and Ladders, or Chess. Invite a few volunteers to share: What was the game? How did you learn to play it (from family, friends, or reading rules)? Why do you like this game?

    Prompt a short class discussion on why board games need clear instructions:

    • They make the game fair
    • Help everyone understand what to do, and
    • Prevent arguments.

    Ask if anyone has experienced confusion from unclear rules and how it affected the game.

    2 - Key Elements of a Board Game

    Write four headings on the board: Setup, Turns, If β†’ Then Rules, How to Win.

    Use Snakes & Ladders to model each one, then invite pupils to suggest other games.

    • Setup: Board with start/finish, one counter per player, one die. Everyone starts on β€œStart.”

    • Turns: Roll the die, move that many spaces, then pass the die to the next person.

    • If β†’ Then Rules: If you land on a ladder’s bottom, then climb to the top. If you land on a snake’s head, then slide to the tail.

    • How to Win: First to reach the finish square wins.

    Explain: these four parts make any game clear and fair. Point out the conditional thinking (the if/then surprises) and the repeating pattern (roll β†’ move β†’ pass) just like loops. Ask, β€œWhere is the if in this game? What repeats every turn?”

    Then try filling the same four headings for a different class-favourite game.

    3 - Demo Game

    Now we are going to play a game similar to snakes and ladders but the rules are slightly different. Read through these rules with your class and play this game below in the next step!

    Setup β€” A 5Γ—5 grid with a single path from START to FINISH at opposite ends (like Snakes & Ladders). Place two counters (Teacher, Class) and one die. Use the interactive board attached in the next step on your screen.

    Turn order β€” Teacher and Class alternate. On your turn, roll the die and move that many squares along the path.

    If β†’ Then rules β€”

    • If BLUE, then move forward +2.

    • If RED, then move back βˆ’1.

    • If GREEN, then move forward +5.

    • If BLACK, then move back βˆ’3.

    • Otherwise, no effect.

    How to win β€” First counter to reach FINISH wins (no exact roll required).

    4 - Practice Game

    Click Fullscreen to Play!

    5 - Brainstorm Your New Game Idea

    Put pupils in pairs or threes and give each group paper and coloured pencils. Tell them they’re designing a simple board game with a clear rule set.

    1) Pick a theme.
    Give 30–60 seconds to choose something fun (e.g., Space Adventure, Jungle Quest, Treasure Island, Time Travel).

    2) Sketch the board.
    Draw a path or grid with 20–30 spaces, marked Start β†’ Finish. Keep squares big, arrows clear.

    3) Add 3–5 β€œIf β†’ Then” spaces.
    Balance help and challenge. Sample ideas:

    • If you land on a rocket, then jump forward 3.

    • If you land on a trap, then go back 2.

    • If you land on a bridge, then skip to the next star.

    • If you land on a whirlpool, then miss one turn.

    • If you land on a spring, then roll again.

    4) Write the rules (on a mini card).

    • Setup: what pieces you need and where to start.

    • Turns (sequence): Roll β†’ Move β†’ Check space β†’ Apply rule β†’ Pass the die.

    • How to win: the first to reach Finish (exact roll or notβ€”group decides).

    5) Keep it fair and simple.
    No β€œlose all your progress” spaces; mix positive/negative squares; use short, kid-friendly wording.

    Remind them: they’re using sequencing (the turn order) and conditionals (the ifβ†’then spaces). If they want a challenge, they can add a gentle loop (e.g., β€œIf you land on the treadmill, then move forward 1 and repeat once”).

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