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:
Ask if anyone has experienced confusion from unclear rules and how it affected the 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 βStart.β
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 ladderβs bottom, then climb to the top. If you land on a snakeβs 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, βWhere is the if in this game? What repeats every turn?β
Then try filling the same four headings for a different class-favourite 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 5Γ5 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 β1.
If GREEN, then move forward +5.
If BLACK, then move back β3.
Otherwise, no effect.
How to win β First counter to reach FINISH wins (no exact roll required).
Put pupils in pairs or threes and give each group paper and coloured pencils. Tell them theyβre designing a simple board game with a clear rule set.
1) Pick a theme.
Give 30β60 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 20β30 spaces, marked Start β Finish. Keep squares big, arrows clear.
3) Add 3β5 βIf β Thenβ 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 notβgroup decides).
5) Keep it fair and simple.
No βlose all your progressβ spaces; mix positive/negative squares; use short, kid-friendly wording.
Remind them: theyβre using sequencing (the turn order) and conditionals (the ifβthen spaces). If they want a challenge, they can add a gentle loop (e.g., βIf you land on the treadmill, then move forward 1 and repeat onceβ).