Material: 1 game piece per person

1 exponent NASCAR Talledega track.

1 6 sided die

1 spinner

1 Calculator

Players: up to 43

Skill: knowing how to do exponents.

Object of the game: be the first to finish 25 laps

Directions

1. Before you play the game you must qualify. To qualify you take turns just like you would in the game. The order you finish 2 laps of qualifying is the order you start the game.

2. When it is your turn you first spin the spinner. This number is your base number. Now roll the die. This number is your exponent. Solve it and have someone check it with a calculator. If you are correct then use the movement key below to find how far to move. If you are wrong then you don’t get to move and it is the next persons turn. The first person to finish 25 laps wins.

Movement key

If you get a 1-6 you got caught in a wreck you and the player up next lose 5 laps. If you have less than 5 laps to start with you just stay at 0.

If you get 7-81 you can move ahead ½ of a lap.

If you get 82-1000 you can move ahead ¼ of a lap.

If you get 1001-10000 you can move ½ of a lap.

If you get 10001- unlimited you can move ¾ of a lap.

THE FOOTBALL MATCH WITH EXPONENTS

• MATERIALS: TILES, DICE, CALCULATOR AND BOARD

• PLAYERS: 2

THIS IS THE GAME THAT WITH EXPONENTS YOU CAN PLAY SPORTS, AND THIS TIME WE ARE PLAYING FOOTBALL. THESE ARE THE RULES.

• BOTH PLAYERS MOVE DOWN THE FIELD, ROLLING THE DICE. OFFENCE AND DEFENSE ARE THE PLAYERS. THE PLAY DOES NOT STOP UNTIL THE OFFENCE PLAYER IS DOWN. ( UNTIL END OF TURN)

• 1ST ROLL ON THE DICE IS THE BASE. 2ND ROLL ON THE DICE IS THE EXPONENT. THE PLAYER THAT GOES FIRST (WHICH YOU CAN DECIDE) WILL TRY TO SOLVE THE PROBLEM WHILE THE OTHER PLAYER LOOKS AT THE CALCULATOR AND SOLVES IT. ROLL ONLY 2 TIMES.

• YOU CAN CHALLENGE THE PLAY OF THE PLAYER WITH THE CALCULATOR. IF THE CHALLENGER IS RIGHT, HE GETS POSITIVE 10 YDS. IF NOT, NEGATIVE 10 YDS.

SCALE

1-10 INTERCEPTION

11-100 10YDS

101-1000 20YDS

1001-10000 40YDS

10001-UP 60YDS

• TURNOVER = 4 TRYS

• TURNOVER = 2 QUESTION WRONG

• FIELD GOAL = 3 PTS

• TOUCHDOWN = 7PTS

FIELD GOAL YARDS ARE 10 TIMES WHATEVER YOU ROLL FIRST.

ENJOY OUR GAME

CREDITS TO AJ ALEJANDRO AND AARON THOMAS ]]>

Materials: game pieces one per player can be anything you want.

One six sided die

One spinner

One calculator

Players: up to 43

Skill: knowing how to calculate exponents.

Object of the game: be the first player to finish 20 laps.

Directions

1. Before you play the game you must qualify. To qualify do the same thing you do in the game and the order you start the game is the order you finish 2 laps of qualifying.

2. When you are up you first spin the spin the spinner. The number you get is your base number. Then you roll the die. The number you get then is your exponent. Solve the problem. Have someone else you are playing with do the problem on a calculator. If you are correct use the chart below to find how far you move. If you are not correct you do not move at all and it is the next persons turn. First to complete 20 laps wins.

Moving chart

If you get 1 to 6 you are involved in the big one (a wreck) you and the next person up lose 5 laps. 7 to 50 you gain

Players: 1vs1 or 2vs2

Items needed:

1. Dice

2. Tiles (To be players)

3. Basketball court

4. Calculator

5. Paper

Rules:

1. To start both teams roll the dice the team with the highest number is offence the other team is defense.

2. The defense rolls the dice for the offence the first number rolled is the base number and the second number rolled is the exponent.

3. To move a spot you get 10,000 to 100 you can move any direction of your choice forward, backward, left or right if you get a number 1 to 99 you get to move two spots of any direction and you have to move at least 5 spots before you move and you cannot go on the same spot twice in one turn.

4. To shoot you have to have moved your 5 spots and the shot furthest away is three dots you need a number in between 10,000 and 1,000 to shoot two spots away and a number 1 through ten to shoot three spots away.

5. If you are playing with 2vs2 the difference is you can pass instead of move and if one player goes on one spot the other player can go on that spot too.

6. To win you need 5 points one spot away is one point ]]>

Materials

6 dice

1 piece of crumpled paper

1 Exponent ball field

Players 2

Skill Teamwork, passing and aiming

Objective of the game

• First player 1 puts the ball next to your own goal. Then player 1 rolls 2 dice. The first is the base the second is the Exponents.

• Player 2 checks player 1’s answer if correct player 1 gets to go the designated amount. When you shoot you flick the piece of paper to one of the 4 pieces of paper that you put on the field strategically. If not player 2 gets the ball. Also if you do not get to the shooting area in 3 turns the other player gets the ball.

• If a player gets over 2000 they get a free shot. A free shot is when the player puts the ball on the inner line and shoots the ball trying to hit the goal.

• If a player gets within the outer circle they can shoot but one of the dice (Defenders) blocks the goal. If the ball hits the goal the person gets 2 points, but if it hits the defender the defending team gains the

Materials-

• Game Board/ Softball field

• 2 six-sided dice

• “x” game pieces for each team

• 1 calculator

• Scrap piece of paper

Directions-

1. This game is similar to real softball. There has to be 6 players but the max number of players is 10. The object of the game is to get a “hit” and to get your team to home. You get three tries or “strikes” to get on base. One team will be checking the other team’s math and will have a calculator. The other team will be the batters. They will roll two dice to get their exponents. For example: Dice roll # 1 you got a 5, and dice roll # 2 you got a 4. So your answer would be 625.

2. The team who is checking will check the other team’s math on a calculator to see if it is correct. If so, the team that is batting will look at the scale to see if they get on base. Then the next batter is up. If the batters score 8 runs before they get 3 outs ten they get to tally their 8 points on a piece of paper. Then, the team that was just the batters is now the people who check the other team. And the team that was checking is now the batters. This keeps going on until the one team has a total of 24 runs. Then that team wins. But if the team hasn’t scored 8 runs before they have three outs, none of their runs count for example: if the team that is batting has 4 runs, and then they have three outs, they don’t get to keep any of their runs.

Scale

Roll Base

1 Home run!

2 Double

3 Triple

4 Strike out!

5 Grand slam!

6 Strike 1

Materials:

1 calculator

2 counters

1 six-sided die

1 ,1-9 spinner

2 players

Directions:

1.Each player gets a counter. The first player will spin the spinner then roll the die. The number that you got on the spinner will be the base number and the number you rolled will be the exponent. Then find out what the exponent equals.

2. Depending on how you rolled that will be where you shoot from. If you shoot and you make it you get a point. Each player gets 5 turns. Whoever get the most points win. But, if after you both go all 5 times if you guys have the score you go 3 more times each.

Exponent Lines

1-9

10-99

100-999

1000-9999

10000’s

MATERIALS

• One Mini Soccer field

• One penny

• One deck of cards 1-4 (minimum of 16 cards, 4 of each)

• One tile for each player (different colors will be helpful)

PLAYERS

• 2 players per game

SKILL

• Solving exponential problems

OBJECT OF THE GAME

• Be the first person to score 16 goals

DIRECTIONS

• Roll the die to find your base number

• Draw 2 cards from the deck

• Divide the higher number by the lower number to get your exponent

• Solve the exponential problem

• Divide your answer by 25

• Your answer will be the same amount of centimeters you will move

• Move your tile from the end of the field

• From there you will roll the penny through the goal (If the penny does not go through the goal it doesn’t count as a goal and it won’t count as a point

Remember when you are solving the exponential problem and the opposing player corrects you on a calculator, you miss a turn and it is now the opposing player’s turn

]]>A person that is not going needs to check the player that is going to make sure it is correct ]]>

Materials:

Olympic exponents pool board.

8 sided die

1 spinner

1 calculator

10 Popsicle sticks

Players: Up to 10

Skill: Solving exponents

Object of the game: To reach the end of the pool first.

Directions:

1. This game is a model of Olympic swimming. Players 1-10 put their swimmers (Popsicle sticks) at the beginning of each lane, before the lone flags (backstroke turn indicator). The objective of the game is to reach the end first.

2. The players each take 1 turn per round. To take a turn you spin the spinner 1 time and whatever number you get becomes the base. To get the exponent you roll the die. How many rounds there are depends on how long it takes one of the players to reach the end.

3. Look at the scale. Determine where the exponents total lies, and flip your Popsicle stick that many times farther towards the end

Exponent scale

Total 1 or less = -1 flip Total 2-6 = +1 Flip Total 8-81 = +2 Flips

Total in the 100s = +3 Flips Total in the 1,000s = +4 Flips Total in the 10,000s = + 5 Flips