1st Grade Math Games
1st Grade Math Games
1st Grade Math Games
Unit 1 Lesson
Number Line Squeeze 1.2
Penny-Dice Game 1.3
Addition Top-It 1.6
Dice Roll & Tally Game 1.8
Unit 2
Rolling for 50 2.1
Two-Fisted Penny Addition 2.3
Penny Grab 2.8
Penny Cup 2.8
Penny-Nickel Exchange 2.10
Coin Top-It 2.10
Penny-Drop Addition 2.11
Nickel-Penny Grab 2.11
High Roller 2.12
Unit 3
Before & After 3.1
Coin Dice 3.12
Dime-Nickel-Penny Grab 3.12
Domino Top-It 3.14
Unit 4
Unit 6
Addition Top-It 6.1
Coin Exchange 6.10
Fact Power Game 6.4
Unit7
What’s my Rule? 7.1
Attribute Train Game 7.2
Guess the Rule 7.2
Unit 8
One Dollar Exchange 8.2
Base-10 Exchange 8.4
3,2,1 Game 8.5
Unit 9
Number Grid Game 9.2
Unit 10
$1, $10, $100 Exchange Game 10.3
Tic-Tac-Toe Addition 10.4
Number Line Squeeze
Skill: Practice identifying numbers from 0 through 15 from clues.
Players: 2 – 4 players
Directions:
Materials: 1 die
10 pennies per player
Directions:
Players: 2 – 4 players
Directions:
One player shuffles the cards and places the deck with the
numbers facedown on the playing surface.
Each player turns over 2 cards and calls out the sum of the
numbers. Players should check each other’s sums.
The player with the greatest sum takes all the cards. In case of a
tie, each tied player turns over 2 more cards and calls out the sum.
The player with the greater sum takes all the cards from both plays
and records a win in the score box on the gameboard.
Play ends when not enough cards are left for each player to have
another turn.
The player who collects the most cards wins.
Variations:
Players can toss a coin to determine whether the player with more
cards or fewer cards is the winner.
Each player turns over 3 cards and finds his/her sum.
To break a tie, each player turns over 1 more card to add to his or
her sum.
Materials: 1 die
Game Master 43 (1 per player)
Players: 2 players
Directions:
Players take turns rolling a die and putting a tally mark next to
the appropriate number on their tally charts.
The first player to have at least 5 tally marks next to each number
is the winner.
Variation:
Materials: 1 die
2 counters
Game Masters 130
Players: 2 players
Directions:
Roll Spaces
1 3 up
2 2 back
3 5 up
4 6 back
5 8 up
6 10 up
The first player to reach or cross the FINISH number is the winner.
Advanced Version:
Students can use the number grid on Game Master 174 as the
gameboard. Players start at 0 and can pick any number from 0
through 110 as the FINISH number.
Two-Fisted Penny Addition
Skill: Practice finding complements of 10.
Players: 3 – 5 players
Directions:
Total
Part Part
Variation:
Players predict the number of pennies in the second hand before
counting them. They write down their predictions and then count
the pennies to check them.
Total
Part Part
Total
Part Part
Penny Grab
Skill: Practice finding the total value of coins and writing
number models.
Players: 2 players
Directions:
Variation:
Penny Cup
Skill: Practice finding number combinations for 20.
Players: 2 players
Directions:
Variations:
Penny-Nickel Exchange
Skill: Practice exchanging 5 pennies for a nickel.
Object: To collect more nickels than the other players.
Materials: 1 die
20 pennies per player
Players: 2 players
Directions:
Variation:
Students can play the game with a larger bank. For each turn, a
player rolls 2 dice. This variation allows players to exchange coins
more rapidly.
Coin Top-It
Skill: Practice finding and comparing the values of coin combinations.
Object: To collect more cards than the other player.
Players: 2 players
Directions:
Players use the Money Card Deck, or each player cuts apart a copy
of Game Master 39. Players combine their cards.
Players mix the cards and place them facedown on the gameboard
between them.
Each player draws a card and says the total amount of the coins
shown on it. The player with the greater amount collects and
keeps both cards. In case of a tie, players take two more cards.
The player with the larger amount then takes all of the cards.
The game ends when there are no cards left to draw. The winner is
the player who collects more cards.
Variation:
Players use only the cards picturing pennies and nickels from the
money card deck, or each player cuts 7 index cards in half and
draws or stamps a combination of nickels and pennies on each
card. They should make a card for totals 7 cents through 20 cents.
Penny-Drop Addition
Skill: Practice identifying change-to-more situations.
Directions:
Nickel-Penny Grab
Skill: Practice finding the total value of coins.
Players: 2 players
Directions:
High Roller
Skill: Practice Addition Facts
Materials: 2 dice
Players: 2-4 players
Directions:
One player rolls the dice. The player keeps the die with the larger
number (the high roller) and throws the other die again.
The player counts on from the number rolled on the first die to get
the sum of the 2 dice.
Each player repeats Steps 1 and 2. The winner is the player with
the highest number after 2 rounds.
Directions:
One player shuffles the cards and deals 6 cards, one at a time, to
each player.
Each player places 2 cards side by side and faceup in front of
himself/herself on the playing surface. Each player holds the
remaining 4 cards in his/her hand. The dealer puts the rest of the
cards facedown in a stack.
Players take turns. For each turn, a player looks for any number in
his or her hand that comes immediately before or after any faceup
numbers on the playing surface. The player pouts the card on top
of the faceup number. The player puts down as many cards as
possible in this way.
The player draws as many cards as needed from the stack so that
he/she is holding 4 cards again.
If a player can’t place any cards when it is his/her turn, the player
takes 2 cards from the stack and places them faceup on top of a
card a second time. If a player still can’t place a card, his/her turn
is over.
The game is over when:
There are no more cards left in the stack
No player can place any more cards
The player holding fewer cards at the end wins.
Coin Dice
Skill: Practice making money exchanges with pennies, nickels,
and dimes.
Materials: 2 dice
60 pennies, 12 nickels, and 6 dimes
Players: 2 players
Directions:
Dime-Nickel-Penny Grab
Skill: Practice addition and number comparison
Players: 2 players
Directions:
Domino Top-It
Skill: Practice addition facts and comparing sums.
Players: 2 players
Directions:
High Roller
Skill: Practice addition facts
Materials: 2 dice
Players: 2 - 4 players
Directions:
One player rolls the dice. The player keeps the die with the larger
number (the high roller) and throws the other die again.
The player counts on from the number rolled on the first die to get
the sum of the 2 dice.
Each player repeats Steps 1 and 2. The winner is the player with the
highest number after 2 rounds.
Time Match
Skill: Practice telling time.
Players: 2 players
Directions:
One player removes the digital clock cards from the deck and
places the remaining 36 cards facedown in a 6-by-6 array.
Players take turns turning over 2 cards at a time. If they match, the
player keeps them. If they don’t match, they are returned
facedown to their original positions.
When all of the cards have been collected, the player with more
cards wins.
Players: 2 – 5 players
Directions:
For each round, players take turns. Each player does the following:
~Shakes and rolls the dice
~adds the numbers shown on the dice using any method
~except a calculator
~says the sum aloud
Saying the wrong sum disqualifies a player for that round
The player with the highest sum for each round takes a penny or a
counter from the pile. If there are ties, each winning player takes a
penny or a counter.
The player with the most counters at the end of a given time or a
given number of rounds wins.
Advanced Versions:
Students can play the game using 2 ten-sided dice, marked 0-9 to
practice all basic addition facts.
Materials: 2 calculators
Players: 2 players
Directions:
Variation:
Players use 3 index cards, one with the greater than symbol, one
with the less than symbol, and one with the equal to symbol. After
players compare their numbers verbally, they put down their
calculators and place the correct symbol card between them.
Players: 2 players
Directions:
Variation:
Players: 2 players
Directions:
Object: To beat the calculator in finding the answer to an addition basic fact.
Players: 3 players
Directions:
One player is the “caller,” one is the “calculator” and one player is
the “brain”.
One player shuffles the cards and places them with the numbers
facedown on the gameboard.
The caller draws 2 cards from the number deck and asks for the
sum of the numbers.
The calculator solves the problem using a calculator. The brain
solves it without a calculator. As soon as a player has found the
sum, he/she says it aloud. The caller decides who got the correct
answer first.
Players trade roles every 10 turns or so.
Variations:
Player limits the facts used to those with sums through 10 or to the
facts in the unshaded section of Game Master 29. The caller
selects one of the facts in the unshaded section of Game Master 29
rather than drawing 2 cards.
Groups of students are the calculators and the brains. The
calculators hold up their calculators with the answer showing as
they say the correct answer. The brains say the answer aloud as
soon as they have it.
Penny-Nickel-Dime Exchange
Skill: Practice exchanging 5 pennies for a nickel, and exchanging
values of 10 cents for a dime.
Materials: 1 die
20 pennies, 10 dimes, 10 nickels
Players: 2 players
Directions:
Variation:
Students play the game with a larger bank. For each turn, a player
rolls 2 polyhedral dice. This variation allows players to exchange
coins more rapidly.
Coin Exchange
Skill: Practice making money exchanges
Materials: 2 dice
20 pennies, 10 nickels, 10 dimes and 2 quarters
Players: 2 players
Directions:
Variation:
Players use a money cube with two sides each marked with 1, 5,
and 10 cents. Players roll the cube and select a coin from the bank
that matches the value rolled. The bank is limited to pennies,
nickels, and dimes. The game ends when players have used up all
of the dimes in the bank. To adjust the game to include quarters,
replace one of the 1 cent sides of the cube with 25cents. Play ends
when all the quarters in the banks have been used up.
Advanced Version:
Students play the game with a larger bank and 2 polyhedral dice.
Players: 2 - 4 players
Directions:
Variation:
For an easy version of the game, students use only the first 6 rows
of the game mat. The number of rows can be increased as
students increase their knowledge.
Directions:
Players label one sheet of paper: These fit the rule and the other
These do NOT fit the rule
Players take turns. Each player rolls the die once and the player
with the lowest number is the first “rule maker”
The rule maker mixes the attribute rule cards and then stacks them
facedown
The rule maker turns over the top rule card but does not show it to
the other players or tell them what the rule is
The rule maker chooses 3 or 4 attribute blocks that fit the rule on
the card and puts them on the sheet labeled these fit the rule
The rule maker chooses 3 or 4 blocks that do not fit the rule and
puts them on the sheet that says these do NOT fit the rule
The other players are the “guessers” and take turns choosing a
block that he or she thinks might fit the rule
The rule maker tells each guesser yes or no. The guesser puts the
blocks on the correct sheet. The guesser suggests what the rule
might be and the rule maker tells him/her is he/she is correct
The guessers continue until someone figures out the rule. That
player is the winner and becomes the rule maker for the next
round.
Attribute Blocks
Attribute Train Game
Skill: Practice identifying shapes that differ by just 1 attribute.
Players: 3 – 5 players
Directions:
Game 1
Game 2
The blocks are shared equally among all the players in the group.
Player 1 begins the train by laying down a block on the playing
surface.
Player 2 adds a block that is different in only one way.
Players take turns.
Any player who does not have a block that is different in only one
way loses that turn.
Players continue until no more blocks can be played.
The player with the fewest number of blocks left wins.
Directions:
Players: 2 players
Directions:
Base-10 Exchange
Skill: Practice counting and exchanging with cubes and longs.
Object: To be the first player to make an exchange for a flat.
Players: 2 players
Directions:
3,2,1 Game
Skill: Practice subtraction
Object: To be the first player to reach exactly 0.
Players: 2 players
Directions:
Variation:
Directions:
Players: 2 players
Directions:
The bank starts with one $100 bill, twenty $10 bills, and twenty $1
bills. Both players use the same place-value mat.
Players take turns. For each turn, a player does the following:
o Rolls the dice and finds the sum of the dots.
o Takes that number of dollars from the banks and places the
dollars on the mat. Whenever possible, a player exchanges
ten $1 bills for one $10 bills.
The player not rolling the dice checks the accuracy of the
transactions.
The first player to make an exchange for a $100 bill wins the
game.
Tic-Tac-Toe Addition
Skill: Practice adding 3 numbers
Players: 2 players
Directions:
Players use the 4 number grids at the top of the record sheet.
They draw a straight line through 3 numbers on a grid if they get
equal the sum in the square. There is more than one combination
for each sum.
Variation: