Pencil and Paper Games
Pencil and Paper Games
Pencil and Paper Games
Ages 9–12
5–30 minutes
Pencil-and-Paper Games
Description
A collection of pencil-and-paper games that can be used in a program or adapted
for passive programming in your libraries
Space Considerations
Any type of space with seating for participants
Competencies
Creative and imaginative thinking
Logic and sequencing
Following directions
Problem solving
Teamwork
Strategic thinking
Materials
Pen or pencil
Paper
Timer or stopwatch (optional)
Implementation
Select pencil-and-paper games from our list and modify as desired to fit the
number of participants in your program.
Safe Cracker
Description: One player has to guess their opponent’s secret four-digit code
Players: 2
1. The first player secretly writes down a four-digit number using any number
from 0 to 9, but a number can only be used once (e.g. 7459 is ok, but 7454
is not because it reuses the number 4)
2. Draw a grid containing 4 columns and 10 rows or print out the Safe Cracker
template
3. The second player has to guess what the secret number is and writes their
guess in the first (bottom) row of the grid
4. The first player marks the guess with the following symbols:
an asterisk (*) for a number that is correct and in the right spot
a checkmark (√) for a number that is correct but in the wrong spot
an x for an incorrect number
5. The second player continues to guess the code, using the information from
previous attempts to revise their selection of numbers, and writes it on the
next row up in the grid
6. If the second player gets the code right before reaching the top of the grid,
they have cracked the code
3x 4 7 1
2x 6x 8x 4
Go-Moku
Description: A strategy game where players attempt to get five in a row before
their opponent
Players: 2
1. Draw a playing grid with 19 vertical and 19 horizontal lines, or print out the
Go-Moku template
2. Participants decide who will be X and who will be O, and who will go first
(Rock Paper Scissors is usually a good way to determine starting order)
3. The object of the game is to get five in a row, either horizontally, vertically or
diagonally
4. Players take turns writing their symbols in the grid, trying to complete a
series of five in a row while also blocking their opponent from doing so
5. The first player to get five in a row wins the game
Description: A strategy game in which players need to create a line of four in a row
before their opponent
Players: 2
1. Draw a 42-square grid (seven across by six down) or use the It’s a Line Up
template
2. Participants decide who will be X and who will be O, and who will go first
3. The object of the game is to make a line of four before your opponent—the
line could be horizontal, vertical or diagonal
4. Players take turns writing their symbols in the grid, but each player must
build up from the bottom of the grid (Imagine that each grid is governed by
the law of gravity and that symbols fall down each column until they reach
either the bottom of the grid or a previously drawn symbol)
An example of a game in
progress. Notice the “law of
gravity”—the X is placed
above the O.
X
X O
In this example, the O is
placed on the bottom of the
grid since there are no other
symbols in this column yet.
X
O
X X
O X O O
Snake
Description: Players try to avoid closing a box, which represents a snake biting its
own tail
Players: 2
1. Make a grid of 100 dots, with 10 rows and 10 columns (or use the Snake
template)
2. The first player connects any two dots next to each other with a horizontal or
vertical line (no diagonal lines)
3. The next player must connect one end of first line to another dot (the lines
can be added to either end of the snake)
4. Players continue to alternate turns as the line grows and creates a “snake”
through the grid
5. The line must be continuous, so branches or crossing over from one part of
the snake to another is not allowed
6. Players try to avoid being the person to connect either end of the snake to
itself
7. The first person who can’t connect the snake to an adjacent dot—and instead
has to make the snake bite itself—loses the game
Dots and Boxes
Description: Players take turns trying to form squares by joining dots on a grid
Players: 2
1. Draw a 64-dot grid (8 dots across by 8 dots down) or use the Dots and Boxes
template
2. For younger players, the grid can be 25 dots (5 across by 5 down)
3. Players take turns joining any two adjacent dots with a vertical or horizontal
line (no diagonal lines)
4. When one player is able to draw a line that completes a box, they put their
initial in the box and they get to take another turn
5. More squares are made as the game progresses and play continues until it is
impossible to complete any more squares
6. The winner is the player who has the most squares at the end of the game
Example of a game played on 3 x 3 grid. The red represents the move(s) taken that
turn.
Book Suggestions
Mr. Lemoncello's Library Olympics by Chris Grabenstein
Extreme Abilities: Amazing Human Feats and the Simple Science Behind Them by
Galadriel Watson
Bird & Squirrel: All Tangled Up by James Burks
The first player secretly writes down a four-digit number using any number
from 0 to 9, but a number can only be used once (e.g. 7459 is ok, but 7454
is not because it reuses the number 4)
The second player has to guess what the secret number is and writes their
guess in the first (bottom) row of the grid
The first player marks the guess with the following symbols:
o an asterisk (*) for a number that is correct and in the right spot
o a checkmark (√) for a number that is correct but in the wrong spot
o an x for an incorrect number
The second player continues to guess the code, using the information from
previous attempts to revise their selection of numbers, and writes it on the
next row up in the grid
If the second player gets the code right before reaching the top of the grid,
they have cracked the code
Game 1 Game 2
Go-Moku
How to play:
Participants decide who will be X and who will be O, and who will go first
The object of the game is to get five in a row, either horizontally, vertically or
diagonally
Players take turns writing their symbols in the grid, trying to complete a
series of five in a row before their opponent
The first player to get five in a row wins the game
It’s a Line Up
How to play:
Participants decide who will be X and who will be O, and who will go first
The object of the game is to make a line of four before your opponent—the
line could be horizontal, vertical or diagonal.
Players take turns writing their symbols on the grid, but each player must
build up from the bottom of the grid (Imagine that each grid is governed by
the law of gravity and that symbols fall down each column until they reach
either the bottom of the grid or a previously drawn symbol)
Game 1 Game 2
Game 3 Game 4
Snake
How to play:
The first player connects any two dots next to each other with a horizontal or
vertical line (no diagonal lines)
The next player must connect one end of first line to another dot
Players continue to alternate turns as the line grows and creates a “snake”
through the grid
The lines can be added to either end of the snake
The line must be continuous, so branches or crossing over from one part of
the snake to another is not allowed
Players try to avoid being the person to connect either end of the snake to
itself
The first person who can’t connect the snake’s head to an adjacent dot—and
instead has to make the snake bite itself—loses the game
Dots and Boxes
How to play:
Players take turns joining any two adjacent dots with a vertical or horizontal
line (no diagonal lines)
When one player is able to draw a line that completes a box, they put their
initial in the box and they get to take another turn
More squares are made as the game progresses and play continues until it is
impossible to complete any more squares
The winner is the player who has the most squares at the end of the game
Game 1 Game 2
Game 3 Game 4