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Prime Climb

£17.495£34.99Clearance
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About this deal

Maybe this is why I’m so drawn to interactive notebooks. I love organizing information. I’m not the fastest at math. I’m not the best. I’m not the cleverest. But, I am really good at visually organizing information. The Prime Climb board is color-coded to make multiplication and division easy. Every time you multiply, the colors of the two numbers multiplied together are combined.

STEP NINETEEN: Player One ROLLS a 4 and 5. Player One adds the 4 to the 97 spot and MOVES to 101! That pawn is done and can be removed from the board! Player One is halfway to winning! Instead the results of the dice interact with the numbers written on whatever space the pawn is currently on, so long as the result is a whole number. NOTE: You MUST land on 101 exactly. Player One could not have added 3 to the 100 spot and moved to 101. It must be exact.

Divide by 2 (32) and multiply be 3 to end at 96! Division gets you closer to 101 than any of your other options. FAQ A: Yes! Depending on the situation, moving one pawn might be a better move than moving both, or vice versa. Making this decision is an important part of the strategy of Prime Climb.

Prime Climb appeals to students across the fluency spectrum. The ingenuity of Prime Climb is that the colouring system acts as an optional scaffold when students combine numbers. To compute 8*12, for example, the most fluent students can head straight to 96. But speed is not the aim of the game here, and students can derive just as much pleasure by inferring their destination from the colours of relevant tiles. Between deciding which move best serves their needs and figuring out how and when to deploy Prime Cards, there is a considerable amount of planning and decision making to be done with Prime Climb, which can help players hone their tactical and strategic acumen. High replay value With this Prime Climb problem, my first instinct was to draw a hundred chart to organize which numbers were one step away from winning and which numbers were more than one step away from winning. Drawing a grid and writing out the numbers 1-100 was time consuming. And, it seemed like my group was rushing ahead of me. But, I persevered at creating my visual representation. Once I started marking the numbers on my chart, my groupmates were all using my hundred chart to help come up with the next solutions. In the end, everyone was copying from my chart to their notes. If you or any of the other teachers or the circle leader are ever interested in getting in touch, don't hesitate to drop us a line.

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After you play a card, discard it. If you run out of cards, shuffle the discard pile and continue drawing as necessary. 101 and Winning the Game Similarly, some cards are Keeper cards, which allow users to hold on to a certain action that they can deploy when it most benefits them.

NOTE: Even though Player One was on TWO red spots, he only got to DRAW one card. Only one card can be drawn per turn. Two core elements of the game are understanding and applying the concept of prime numbers and understanding and dealing with multiple potential solutions to a given problem, two exercises that often pop up in conceptual math curricula. Fans of race-style board games A: Just 1. The advantage in this situation is that you get to choose which pawn the card applies to, if it’s not a Keeper. EDUCATIONAL LEVEL: ♥ ♥ ♥ ♥ ♥ If you are looking for a game that allows for practicing all four operations, pushes kids to strategize and really hounds the concept of factors and prime, this is a GREAT game! I would classify this as the math game with the HIGHEST EDUCATIONAL VALUE of every math game we have tried! It’s a wee bit on the expensive side, but the depth of the EDUCATIONAL VALUE makes it well worth it, in my opinion. EDUCATIONAL LEVEL SCORE: 5/5 ♥ ♥ ♥ ♥ ♥ With its open gameplay and card-based elements, it is also an excellent way to help kids learn to, plan ahead, carefully weigh their options and generally learn to think logically and strategically about their actions. Bottom LineAction Cards can be used for immediate action while Keeper Cards can be kept for later and deployed strategically when needed. With its mix of race-to-the-finish gameplay, competitive bumping and sometimes unpredictable cards, Prime Climb can be a lot of fun to play, particularly for kids who enjoy board games. STEP SEVENTEEN: Because Player One landed on an all-red spot, he gets to DRAW a card. It’s another KEEPER card to use on a future turn.

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