Tips for teaching logical games 1. The games should fit the kid’s age and abilities. 2. The length of the game should be in consideration of the child's ability to concentrate. 3. The kid should not learn a new game until the previous one has been properly practiced, and knows the rules certainly. 4. All games should bring positive experiences for the child. 5. It is important to have links between the games in their logic, in their rules, build on the lessons learned before. 6. If possible, try to combine games with moving as well. 7. Only 10-20% of the time should be spent on teaching. In the rest the children should be playing. 8. When learning new games always use the same system. For example:  Presentation of the game  Questions  Trial game  Questions 9. The child is responsible for the toys, they always need to check that no piece is missing or damaged. 10. If possible, make a game with the kid, as it is cost-effective, it's easier to replace the missing parts. 11. Arrange a competition. Rivalry is the essence of children. Its result is objective, encourages the children for self-assessment. 12. Appreciate all the performance, reward the worthy. 13. Get in touch with parents, students, and involve them in the game. 14. The children should teach as well. They can teach the games they know to new students. This way they arrange their knowledge better. 15. On the first lesson tell the rules that apply on your lessons and to every game. Game rules Tic-tac-toe https://www.youtube.com/watch?v=5SdW0_wTX5c Tic-tac-toe (also known as noughts and crosses or Xs and Os) is a paper-and-pencil game for two players, X and O, who take turns marking the spaces in a 3×3 grid. The player who succeeds in placing three of their marks in a horizontal, vertical, or diagonal row wins the game. The following example game is won by the first player, X:

Connect Four https://www.youtube.com/watch?v=utXzIFEVPjA (also known as Captain's Mistress, Four Up, Plot Four, Find Four, Four in a Row, Four in a Line and Gravitrips (in )) is a two-player connection game in which the players first choose a color and then take turns dropping one colored disc from the top into a seven-column, six-row vertically suspended grid. The pieces fall straight down, occupying the next available space within the column. The objective of the game is to be the first to form a horizontal, vertical, or diagonal line of four of one's own discs. Connect Four is a . The first player can always win by playing the right moves. ‘Roll-in’ Four-in-a-row The game starts on an empty chess board. Choose one side of the board and ‘roll-in’ on piece. This means that the piece only stops if it reaches the other side of the board or hits another piece on its way. The aim is to have four of your pieces vertically, diagonally or horizontally.

‘Shuffle’ Four-in-a-row The game starts on an empty chess board. You can put your piece anywhere on the side of the board, even if it’s already occupied. If there is already one piece on the place where you want to put it, you can push all of the pieces forward the middle of the board. The aim is to have four of your pieces vertically, diagonally or horizontally.

Neutron The game is played on a 5x5 board. Arrange the pieces as shown:

The middle piece is called ‘pig’. The aim is to move the ‘pig’ to your backline or unable your opponent to move with the ‘pig’. Players first move the ‘pig’ and then one of their own piece. Players can move in any directions, but only from side to side or until it hits another piece, as if the board is an ice- skating ring. Bolotudu The game is played on 5x6 board with 12-12 pieces. In the first part of the game each player places their pieces on the board. Players put two pieces on the board in one round. The only rule is that three pieces of the same color can’t be next to each other vertically or horizontally.

In the second part of the game, when all pieces are on the board, players can move their pieces vertically or diagonally, but only one step and only to empty places. The aim is to have three of your pieces together vertically or diagonally, so you can remove one enemy piece that is next to your three pieces.

The aim is to remove as much enemy pieces as you can until they only have two pieces left on the board. Pikk-Pakk

The game starts in this position. White starts the game and moves one row or column where he has more pieces then black. In the next move black does the same where he has ore pieces then white. The aim is to surround the middle piece vertically and diagonally with your pieces.

In this picture when black moves the row left side wins by surrounding the right piece. Dots Dots is a two player area reservation game. You can even play it on paper with pencils as well. Here are some possible boards:

At the start of a blank board players place alternately a match on the side of the squares. When a match is placed on the 4th side of a square, the player placing it will place its own mark (stone) in the square (occupy it). Then he follows again, as long as you he occupies a square. The one having more squares at the end wins the game.

Quarto https://www.youtube.com/watch?v=VMazU6Q-YFY

Description This is a game for two players. The board has 16 squares (4x4), and the 16 different pieces that can be constructed combinating the following four characteristics:

 Size (big/small)  Colour (red/blue)  Shape (circle/ square)  Hole (piece with hole/piece without hole)

Objective The aim of the game is to complete a line with four pieces that are similar at least about one of the four described characteristics (four big pieces, four little, four red, four blue, four circle, four square, four with hole or four without hole). The line may be vertical, horizontal or diagonal. The winner is the player who places the fourth piece of the line.

How the game goes on Players move alternatively, placing one piece on the board; once inserted, pieces cannot be moved. One of the more special characteristics of this game is that the choice of the piece to be placed on the board is not made by the same player who places it; it is the opponent who, after doing his move, decides which will be the next piece to place. So, each turn consists of two actions: 1. Place on the board the piece given by the opponent. 2. Give to the opponent the piece to be placed in the next move. In the first turn of the game, the player who starts has only to choose one piece for the opponent. For beginners the players don’t choose piece for each other but for themselves.

Final The game finishes in a draw when nobody reaches the objective after placing the 16 pieces. Gomoku, also called Gobang or Five in a Row, is an abstract strategy . Players alternate turns placing a stone of their color on an empty intersection. The winner is the first player to form an unbroken chain of five stones horizontally, vertically, or diagonally. In Swap2 rule, the first player starts by placing three stones (2 black 1 white, if black goes first) on the board. The second player next can select one of these three options: choose to play black, or to play white and place one more stone, or to place two more stones to change the shape and let the first player choose the color.  The rule of three and three bans a move that simultaneously forms two open rows of three stones (rows not blocked by an opponent's stone at either end).  The rule of four and four bans a move that simultaneously forms two rows of four stones (open or not).  is played on a 15×15 board, with the rules of three and three, four and four, and overlines applied to Black only and with opening rules, some of which are following the swap pattern.  In Caro (also called Gomoku+, popular among Vietnamese), the winner must have an unbroken row of five stones and this row must not be blocked at either end. This rule makes Gomoku more flexible and provides more power for White to defend.  Omok is played the same as Standard Gomoku; however, it is played on a 19×19 board and include the rule of three and three. The overlines rules, do not count.  Ninuki-renju or Wu is a variant which adds capturing to the game; it was published in the USA in a slightly simplified form under the name .  http://gomoku.yjyao.com/

Pente https://www.youtube.com/watch?v=CyKjUXDe3Eg The players alternate in placing stones of their color on free intersections, with White always assuming the opening move. The players aim to align five stones of the same color in vertical, horizontal or diagonal lines. Captures are obtained by flanking pairs of an opponent's stones in any same direction. Captures must consist of exactly two stones; flanking a single stone or three stones does not result in a capture. For example, if the stones are X O O _ and you place your stone so it becomes X O O X, then your opponent's stones are removed from the board, leaving X _ _ X. A stone may legally be placed on any empty intersection, even if it forms a pair between two enemy stones. For example, if the stones are X O _ X you may place your stone so it becomes X O O X. Your stones are NOT captured in this case. When playing with multiple players the inside stones can be different colors, but the two stones on the outside must be the same colors. For example, X O Y X. It must be a pair in order to capture. A player wins by scoring five stones in a row. It can be horizontal, vertical, or diagonal. A player can also win by capturing five pairs of opponent stones. Pente can also be played by four people, with pairs of two acting as partners. It can also be played with multiple independent players when each player has their own different colored stones. Mill games Nine man’s morris or classical mill game https://www.youtube.com/watch?v=zvbIKOHIkRE The board consists of a grid with twenty-four intersections or points. Each player has nine pieces, or "men", usually coloured black and white. Players try to form 'mills'—three of their own men lined horizontally or vertically—allowing a player to remove an opponent's man from the game. A player wins by reducing the opponent to two pieces (where he could no longer form mills and thus be unable to win), or by leaving him without a legal move. The game proceeds in three phases:

1. Placing men on vacant points 2. Moving men to adjacent points 3. (optional phase) Moving men to any vacant point when the player has been reduced to three men Phase 1: Placing pieces

Nine men's morris starts on an empty board. The game begins with an empty board. The players determine who plays first, then take turns placing their men one per play on empty points. If a player is able to place three of his pieces on contiguous points in a straight line, vertically or horizontally, he has formed a mill and may remove one of his opponent's pieces from the board and the game, with the caveat that a piece in an opponent's mill can only be removed if no other pieces are available. After all men have been placed, phase two begins. Phase 2: Moving pieces Players continue to alternate moves, this time moving a man to an adjacent point. A piece may not "jump" another piece. Players continue to try to form mills and remove their opponent's pieces as in phase one. A player can "break" a mill by moving one of his pieces out of an existing mill, then moving it back to form the same mill a second time (or any number of times), each time removing one of his opponent's men. The act of removing an opponent's man is sometimes called "pounding" the opponent. When one player has been reduced to three men, phase three begins. Phase 3: "Flying" When a player is reduced to three pieces, there is no longer a limitation on that player of moving to only adjacent points: The player's men may "fly" (or "hop", or "jump"from any point to any vacant point. Some rules sources say this is the way the game is played, some treat it as a variation, and some do not mention it at all. A 19th-century games manual calls this the "truly rustic mode of playing the game". Flying was introduced to compensate when the weaker side is one man away from losing the game. “Hungarian” mill game The rules are the same as in classical, only the board is different. Here you can see two examples:

Fanorana Arrange the 22 pieces for each player as shown.

Moving: White moves first. Pieces are moved by sliding one space along one of the the lines. Note that some points lie on diagonal lines, while others have only horizontal and vertical directions.

Capturing: you can capture a line of your opponent's pieces by approach by moving toward them into the adjacent space, or by withdrawal by starting in the adjacent space and moving directly away from your opponent's piece. In some positions, you could capture either way, and you must choose one or the other.

A Turn: consists of either a single, non-capturing move, or a sequence of capturing moves. If any capturing moves are possible anywhere on the board, then a capturing move must be made. If multiple captures are possible, you can choose which to do. Subsequent captures on the same turn are optional. Second and subsequent captures in the same turn are subject to some restrictions:

 you must keep moving the same piece  you cannot return to any space twice  you can't move in the same direction twice in a row

In the opening, many captures are possible and so a lot of pieces will be eliminated very quickly. The basic tactics are to squeeze your opponent’s pieces so he is forced by zugzwang to move toward you, or to set up sacrifices where a mandatory capture is ultimately disadvantageous.

Pylos

Quoridor

Scrabble Set up: You should have a game board, 100 letter tiles, a letter bag, and four racks. Before the game begins, all players should agree upon the dictionary that they will use, in case of a challenge. All words labeled as a part of speech (including those listed of foreign origin, and as archaic, obsolete, colloquial, slang, etc.) are permitted with the exception of the following: words always capitalized, abbreviations, prefixes and suffixes standing alone, words requiring a hyphen or an apostrophe. Place all letters in the pouch, or facedown beside the board, and mix them up. Draw for first play. The player with the letter closest to "A" plays first. A blank tile beats any letter. Return the letters to the pool and remix. All players draw seven new letters and place them on their racks. Game play 1. The first player combines two or more of his or her letters to form a word and places it on the board to read either across or down with one letter on the center square. Diagonal words are not allowed. 2. Complete your turn by counting and announcing your score for that turn. Then draw as many new letters as you played; always keep seven letters on your rack, as long as there are enough tiles left in the bag. 3. Play passes to the left. The second player, and then each in turn, adds one or more letters to those already played to form new words. All letters played on a turn must be placed in one row across or down the board, to form at least one complete word. If, at the same time, they touch others letters in adjacent rows, those must also form complete words, crossword fashion, with all such letters. The player gets full credit for all words formed or modified on his or her turn. 4. New words may be formed by:

 Adding one or more letters to a word or letters already on the board.  Placing a word at right angles to a word already on the board. The new word must use one of the letters already on the board or must add a letter to it. (See Turns 2, 3 and 4 below.)  Placing a complete word parallel to a word already played so that adjacent letters also form complete words. (See Turn 5 in the Scoring Examples section below.)

5. No tile may be shifted or replaced after it has been played and scored. 6. Blanks: The two blank tiles may be used as any letters. When playing a blank, you must state which letter it represents. It remains that letter for the rest of the game. 7. You may use a turn to exchange all, some, or none of the letters. To do this, place your discarded letter(s) facedown. Draw the same number of letters from the pool, then mix your discarded letter(s) into the pool. This ends your turn. 8. Any play may be challenged before the next player starts a turn. If the play challenged is unacceptable, the challenged player takes back his or her tiles and loses that turn. If the play challenged is acceptable, the challenger loses his or her next turn. Consult the dictionary for challenges only. All words made in one play are challenged simultaneously. If any word is unacceptable, then the entire play is unacceptable. Only one turn is lost on any challenge. 9. The game ends when all letters have been drawn and one player uses his or her last letter; or when all possible plays have been made. Mancala

The Basic Rules of Mancala

This is a version of the basic game, known as two-rank Mancala, or Kalah. There are literally dozens of other variations of the game which are played all around the world.

The Object of the Game

The object of the game is to capture more stones than your opponent.

How to Play The Mancala board is made up of two rows of six holes, or pits, each. If you don't have a Mancala board handy, substitute an empty egg carton.

Four pieces—marbles, chips, or stones—are placed in each of the 12 holes. The color of the pieces is irrelevant.

Each player has a store (called a Mancala) to the right side of the Mancala board. Cereal bowls work well for this purpose if you're using an egg carton.

The game begins with one player picking up all of the pieces in any one of the holes on thier side.

1. Moving counter-clockwise, the player deposits one of the stones in each hole until the stones run out. 2. If you run into your own store, deposit one piece in it. If you run into your opponent's store, skip it. 3. If the last piece you drop is in your own store, you get a free turn. 4. If the last piece you drop is in an empty hole on your side, you capture that piece and any pieces in the hole directly opposite. 5. Always place all captured pieces in your store. 6. The game ends when all six spaces on one side of the Mancala board are empty. 7. The player who still has pieces on his side of the board when the game ends capture all of those pieces. 8. Count all the pieces in each store. The winner is the player with the most pieces.

Tips

Planning ahead is essential to victory in board games like Mancala. Try to plan two or three moves into the future. https://www.thesprucecrafts.com/how-to-play-mancala-409424 Hoppers https://www.youtube.com/watch?v=Ac40Ce26l40 You place the pieces on the board as shown on the cards. The aim of the game is to end up with only one piece on the board, and that is the red one. Every move has to be a take. To take, you have to jump over one piece with another one. Rush Hour https://www.youtube.com/watch?v=HI0rlp7tiZ0 You place the cars on the board as shown on the cards. The aim is to get the red car out of the traffic jam. The cars can move only in one line and can’t be put to other place. You need to move the cars so that the red one can get out. Rush-hours: http://www.jatektan.hu/_2018_vissza/2011_ig/uj2001/2003/flash/rushhour5.swf Ufo-logic http://www.jatektan.hu/_2018_vissza/2011_ig/__2010/001/beetle_run0.html http://www.jatektan.hu/_2018_vissza/2011_ig/uj2001/2003/flash/juego/bobitos.swf Film: Story of Maths: https://vimeo.com/74547305

Ricochet Robots

Qwirkle Qwirkle is a great colour and shape matching game for kids of all ages. The objective is for players to create and build upon lines based on the same colour or shape. Starting Out Each player should reach into a mixed bag that contains all of the marked tiles. Every player should then pick six tiles apiece and keep them hidden from the other players. Before starting gameplay, each player must count the greatest number of tiles that have either colour or shape in common. This is the number that will be announced to the other players; the player with the highest number starts the game and uses those tiles to start gameplay. If there is a tie, the oldest player plays his tiles first. Gameplay continues in the clockwise direction. When your turn arrives, you have several options. You can add one tile that matches a colour or shape to a line on the board and pick a new tile from the bag. If possible, you may add two or more tiles to the same line on the board. In this case, you pick new tiles from the bag until you have six tiles in your hand. Instead of these two options, you may also trade one or more tiles from your hand with the same amount from the bag. Lines and Points Each line can only contain one of each colour and one of each shape, and every line must have either its colour or shape in common. If you create a line, you get one point for every tile in the line. You get two points for a tile that is included in two lines. By completing a Qwirkle, or a line of 6 matching tiles, you get six extra points. Complete the game by using all of your tiles. When there are no more to pick from the bag, the player who would have drawn a tile gets a six point bonus, ending the game. Add up each player’s scores and the highest scoring player is the winner.

online game: http://qwirklefreeware.com.s3-website-us-east-1.amazonaws.com/

Quixo

Dixit One player is the storyteller for the turn and looks at the images on the 6 cards in her hand. From one of these, she makes up a sentence and says it out loud (without showing the card to the other players). Each other player selects the card in their hands which best matches the sentence and gives the selected card to the storyteller, without showing it to the others. The storyteller shuffles her card with all the received cards. All pictures are shown face up and every player has to bet upon which picture was the storyteller's. If nobody or everybody finds the correct card, the storyteller scores 0, and each of the other players scores 2. Otherwise the storyteller and whoever found the correct answer score 3. Players score 1 point for every vote for their own card. The game ends when the deck is empty or if a player scores 30 points. In either case, the player with the most points wins the game. The base game and all expansions have 84 cards each. Rummikub twist https://www.youtube.com/watch?v=rWdPT2W1b7Q

Hive

Blokus The game is played on a square board divided into 20 rows and 20 columns, for a total of 400 squares. There are a total of 84 game tiles, organized into 21 shapes in each of four colors: blue, yellow, red and green. The 21 shapes are based on free polyominoes of from one to five squares (one monomino, one domino, two trominoes/triominoes, five tetrominoes, and 12 pentominoes).

The standard rules of play for all variations of the game are as follows:  Order of play is either clockwise or counter-clockwise.  The first piece played of each color is placed in one of the board's four corners. Each new piece played must be placed so that it touches at least one piece of the same color, with only corner-to-corner contact allowed—edges cannot touch. However, edge-to- edge contact is allowed when two pieces of different color are involved.  When a player cannot place a piece, he or she passes, and play continues as normal. The game ends when no one can place a piece. https://www.ebay.com/itm/Mattel-BJV44-Blokus- Game/282864284866?epid=1341968116&hash=item41dc0674c2%3Ag%3A4jkAAOSwt ypalY7-&_fsrp=1&rt=nc

Fox and geese The game is played on a chess board with four white (geese) and one black piece (fox). The pieces are placed as shown below.

The pieces can move on the black tiles. The geese can only move one step forward, while the fox can move forward and backward as well, The aim of the game is for the fox to get behind the line of geese, or the geese need to capture the fox by making it unable to move. https://www.youtube.com/watch?v=fWu5nrkLWVM

Distraction

Surakarta

Description

The board has six horizontal and six vertical lines. The joints of the four external bars are linked by circular lines as shown in the image.

The two opponents that take part in the game sit opposite each other. Each of them has 12 pieces placed on the joints in the two nearest horizontal lines.

At the start of the game the board looks like this:

Objective

The purpose of the game is to capture all the opponent´s pieces. How the game goes on

Moves

Each player makes one move by turn.

The pieces have to be moved in any direction (vertically, horzontally or diagonally) between two adjacent joints; the destination joint must be empty. So, pieces are moved like kings in chess.

Capturing

Captures are made by moving a piece along one of the lines and landing on the joint occupied by the captured piece.

During the trip the capturing piece must round at least along one of the eight curves of the board.

The route must be free: the capturing piece cannot jump over any of the pieces placed on the board. Anyway, after rounding some of the curves, the capturing piece may pass during the trip over the previously occupied joint.

International Draughts

Board and pieces https://fmjd.org/downloads/Course/en/

10x10 draughtboard with lower right white corner. Each player starts with 20 men (white and black) placed on the first 4 rows. Dark squares are used.

Men´s moves

They move only diagonally one square forward, but captures may be made diagonally forwards and backwards. They are crowned only when the move finishes in the last row; if one man reaches the last during a capture move but it must continue jumping backwards, it does not become a king.

Kings moves

Any number of squares, diagonally forwards or backwards.

Maximum capture compulsory

If there are two or more different chances to make capture, it is compulsory to make the move that captures the maximum amount of the opponent´s pieces.

Particularities about the end of the game.

 The game ends in a draw after doing 25 king moves in a row without advancing any man nor doing any capture  When one player has 3 pieces, being a king at least one of them, and the opponent only has one king, the game ends in a draw if the victory is not achieved in 10 turns  When one player has 2 pieces, being a king at least one of them, and the opponent only has one king, the game ends in a draw if the victory is not achieved in 5 turns Russian Draughts

Board and pieces

8x8 draughtboard with lower right white corner. Each player starts with 12 men (white and black) placed on the first 3 rows. Dark squares are used.

Men´s moves

Same as International draughts, normal moves may be done only diagonally one square forward, and captures diagonally forwards and backwards. However, men are crowned immediately when they reach the last row and, if this happens during a capture move, they may continue jumping backwards in the same move as a king.

Kings moves

Any number of squares, diagonally forwards or backwards.

Capture compulsory

If possible, any capture move must be made, but it doesn´t necessarily have to be the move that captures the maximum amount of pieces. When one king jumps over an opponent piece and there are several possible squares to land on, there is an higher priority for the squares from whom it is possible to go on jumping.

Particularities about the end of the game

The game ends in a draw after doing 25 king moves in a row without advancing any man nor doing any capture.

Turkish Draughts

Board and pieces

8x8 board, not necessarily checkered. Each player starts with 16 men (white and black) placed on all the squares of the second and third rows. All the squares are used.

Men´s moves

They move one square horizontally or vertically forwards, never backwards.

Kings moves

They move and jump vertically and horizontally any number of squares.

Maximum capture compulsory

If there are two or more different chances to make capture, it is compulsory to make the move that captures the maximum amount of the opponent´s pieces.

Taking away the captured pieces

Unlike most variants of the game, captured pieces are inmediately taken away from the board; as a result, the same square may be crossed more than once in the same move, therefore sometimes giving the option to capture an higher amount of pieces during the move.

Particularities about the end of the game

The game ends in a draw after doing 25 king moves in a row without advancing any man nor doing any capture.

Frisian Draughts

Board and pieces

10x10 draughtboard with lower right white corner. Each player starts with 20 men (white and black) placed on the first 4 rows. Dark squares are used.

Men´s moves

They move only diagonally one square forward, but captures may be made diagonally forwards and backwards. Unlike most draughts games, they have also de option to make capture moves vertically and horizontally; since clear squares are not used, this kind of jump implies to move on the man four squares. They are crowned only when the move finishes in the last row; if one man reaches the last row during a capture move but it must continue jumping backwards, it does not become a king.

Kings moves

Any number of squares, diagonally forwards or backwards. And, same as men, they may jump horizontally, vertically or diagonally.

The same king may not be moved more than three times in a row, unless he makes some capture move or the player has not any man.

Capture compulsory

Like most of variants, there are some rules that set the priorities for capture moves:

 Maximum capture compulsory: if there are two or more different chances to make capture, it is compulsory to make the move that captures the maximum amount of the opponent´s pieces.  Quality capture compulsory: if there are still two or more different chances with the same priority, it is compulsory to capture the maximum amount of kings.  Between different maximum capture options, captures made with kings have higher priority than captures made with men. Particularities about the end of the game

The game ends in a draw after doing 25 king moves in a row without advancing any man nor doing any capture.

Dobble cards: Here you can find the card generator. Just prepare the png pictures and upload them to the website. After it will generate for you all the cards. (it works, I tried it). https://micetf.fr/symbole-commun/#alphabet

Visuality of Maths: http://vismath.ektf.hu/index.php?l=en&m=111

Online games: https://www.jatektan.hu/_2018_vissza/2011_ig/uj2001/bar24.html https://www.playok.com/en/ http://ludoteka.com/games.html http://gomoku.yjyao.com/

Mancala board Fanorona Hungarian mill Neutron Surakart