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Roll again, or keep what you have?

Pig

A dice game with one rule and one decision. Keep rolling to build a total, but a single one wipes the turn out. The best introduction to risk a classroom can run in five minutes.

Players
2 or more
Time
10 minutes
Ages
7 and up

What you need

  • One die

How to play

  1. Roll and add. On your turn, roll the die and add it to a running total for that turn.
  2. Decide each time. After each roll you choose: roll again and add more, or stop and bank the turn total into your score.
  3. Mind the one. If you roll a 1, your turn ends immediately and you bank nothing at all. Everything built up that turn is lost.
  4. Play to a hundred. Play passes round. The first player to bank 100 points wins.

The maths in it

It is the cleanest example of expected value a child will meet. A rolls gains about 4 on average but risks everything banked this turn, so the right moment to stop depends on how much is at stake — and children work that out by feel long before they can write it down. Keeping a tally of turn scores turns it into a data-handling lesson too.

Making it fit the child

Easier: Play to 50. Let a younger child use counters to build the turn total so the risk is physical and visible.

Harder: Ask the class to find the stopping rule — most settle near 'stop at 20', which is close to optimal. Then play two dice, where rolling a one on either die loses the turn and rolling two ones wipes your whole score.

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