Click one of the orange buttons below to begin.
Don't be discouraged, play against the computer to learn its strategies.
Start AgainYou will take it in turns to move the lifesaver ring on to a number. This number is added to the running total for this game. The object of the game is to reach a total of 23. If a player makes the running total greater than 23 they have lost.
May the best player win!
Player 1:
Player 2:
StartTwo players (or one player and the computer) take it in turns to move the lifesaver ring on to a number. This number is added to the running total for this game. The object of the game is to reach a total of 23. If a player makes the running total greater than 23 they have lost.
This game also works well with students playing in pairs at desks around the classroom. After each game the players move to a new desk, winners moving clockwise around the room and losers moving anticlockwise.
The game will need to be played a number of times by students before they start to see that there are some strategies that can be employed.
Note that each player has to move the lifesaver ring to a new number when it is their turn, they cannot stay on the number the lifesaver ring is on.
For the 1 player game above it is always possible to beat the computer as the player always has first move.
The strategy used by the computer to play this game is explained here when you are signed in to your Transum subscription account. If you do not yet have an account and you are a teacher, tutor or parent you can apply for one here.
A Transum subscription also gives you access to the 'Class Admin' student management system, many more teaching resources and opens up ad-free access to the Transum website for you and your pupils.
There is a printable worksheet to go with this activity.
Click on a link below to explore other parts of the Transum web site:
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The Penguin Book Of Puzzles, ISBN 978-0-718-18862-7
Thursday, January 18, 2018
"Turning The Dice Game: This is played with a single die. The first player calls any number, from 1 to 6, and the second player throws the die. Then they take it in turns to roll over the die in any direction they choose, but never giving it more than a quarter turn. The score increases as they proceed, and the player wins who manages to score 25 or force their opponent to score beyond 25.
I will give an example game. A calls 6, and B happens to throw a 3, making the score 9. Now A decides to turn up 1, scoring 10; B turns up 3, scoring 13; A turns up 6, scoring 19; B turns up 3, scoring 22; A turns up 1, scoring 23; and B turns up 2, scoring 25 and wins.
What call should A make in order to have the best chance of winning?
Remember that the numbers on opposite sides of a correct die always sum to 7."
Jim Underwood, Jimu57@yahoo.com
Saturday, March 9, 2019
"I have determined that 23 or bust against the computer is only beatable wihen I begin with 5 or 3. Very interesting game."