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Prime Climb

£17.495£34.99Clearance
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How can you get two pawns from 0 to 101 in four rolls (that’s eight numbers) without any number appearing on a die more than once?

They are, however, given the freedom to determine for themselves the optimal next move and how to get there, i.e. they must figure out what kind of operation will best serve their needs and get them to where they want to go. 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. Action Cards can be used for immediate action while Keeper Cards can be kept for later and deployed strategically when needed. Very cool that you played Prime Climb in your teacher circle! I love your information-organization approach to the problems.

Example. Say you have a pawn on 14, and you roll a 3 and a 9. You could, if you chose, subtract 3 from 14 to land on 11, then multiply 11 by 9 to move to 99. Note that each die is applied one at a time. You cannot multiply 3 times 9 and use 27 for your move. For example, say you have a pawn at 14 and one of your rolls is a 3. You decide to multiply 14 by 3, but aren’t sure what that product is. The colors will tell you. Notice that 14 is orange and purple, while 3 is green. That means that 14 times 3 will be orange, purple, and green. The only circle with exactly those colors is 42, which is 14 times 3. Its analog approach, however, doesn’t require an internet connection or electronic device, which can be a big plus for families looking to reduce screen time, and it retains its appeal as a casual strategy game even when students have already developed skill fluency in its underlying topics. Encourages Strategic Thinking In terms of look and feel they are similar when placed face down, which adds a bit of suspense to each card draw. Multiplication Table As students play Prime Climb they are challenged to work on their operations and prime factorization skills.

ORGANIZATIONAL COMPONENT : ♥ ♥ ♥ ♥ ♥ Prime Climb is designed beautifully with quality pieces, though the pawns could probably take an upgrade. The box is sturdy, but not small. It does have a divider insert which helps keep things neat. The board is the fold-out type and is very well-made and easy to fold/unfold. ORGANIZATIONAL COMPONENT : 5/5 ♥ ♥ ♥ ♥ ♥ In normal game play, Bump and Draw Phases happen after all your moves are completed. In Double Time, you bump and draw after each move a pawn. You can draw two or more Prime cards per turn in Double Time.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 Now, I can’t really talk about the actual game all that much because we didn’t play by the actual rules. In the actual game, players have two pawns. We used one. In the actual game, there are action cards. We didn’t use these at all. In normal game play, Bump and Draw Phases happen after all your moves are completed. In Double Time, you bump and draw after each move a pawn. You can draw two or more Prime cards per turn in Double Time.

In the actual game, Dan colored all the prime factors over 10 with red, but you don't have to be that constrained. You can make 11s be yellow polka dots and 13s be pink squiggles. Have fun with it! Each turn has a player roll the dice, which results in them getting two numbers – a 6 and a 2, for example. Beyond math practice, Prime Climb also encourages strategic arithmetic thinking and actually does so in a couple of ways. 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.

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When your first pawn reaches the 101 circle exactly, remove it from the board. You cannot move to a number past 101, or “bounce off” 101. STEP ELEVEN: Player One uses the 4 die and adds it to the 7 that it’s on and MOVES that pawn to 11. Then he uses the 10 die and multiplies it with the 10 spot and MOVES that pawn to 100. You CANNOT add the 3 and 9 to use a 12. You CANNOT multiply 3 and 9 to use a 27. You have to apply the numbers on the dice one by one.

Choose one or more prime number(s) between 30 and 80. Before a player can move any pawn to 101, they need to land a pawn on the chosen space(s). This is a good variation for players who have begun to master the strategy of the standard game. You may draw only one card per turn, even if both your pawns end on red spaces. No card trading is allowed!As a result, Prime Club’s card element can help teach players to plan ahead and come up with different tactics and strategies to deploy in game. How It Works

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