Carnival Games

Have fun, eat, and win prizes at the CMP Carnival!

A PDF version is available for download.

Prizes include items such as: calculators, t-shirts, books, etc

By providng this our carnival game packet, we encourage you to offer similar activities in your communities.

Rules for Winning Prizes at Carnival

At the beginning of the carnival, you will receive $30 of CMP play money.

You have one hour to win as much money as possible by playing the CMP Carnival Games. Rules for each game are displayed or can be explained at each game area.

When you are done playing, turn in your  money (at the exchange table), and receive one raffle ticket for each $20 of money you turn in. You have 1 hour to play the games and must turn in your money before that hour is up.

Submit your tickets to win prizes! The prizes will be displayed with a bag in front of them. Tear apart each double ticket, placing one (or more) in the bag for the prize(s) of your choice. Make sure to keep the other half of the ticket for yourself.

After all ticks have been placed into the bags, the "Emcee" will draw a ticket from each bag and read the number. Winners must be present with the matching ticket to claim the prize.

Note: Any children who are present will play with only white CMP money, which is exclusively used for kids. Those running the games will have this special money to give to kids as they play. Kids will turn in their money when done playing at the kids' prize table, and each child will receive a fun prize!

You may put as many tickets as you want in each bag. Since you are free to place your raffle tickets in whichever bag(s) you want, there is a chance for someone to win more than one prize. 

You must be present to win!

You may ONLY use carnival tickets received at the money exchange table! Any other raffle tickets will be discarded.

At the end of the carnival, money is rounded-up to the nearest $20 for the ticket exchange. For example, $45 is rounded up to $60 for 3 tickets.

CMP Money/Raffle Ticket Conversion

Anyone who turns in money before 1 hour of play must have $20 to get 1 raffle ticket, $40 to get 2 raffle tickets, etc... At the end of the Carnival, money will be convered as follows:

Money to Ticket Convertion Sheet
Money Number of Tickets
1-20 1
21-40

2

41-60 3

61-80

4
81-100 5
101-120 6
121-140 7
141-160 8
161-180 9
181-200 10
201-220 11
221-240 12
241-260 13
261-280 14
281-300 15
301-320 16
321-340 17
341-360 18
361-380 19
381-400 20
401-420 21
421-440 22
441-460 23
461-480 24
481-500 25
501-520 26
521-540 27
541-560 28
561-580 29
581-600 30
601-620 31
621-640 32
641-660 33
661-680 34
681-700 35
701-720 36
721-740 37
741-760 38
761-780 39
781-800 40
Continue... Continue...

 

The Games

CMPlinko

Underlying mathematics - binary probabilities.

Materials needed

  • A Plink board made by arranging nails in the arrangement shown on the triangular dot paper below.
  • A coin

Rules

  1. Place your $1 to $5 bet
  2. Put the coin at the top of the CMPlinko board and watch the coin travel through the grid.
  3. You win the amount of your bet times the amount in the section where the coin lands.

CMPlinko Board Example

Factor Game

CMP3: Prime Time, Problem 1.1, pages 8-10 and CMP2: Prime Time, Problem 1.1, pages 7-8.

Underlying mathematics - factors and products.

Materials needed

  • Factor Game boards (Labesheet 1.1A) and larger board sizes
  • Colored markers (if game boards are consumable) or 2 colors of game chips (if game boards are not consumable, i.e., laminated)

Rules - 2 Players

  1. Place your $1 bet.
  2. Player A chooses a number on the game baord and shades or covers it.
  3. Player B uses a different color and shades or covers all of the proper factors of Player A’s number. Recall that the proper factors of a number are all of the factors of a number, except the number itself. For example, the proper factors of 12 are 1, 2, 3, 4, and 6. Although 12 is a factor of itself, it is not a proper factor.
  4. Player B now chooses a new number and Player A shades or covers all of the factors of that number that are not already marked.
  5. The players take turns choosing numbers and marking factors
  6. If a player marks a number that has no factors left that have not been marked, that player loses a turn and does not get the points for the number he or she originally marked.
  7. The game ends when there are no numbers remaining with unmarked factors
  8. Each player adds the numbers that are colored or covered with his or her color. The player with the greatest total is the winner and collects all of the money.

Optional 49-Game Board for Factor Game

Game board

Optional 100 - Game Board for Factor Game

Game Board

Factor Game II

CMP3: Function Junction, Problem 5.4, pages 94-95.

Underlying mathematics—factors and products of polynomials.

Materials needed

  • Factor Game boards (Labsheet 5.4A)
  • Colored markers (if game boards are consumable)

Rules - 2 Players

  1. Place your $1 bet.
  2. Player A chooses an expression on the game board and circles it
  3. Using the same color, Player A circles all the proper factors of Player A’s expression
  4. Using a different color, Player B circles a new expression. Player B circles all of the factors that are not already circled.
  5. The players take turns choosing expressions and circling factors
  6. If a player chooses an expression with no uncircled factors, that player loses their current turn and scores no points.
  7. The game ends when there are no expressions left with uncircled factors.
  8. Each player counts the number of expressions that he or she circled. The player with the greatest total is the winner and collects all of the money.

Labsheet 5.4A

The Labsheet for 5.4A

Four in a Row

CMP3: Shapes and Designs, Problem 1.2, pages 13-14 and CMP2: Shapes and Designs, Probelm 2.2, p.31.

Underlying mathematics—coordinate mapping on circular grids, angle measures

Materials needed

  • Four in a Row game boards (Labsheet 1.2), enough for one per pair of players
  • Colored markers (if game boards are consumable) or 2 colors of game chips (if game boards are not consumable, i.e., laminated)

Rules - 2 Players

  1. Place your $1 bet.
  2. Player A names the coordinate of a point on the grid out loud and marks that coordinate.
  3. Player B names another coordinate and marks that coordinate wiht a different color.
  4. The first player to get 4 marks in a row along a line or around a cricle wins all of the money.

Labsheet 1.2 Four in a Row

Gee Whiz Everyone Wins!

Adapted from: CMP3 What Do You Expect?, Problem 2.1, pages 28-29 and CMP2 How Likely Is It?, Problem 2.1 (Predicting to Win).

Underlying mathematics - predicting based on experimental data.

Materials needed

  • Bucket or box
  • Three colors of blocks or marbles, approximately 10-15 of each color

Preparation

Before participants arrive, a number of blocks of each color are placed in the bucket. Any number can work, although you should keep it relatively simple at first. For example, you  may want to put 2 red, 3 yellow, and 4 blue blocks in the bucket to begin with. Participants should be told that there is at least one block of each color and what the colors are. As the game goes along, participants can watch and keep track of the draws that are made so that they can better make a prediction about the ratio of colors of blocks.

Game 1 Rules

  1. Please your $1 bet.
  2. Predict the color of block that will be drawn from the bucket.
  3. If the color matches your prediction, then you win $3.

Game 2 Rules

  1. Place your $1 bet.
  2. Predict the exact ratio of the number of blocks in the bucket.
  3. If you are correct, you win $10

Making Purple

CMP3 What Do You Expect?, Problem 4.2, page 75 and CMP2 What Do You Expect?, Investigation 2.1, page 22.

Underlying mathematics - basic probability.

Materials needed

  • Two spinners divided into equal regions and labeled with colors as shown in the problem (Labsheet 4.2)
  • Bobby pins or paper clips for spinners

Rules

  1. Place your $1.
  2. Spin each of the spinners once.
  3. If one spinner lands on Red and the other spinner lands on Blue, you make purple and win $10.

Spinner examples for Making Purple

Product Game

Positive Integer Version

CMP3 Prime Time, Problem 2.1, pages 12-14 and CMP2 Prime Time, Problem 2.1, pages 11-13.

Uderlying mathematics - factor and products.

Integer Version

CMP3 Accentuate the Negative, Problem 3.4, pages 64-65 and CMP2 Accentuate the Negative, Problem 3.4, pages 48-49.

Underlying mathematics - multiplication and division of integers.

Materials needed

  • Product Game boards Prime Time (Labesheet 1.3) and in Accentuate the Negative (Teaching Aid 3.4), enough for one per pair of players
  • Colored markers (if game boards are consumable) or 2 colors of game chips (if game boards are not consumable, i.e laminated)
  • Paper clips, two per pair of players

Rules - 2 players

  1. Place your $1 bet
  2. Player A puts a paper clip on a factor from the list below the game board. Player A does not mark a square on the grid because only one factor has been marked. It takes at least two factors to make a product.
  3. Player B puts the other paper clip on any factor in the list (incluidng the same number marked by A) and shades or covers the product of the two factors on the product grid.
  4. Player A moves either of the paper clips to another number in the factor list and then shades or covers the new product wiht a different color from Player B.
  5. Each player, in turn, moves a paper clip and marks or covers a product. If a product is already marked or covered, the player does not get a mark for that turn. The winner is the first player to cover four squares in a row - up, down, or diagonally and collects all of the money.

Labsheet 1.3 for Product Game

Problem 3.4 for Integer Product Game

Product Game II

Polynomial Version

CMP3: Function Junction, Problem 5.4, optional addition to the problem.

Underlying mathematics - factors and products of polynomials.

Materials needed

  • Product Game board Function Junction (Labsheet 5.4B) enough for one per pair of players
  • Colored markers (if game boards are consumable) or 2 colors of game chips (if game boards are not consumable, i.e., laminated)
  • Paper clips, three per pair of players

Rules - 2 players

  1. Place your $1 bet.
  2. Player A puts a paper clip on an expression in the factor list. Player A does not mark a square on the product grid because only one factor has been marked.
  3. Player B puts the second paper clip on any expression in the factor list (including teh same factor marked by Player A). Player B does not mark a square on the product grid because only two linear factors have been marked.
  4. Player A places the third paper clip on any expression in the factor list (including the factor(s) marked by the previous two paper clips). Player A then shades or covers the product on the game board for the first mark of the game. (NOTE: Not all possible products are located on the game board.) If a player's product is not on the game board, the player takes a turn.
  5. Player B moves one or two (their choice) of the three paper clips then shades or covers the product of the three factors on the game board.
  6. Each player, in turn, moves one or two paper clips and shades or covers a product. If a product is already makred or covered, the player does not get a mark for that turn. The winner is the firs tplayer to cover four squares in a row - up, down, or diagonally and collects all of the money. 

Labsheet 5.4B

Roller Derby

Adapted from CMP3 What Do You Expect?, Problem 3.3, pages 54-55 and CMP2 How Likely Is It?,Problem 4.3, pages 60-61.

Underlying mathematics - equally-likely and not equally-likely outcomes.

Materials needed

  • Roller Derby game boards (Labsheet 3.3), enough for one per player
  • Small markers (centimeter cubes, tokens, pennies, beans), enough for 12 per player
  • Six-sided Dice, enough for 2 per player

Rules - As many players as wanted can play at a time

  1. Place your $1 bet.
  2. Place 12 markers into the columns  of the game board any way you choose.
  3. Roll a pair of dice. It does not matter who rolls the dice, but players should take turns.
  4. Add the numbers on the dice. Remove a marker from your game board that is in the same column as the sum. If that column is blank, you do not remove any markers.
  5. The first person to remove all of his or her markers wins all of the money.

Labsheet 3.3 for Roller Derby

Rolling Digits

Adapted from CMP1 Data Around Us, Problem 3.1, pages 24-25. Compatible with using the alternate labsheets CMP2 Bits & Pieces I, Problem 3.5, pages 45-46; CMP2 Bits & Pieces III, Problem 1.1, pages 5-7; CMP3 Decimal Ops, Problem 1.1, pages 8-9; and Comparing Bits and Pieces, Problem 3.4, pages 74-78.

Underlying mathematics - basic probability, number sense, ordering decimals. 

Materials needed

  • Copies of the "Dialing Digits" game cards (found in Data About Us Teachers Edition 2004, pages 96) or copies of the Rolling Digits sheet below, cut into strips
  • A ten-sided die (or a spinner divided into 10 equal regions if you want to play "Dialing Digits", found in Data Around Us Teachers Edition 2004, page 95)
  • Pencils or pens for participants to use

Rules - As many players as wanted can play at a time

  1. Place your $1 bet in the pot.
  2. With each roll of the die, write down the rolled number in one of the spaces on your sheet.
  3. Once a number is placed, it cannot be erased or changed.
  4. The winner is the person who writes the largest nine-digit number.
  5. The winner gets all but $1 of the pot. In cast of a tie, the award is divided evenly among the winners (the house keeps the remainder which be at least $1)
  6. BONUS: Anyone writing down the highest possible nine-digit number receives an additional $5.

Rolling Digits sheet

Dialing Digits Alternate Labsheet to use with CMP2: Bits & Pieces I or Bits and Pieces II OR CMP3: Comparing Bits and Pieces or Decimal Ops.

Alternative labsheet

Scratching Spots

Adapted from CMP3: What Do You Expect?, Problem 3.4, pages 56-57 and CMP2: How Likely Is It?, Problem 3.3, page 43.

Underlying mathematics - random predictions.

Materials needed

  • Eight cards, 4 pairs of matching cards

Preparation

Without players seeing, five cards are chosen so that there is exactly one matching pair and placed five down on the table. After each game, the same cards can be kept or switched for a new set.

Rules

  1. Place your $1 bet.
  2. Select two cards.
  3. If the cards match, you win $10.

Switch/No Switch

Underlying mathematics - random predictions

Materials needed

  • Three cards, one desgnated the winning card (i.e., an ace)

Preparation

The game operator places the three cards face down after making a mental note which one is the winning card.

Rules

  1. Place your $1 bet.
  2. Select one of the covered cards, but do not turn it over.
  3. The game operator shows you one of the remaining cards that do not have the prize. You now decide either to keep your original card or switch to the remaining card.
  4. If the card you select has a prize, you win $2.

CMP Hold 'Em

Adapted from CMP3: Let's Be Rational, Problem 1.1 (Getting Close), pages 7 to 10 and CMP2 Bits and PIeces II, Problem 1.1, pages 5 to 7.

Underlying mathematics - estimating sums of rational numbers and random predictions.

Materials needed

  • Getting Close cards for the dealer (from Labsheets 1.1A and 1.1B)
  • Set of Number Squares for the dealer to use as a Goal Card (adapted from Labesheet 1.1C)
  • The squares need to include the numbers (0, 1/2, 0.5, 1, 11/2, 1.5, 2, 2 1/2, 2.5, 3, 3 1/2, 3.5, 4, 4 1/2, 4.5, 5)
  • Calculator for the dealer

Rules

  1. All players place initial bet of minimum $1 in the center of the table.
  2. Dealer deals each player 2 Getting Close cards. These are cards that they player holds and does not show anyone until the end of the hand.
  3. Dealer turns over one Number Square card that will be the "Goal" for this hand. (All players are trying to add 3 Getting Close cards together to get as close to the GOal card as possible.)
  4. After seeing the Goal card, each player has the choice to fold, make an additional bet or raise the bet. If the bet is raised, each player must meet the raised amount or fold.
  5. Dealer then turns over another Getting Close card for everyone to see. (The "turn") This card is considered part of all players' hands. After seeing the turn card, each player has the choice to fold, make an additional bet or raise the bet. If the bet is raised, each player must meet the raised amount or fold.
  6. Dealer then turns over anotehr Getting Close card for everyone to see. (The "river") This card is considered a part of all players' hands. Players now use three of the four cards (two that they are holding and two shown to everyone) to make a sum that is as close as possible to the Goal Card.
  7. The player whose sum of three cards is closest to the Goal card wins the pot. In the event of a tie the pot is split between the winners.

Getting Close Labsheet 1.1A

Getting Close Labsheet 1.1B

Number Squares to be used as a "Goal Card" adapted from Labsheet 1.1C

Number Squares

Bean Challenge

Adapted from CMP3: Samples and Populations, Problem 3.4, pages 67-68; CMP2: Samples and Populations, ACE #5, pages 55; and CMP1: Comparing and Scaling, Problem 5.2, pages 54.

Underlying mathematics - making predictions from samples.

Materials needed

  • 1 Large container
  • Same sized Beans of two colors - about 1,000 beans of one color such as white and some number of beans of another color (50 or 100 or 150 or 200). The beans must be the same size. It might be easiest to spray paint some of the white beans to make the other color of bean. (Also, another object such as beads can be used.)
  • Scoop
  • Poster paper to record predictions
  • Marker to record guesses

Preparation

Count all of the beans so you know the total amount. Mix all the beans together in a large container. On the poster paper display to everyone how many of the colored beans are in the container. (These are the "tagged" beans. The playeyers will use the sample taken and the number of "tagged" beans in the container to estimate the total amount of beans or the total "population" of beans.)

Rules

  1. Each guess cost $1.
  2. The person gets a scope of beans.
  3. After reviewing his/her scoop the person guesses the total number of beans. The guess and person's name get recorded on the poster paper.
  4. After each guess, the beans are returned to the jar and mixed up.
  5. The person who comes the closest to the correct total number of beans in the container wins.
  6. The winner will be announced prior to raffle drawings.

Quadrilateral Game

CMP3: Shapes and Designs,Problem 3.5, pages 74 to 75 and CMP2: Shapes and Designs, Problem 4.3, pages 74-75. 

Underlying mathematics - making shapes with constraints.

Materials needed

  • Geo Board
  • Rubber bands
  • Quadrilateral Game Grid (Labsheet 3.5)
  • 2 (six-sided) Dice

Rules

  1. Place your bet.
  2. Place the rubber band near the center of the geo-board in the shape of a square measuring one unit on each side.
  3. PLayer rolls the number dice one at a time; the first die decides the row and second die decides the column on the quadrilateral game grid.
  4. PLayer then forms the quadrilateral specified on the grid, by moving as few corners as possible.
  5. A point is received for each vertex (corner) moved.
  6. The next player then rolls the dice and repeats step 3-5.
  7. Play continues until each player has had 5 turns, the player with the lowest score wins.

Labsheet 3.5 for Quadrilateral Game Grid

Money