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CHAPTER 1

Recreational Activities

Introduction / Overview

A review of current literature indicates that people who participate in sports club and organized
recreational activities enjoy better mental health, are more alert, and more resilient against stresses
of modern living. Participation in recreational groups and socially supported physical activity is
show to reduce stress, anxiety and depression. Violent crime also decreases significantly when
participation in community activities.

But because of the COVID-19 pandemic, the impacts on sport and active living have been
transformative, complex and highly uneven. It has forced an unprecedented global shut-down.

Sport mega events and sport leagues have been cancelled/closed or postponed, and fitness centers,
rehabilitation centers, and sport clubs have all been negatively impacted. Closed schools require
changes to the physical education. At the same time, online physical training is more available
than ever.

The Covid-19 pandemic has physiological, psychological, social and societal burdens, yet might
also provide possibilities. Exercise, recreation and leisure is really important in helping us keep
mentally and physically well during these difficult times.

Learning Objectives:

At the end of the lesson, the student will be able to…

1. define the different terms used in recreational activities;


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2. identify and differentiate the types of recreation;

3. discuss the importance, needs, factors, standards and values of recreation today.

“Recreation’s purpose is not to kill time, but to make life, not to keep a person occupied, but to
keep them refreshed; no to offer an escape from life, but to provide a discovery of life.”

- Author Unknown

Visit the link below and watch the video:

https://youtu.be/v97iedmIstA

Lesson 1

DEFINITION of TERMS

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RECREATION

Anything that is stimulating and rejuvenating for an


individual. Some people enjoys nature hikes, others are
mountain climbing. The idea behind these activities is to
expand the mind and body in a positive and healthy way. It
relaxes your mind and body. It relieves your day to day
tension.
The term recreation appears to have been used
in English first in the late 14th century, first in the
sense of "refreshment or curing of a sick
person",and derived turn from Latin ( re :
"again", creare: "to create, bring forth, beget"). Recreational activities are often done for enjoyment,
amusement, or pleasure and are considered to be "fun".

PLAY

Engage in activity for enjoyment and recreation rather


than a serious or practical purpose.

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AMUSEMENT

The state or experience that causes laughter or provides


entertainment.

WORK

An activity involving mental or physical effort done in


order to achieve a purpose or result.

DRUDGERY

Hard, menial, or dull tiring work.

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LEISURE TIME

The time available for ease and relaxation.

SURVIVAL ACTIVITIES

Actvities needed to keep alive like eating, drinking,


eliminating, etc.

TYPES OF RECREATION
Active recreation is leisure
time physical activity
undertaken outside of
structured, competition
sport. It is a set of activities
within the wider range of
physi cal activity options
that also includ e activ e
living, active transport and
sport.

Passive recreation refers


to recreational activities that do
not require prepared facilities like
sports fields or pavilions.
Passive type of people has no
excessive movement in
performing the task or action.

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Physical recreation or physical activities includes sports, games, fitness, etc. Physical activity people
exert efforts and bodily functions in performing the action.

Mental recreation or mental


activity is when the mind is doing
the functions with less body
movement. This
includesrecreational games like
puzzles, chess, scrabble, card
games, etc.

FACTORS INFLUENCING THE


CHOICE OF ONE’S
RECREATION

1. Social Acceptability
2. Positive
Indoor and negative
recreation activities
aspects of values Lesson 2 are undertaken on the
3. Age, sex, religion, economic status comfort of one’s home or
4. Basic needs of security, affection, attention more specifically indoor
and they are to recreate
5. Geographical location availability of equipment
theterms
After identifying the mind and soul.
6. Available leadership, amount of education Activities on offer include
and the types of recreational
basketball, swimming,include
Social activities
activities, let us now choose
volleyball , chess, table
STANDARDS OF CHOOSING whatONE’S
recreational
RECREATION things like parties,
activities
tennis, bowling, singing,
picnics,
will suit you. Herereading,
are carnivals etc.
thelistening to music ,
factors influencing the movies and
watching
1. The amount of energy used within safe limit when added to work, it will not make one over
choice and theMusical
standard
more ofthe same.
Activities
of includes
fatigue. choosing one’smusical
recreation.
bands, singing,
2. dance groups
It uses power different from those used in regular work. It balances between close etc. and far eye

work, sitting and standing, brain and muscle work.


Outdoor recreation or outdoor
activity refers t o recreatio n
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engaged in out of doors, most
commonly Artsinand
natural set examples
Crafts tings. The
activities themselves such
as fishinpainting,
g , huntin woodwork,
g , backpackin g ,
and horseback riding
sculptingand etc.
Drama Theater
characteristically dependent on the
includes acting,
3. It widens
environment interests, gives ideas, rests the mind, takes the mind from the pre occupation, and uses
plays, practiced
puppetryin.etc.
imagination.
4. It helps make life adjustment easier, develops desirable trait, and contacts the persons and things,
gets along well with others and conforms to ones ideas respects right of others.

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VALUES DERIVED FROM RECREATION

MENTAL and EMOTIONAL STABILITY

Recreational activities help manage stress. It


provides a chance to nurture oneself and
provides a sense of balance and self - esteem,
which can directly reduce anxiety and
depression. There is al so an increased
motivation to learn as it can serve as a
laboratory for application of contents learnt
in classrooms teaching. It provides a channel
for releasing tension and anxiety thus
facilitating emotional stability and resilience.
Such activities hel p students to become more
self -reliant, emphatic and self -disciplined.

PHYSICAL AND HEALTH GROWTH

Recreational activities, especially outdoor


ones improve one’s health like maintaining
lower body fat percentages, lowering blood
and cholesterol levels, increasing muscular
strength, flexibility, muscular endurance, body
composition and cardiovascular end urance.
Overall it increases one’s stamina and energy
level resulting in more focus for academic
activities besides also having an impact on
one’s class attendance and attention
thusleading to more learning. And as we all
know “health is wealth”.

SOCIAL FITNESS

Participating in sports and recreation provides


everyone from young kids to seniors with an
opportunity to meet and build relationships
with others. Participating on a team will help
you to form lasting friendships with people
who share your passion for outdoor
recreation .

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PSYCHOLOGICAL AWARENESS

Participating in leisure activities helps


adolescents understand themselves
and increase their own
bodily awareness , which are important
concepts for the creation of positive
self -esteem. It is also a more holistic
benefit associated with participation in
physical activity .

Chapter 2: Kinds of Table Games

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Introduction / Overview

Board games are traditionally a subset of table top games that involve counters or pieces moved or
placed on a pre-marked surface or "board", according to a set of rules. In common parlance, however, a
board game need not necessarily contain a physical board. Some games are based on pure strategy, but
many contain an element of chance; and some are purely chance, with no element of skill.
Games usually have a goal that a player aims to achieve. Early board games represented a battle between
two armies, and most modern board games are still based on defeating opponents in terms of counters,
winning position, or accrual of points.
There are many varieties of board games. Their representation of real-life situations can range from
having no inherent theme, such as checkers, to having a specific theme and narrative, such as Cluedo.
Rules can range from the very simple, such as in Snakes and Ladders; to deeply complex, as in Advanced
Squad Leader.
The time required to learn to play or master a game varies greatly from game to game, but is not
necessarily correlated with the number or complexity of rules; games like chess or Go possess relatively
simple rulesets, but have great strategic depth.

Learning Objectives

At the end of the lesson, the student will be able to:

1. discuss the nature and background of the table games;


2. explain the values and benefits gained from the game;
3. execute basic skills and tactics in different kinds of table games;
4. interpret rules and regulations in different kinds of table games;
5. practice the value of honestly, sportsmanship, patience and discipline

Visit the link below and watch the video:

https://www.youtube.com/watch?v=rvUzuK0ygI4

Chess

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Brief History of Chess
Chess is a game that has been played for centuries and was thought to have originated in India in the 15 th
century. Long ago, it was considered a game reserved only for kings and members of the upper classes.
Nowadays, chess is played by common people even at an early age.
The modern design of chess pieces bears the name Staunton, who was an English master in the mid-
1800’s.These are the types of pieces that are now used in all tournaments worldwide.
The first international chess tournament was the London Tourney played in 1851. A German named
Adolf Anderssen won the game. He became the unofficial best chess player of the world because he did
not receive any award or title.
The first great American-born chess player was Paul Morphy. Paul travelled to Europe in the 1850’s,
where he beat all challengers including Adolf Anderssen. However, the English champion of the time
(Staunton) refused to play with him. So Morphy never became a world chess champ.
The first official championship chess tournament was played in 1866 in London with sand clocks to
restrict the length of a game. A Bohemian (Czechoslovakian) Jew named Steinitz won the game. He
became the world’s first official chess champion, holding this
title until 1894.
Have you wondered who rules in the world of chess today?
Recently, Russia dominates the game of chess. This results
from establishment of government schools for talented chess
players after the communist revolution of 1917. Since 1927,
many of the top chess players have been citizens of the former
USSR and include: Tal, Alekhine, Petrosian, Spassky, Smyslov,
AnatoliKarpov and Gary Kasparov.

CHESS PIECES
Each chess piece has its own style of moving. In the diagrams, the dots mark the squares where
the piece can move if no other pieces (including one's own piece) are on the squares between the piece's
initial position and its destination.

Follow the moves of the chess pieces as illustrated below.

The king is the most


important piece. However, it is
also considered one of the
weakest. The king only moves
one square in any direction – up,
down, to the sides and diagonally.
The king may never move
himself into check where he
could be captured.

The queen is the most


powerful piece. It moves in any
one straight direction – forward,
backward, sideways or
diagonally. As all other pieces,
except the knight it cannot move
over any intervening piece.

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The rook may move to any
square as far as it wants, but only
forward, backward, and to the
sides. The rooks are particularly
powerful pieces when they are
protecting each other and working
together.

The bishop move as far as it


wants but only diagonally. Each
bishop starts on one color (light or
dark) and must always stay on that
color. Bishop work well together
because they cover up each other’s
weaknesses.

Knights moves by
going two squares in one
direction, and then one more
move just like an “L” shape.
Knights are the only pieces that
can move over the other pieces.

Pawns move
toward but capture
diagonally. They can
never move
backwards. On its first
move, the pawn can
advance two squares at a
time. Succeeding moves
will be one square at a
time.

Pieces can also be moved to defend other pieces in case of capture or to control important squares
in the game.

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CHESS BOARD
Chess is played on a square board of eight rows (called ranks and denoted with numbers 1 to 8)
and eight columns (called files and denoted with letters a to h) of squares. The colors of the 64 squares
alternate and are referred to as "light squares" and "dark squares". The chessboard is placed with a light
square at the right-hand end of the rank nearest to each player, and the pieces are set out as shown in the
diagram, with each queen on its own color.

The pieces are divided, by


convention, into white and black sets. The players are referred to as "White" and "Black", and each
begins the game with 16 pieces of the specified color. These consist of one king, one queen, two
rooks, two bishops, two knights, and eight pawns.

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En passant

When a pawn advances two squares from its starting position and there is an opponent's pawn on an
adjacent file next to its destination square, then the opponent's pawn can capture it en passant (in
passing), and move to the square the pawn passed over. However, this can only be done on the very next
move, otherwise the right to do so is forfeit. For example, if the black pawn has just advanced two
squares from g7 (initial starting position) to g5, then the white pawn on f5 may take it via en passant on
g6 (but only on white's next move).

Promotion

When a pawn advances to the eighth rank, as a part of the


move it is promoted and must be exchanged for the
player's choice of queen, rook, bishop, or knight of the
same color. Usually, the pawn is chosen to be promoted
to a queen, but in some cases another piece is chosen; this
is called underpromotion. In the diagram on the right,
the pawn on c7 can be advanced to the eighth rank and be
promoted to an allowed piece. There is no restriction
placed on the piece that is chosen on promotion, so it is
possible to have more pieces of the same type than at the
start of the game (for example, two queens).

Examples of pawn moves: promotion 15


(left) and en passant (right)
Check

When a king is under immediate attack by one or two of the opponent's pieces, it is said to be in
check. A response to a check is a legal move if it results in a position where the king is no longer
under direct attack (that is, not in check). This can involve capturing the checking piece; interposing a
piece between the checking piece and the king (which is possible only if the attacking piece is a
queen, rook, or bishop and there is a square between it and the king); or moving the king to a square
where it is not under attack. Castling is not a permissible
response to a check. The object of the game is to checkmate the opponent; this occurs when the
opponent's king is in check, and there is no legal way to remove it from attack. It is illegal for a player to
make a move that would put or leave his own king in check.

End of the Game

Although the objective of the game is to checkmate the opponent, chess games do not have to end
in checkmate, either player may resign which is a win for the other player. It is considered bad etiquette
to continue playing when in a truly hopeless position. If it is a game with time control, a player may
run out of time and lose, even with a much superior position. Games also may end in a draw (tie). A
draw can occur in several situations, including draw by agreement, stalemate, threefold repetition of

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a position, the fifty-move rule, or a draw by impossibility of checkmate (usually because of insufficient
material to checkmate). As checkmate from some positions cannot be forced in fewer than 50 moves
(such as in the pawnless chess endgame and two knights endgame), the fifty-move rule is not applied
everywhere, particularly in correspondence chess.

Online Game!

https://www.chess.com/play/online

Chinese checkers

 Chinese checkers (or Chinese Chequers) was


invented in the 1920s in America and has nothing
to do with China.
 In fact it's based on an earlier Victorian game
called Halma which is played on a square 16 x 16
chequer board.

Equipment

The Chinese Checkers or Chinese Chequers board is in the shape of a six pointed star. Each point of
the star is a triangle consisting of ten holes (four holes to each side). The interior of the board is a
hexagon with each side five holes long. Each triangle is a different colour and there are six sets of ten
pegs with corresponding colours.

Preparation

Chinese Checkers can be played by two, three, four or six players. Obviously, for the six player
game, all pegs and triangles are used. If there are four players, play starts in two pairs of opposing
triangles and a two player game should also be played from opposing triangles. In a three player
game the pegs will start in three triangles equidistant from each other.

Each player chooses a colour and the 10 pegs of that colour are placed in the appropriately coloured
triangle.

Many rules state that any unused triangles must be left populated with their unused pegs so that they
cannot be used during the game. We suggest that the game is slightly more interesting if unused
triangles are left empty so that pegs can hop through and come to rest in them, if desired.

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Objective

The aim of the game is to be the first to player to move all ten pegs across the board and into the
triangle opposite. The first player to occupy all 10 destination holes is the winner.

Play

A toss of a coin decides who starts. Players take turns to move a single peg of their own colour. In
one turn a peg may either be simply moved into an adjacent hole OR it may make one or more hops
over other pegs.

Where a hopping move is made, each hop must be over an adjacent peg and into a the vacant hole
directly beyond it. Each hop may be over any coloured peg including the player's own and can
proceed in any one of the six directions. After each hop, the player may either finish or, if possible
and desired, continue by hopping over another peg. Occasionally, a player will be able to move a peg
all the way from the starting triangle across the board and into the opposite triangle in one turn!

Pegs are never removed from the board. However, once a peg has reached the opposite triangle, it
may not be moved out of the triangle - only within the triangle.

The question soon arises as to whether it is possible to move a peg into a triangle that is the starting
or target triangle for another player. House rules apply but Masters Games suggests the following: A
peg can be hopped through such a triangle but is not allowed to come to rest in that triangle.

Anti-Spoiling

Debate has always arisen over the situation where a player is prevented from winning because an
opposing player's peg occupies one of the holes in the destination triangle. Most Chinese Checkers
rules omit to mention this - implying that it is perfectly legal to block opponents in this dubious
fashion.

A number of anti-spoiling rules have been proposed - one work-around is to say that should one or
more of the holes in the target triangle contain a peg belonging to another player, this does not
prevent a player from winning. The game is simply won when all the available points within the
triangle are occupied.

If a player is prevented from moving a peg into a hole in the destination triangle because of the
presence of an opposing peg in that hole, the player is entitled to swap the opposing peg with that of
his own peg. This applies for both a single hole move and any part of a hopping move.

https://www.chinesecheckers.online/game/brllg/ai

Domino

 The game of dominoes originated in China in the 12th or 13th century long before its
arrival in Italy around the 18th century.

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 This European version is what gave rise to the modern version we all know today.

How to Play Dominoes?


The most common way to play dominoes is often referred to as ‘Straight Dominoes’. All you need is a set
of tiles and a few friends to join in the fun! The eight necessary steps to play (with two to four people)
include the following:

Step One
Set-up the game by shuffling the dominoes face down on a hard surface such as a table. Have each player
choose one tile. The player that has the highest double goes first. If a double wasn’t drawn, then the
person with the heaviest tile (or most black dots, also known as ‘pips’) goes first.

Step Two
Get each player to choose seven dominoes from anywhere in the shuffled pile. After a tile is picked, it
cannot be put back into the pile. Place the seven dominoes in front of you so only you can see them.

Step Three
To begin the round, the person who drew first puts down any tile he/she wants. It’s a good idea to lay a
tile you know you can match and build off of when it’s your turn again.

Step Four
Going counter-clockwise around the table, continue laying down tiles to build off of. The tile must have a
side that matches the open end of any previously played piece. Continue playing until one person no
longer has any tiles left.

Step Five
If you cannot play a tile, pick a new one up from the pile. If this new tile matches something on the
already on the table, play it. If not, add it to your hand, and the next player takes his/her turn.

Step Six
The round is over (and won) when a player no longer has any tiles left in his/her hand. This should take at
least seven turns, or more if all players end up picking up extra tiles from the draw pile.

Step Seven
Following the round, each player must tally their score by adding up the total number of pips on the tiles
that are left in their hand, or not played. On a sheet of paper, add those numbers to the winner’s score.

Step Eight
Continue the game with a second round played the same way as the first. Play until someone reaches one
hundred points, thus winning the game.

What are the Basic Rules of Dominoes?


The basic rules of dominoes fall into two main categories. These include blocking games and scoring
games. The four key points include the following:

 In blocking games, the object is to completely empty one’s


hand while at the same time, blocking other player’s
moves.

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 In scoring games, the object is to be the first player to get one hundred points. Instead of setting up
your next move (or blocking your opponent’s move), getting the most points is the principal
objective.
 Hector’s Rules (a popular version in Singapore) allows a person to play double tiles on his/her
opponent’s previous hand, which results in a bonus play (of an additional tile) immediately following
the double tile placement.
 If a player lays down all tiles on a single turn, the game is ruled a tie.

 Online Game!

https://vipgames.com/dominoes/

Monopoly
 Monopoly, real-estate board game for two to eight players, in which the player’s goal is to
remain financially solvent while forcing opponents into bankruptcy by buying and developing
pieces of property.

 Each side of the square board is divided into 10 small rectangles representing specific properties,
railroads, utilities, a jail, and various other places and events. 

Mechanics

At the start of the game, each player is given a fixed amount of play money; the players then
move around the board according to the throw of a pair of dice. Any player who lands on an
unowned property may buy it, but, if he or she lands on a property owned by another
player, rent must be paid to that player.

Certain nonproperty squares require the player landing on them to draw a card that may be
favourable or unfavourable. If a player acquires a monopoly that is, all of a particular group of
properties that player may purchase improvements for those properties; improvements add
substantially to a property’s rental fee.

A player continues to travel around the board until he


or she is bankrupt. Bankruptcy results in elimination
from the game. The last player remaining on the board
is the winner.

Snake and Ladder


History
 It was first found and played in ancient India
and was invented by Hindu Spiritual teachers.
 The game was called "Leela", the game then made its perilous journey to Victorian
England where a newer version was introduced by John Jacques in 1892.
 It also made its way into the USA by game inventor Milton Bradley in 1943. It was then
given the name Snakes and ladders.
 The ladders represent values such as kindness; faith, humility and the snakes are the bad
omen, which represent bad luck, anger, murder etc.
 The moral of the game is that a person can attain salvation through performing righteous
good deeds whereas the evil ones which are the snakes takes rebirth in lower forms of
life.
 The last number on the board, which is 100, represents the Salvation. The aim of the
game is to reach the number 100 on the snakes and ladders board. The game usually
involves two or more players.

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How to play Snake & Ladder
 The simple rules of the games are you and your friends take turns in throwing the dice and
whatever number the dice lands on, you move your wooden stool across the board and when you
step on an square which has a ladder going up, you move right up to the top of the ladder, to the
higher number square, however if you land on a square which has a snakes head you slide back
down right to the lower number square, so you keep on rolling the dice and moving across the
board until you reach the last number of the board which is 100. If you roll the dice and score a
six then you get two goes.
 When you reached the number 100, you have
attained salvation, you have won and anyone of any
age can play it.
 It is a game where you have one specific aim, to
reach the end, there is also two main elements in
this game, the snakes verses the ladders, good
versus evil. Most importantly it is a game, which
triggers two emotions such as hope and despair, you
feel hope when you climb the ladder and reach to
the last number on the board, and you feel despair
when you slide down the snake’s head. So go on
have a try and get the dice rolling and see if you
will reach salvation.

Online Game!

https://www.cbc.ca/kids/games/all/snakes-and-ladders

Scrabble

HISTORY

 Scrabble was conceived during the Great Depression by an


unemployed New York architect named Alfred Mosher
Butts, who figured Americans could use a bit of distraction
during the bleak economic times. He combined all three
games like dice or cards and letter games.
 When a New Yorker named James Brunot came up with
the iconic colour scheme (pastel pink, baby-blue, indigo
and bright red), devised the 50-point bonus for using all
seven tiles to make a word, and conceived the name "Scrabble."
 The first Scrabble factory was an abandoned schoolhouse in rural Connecticut, where Brunot and
several gracious friends manufactured 12 games an hour. When the chairman of Macy's
discovered the game on vacation and decided to stock his shelves with it, the game exploded.
 By 1952, Brunot's home grown assembly line was churning out more than 2,000 sets a week.
Nearly 4 million Scrabble sets were sold in 1954 alone.

Scrabble Official Rules

When playing Scrabble, anywhere from two to four players


will enjoy the game. The object when playing is to score
more points than other players. As words are placed on the
game board, points are collected and each letter that is used
in the game will have a different point value. The main
strategy is to play words that have the highest possible score
based on the combination of letters.

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A standard Scrabble board will consist of cells that are located in a large square grid. The board offers 15
cells high and 15 cells wide. The tiles used on the game will fit in each cell on the board.

There are 100 tiles that are used in the game and 98 of them will contain letters and point values. There
are 2 blank tiles that can be used as wild tiles to take the place of any letter. When a blank is played, it
will remain in the game as the letter it substituted for.

Different letters in the game will have various point values and this will depend on how rare the letter is
and how difficult it may be to lay that letter. Blank tiles will have no point values.

Tile Values

Below are the point values for each letter that is used in a Scrabble game.

0 Points - Blank tile.

1 Point - A, E, I, L, N, O, R, S, T and U.

2 Points - D and G.

3 Points - B, C, M and P.

4 Points - F, H, V, W and Y.

5 Points - K.

8 Points - J and X.

10 Points - Q and Z.

Extra Point Values

When looking at the board, players will see that some squares offer multipliers. Should a tile be placed on
these squares, the value of the tile will be multiplied by 2x or 3x. Some squares will also multiply the total
value of the word and not just the single point value of one tile.

Double Letter Scores - The light blue cells in the board are isolated and when these are used, they will
double the value of the tile placed on that square.

Triple Letter Score - The dark blue cell in the board will be worth triple the amount, so any tile placed
here will earn more points.

Double Word Score - When a cell is light red in colour, it is a double word cell and these run diagonally
on the board, towards the four corners. When a word is placed on these squares, the entire value of the
word will be doubled.

Triple Word Score - The dark red square is where the high points can be earned as this will triple the
word score. Placing any word on these squares will boos points drastically. These are found on all four
sides of the board and are equidistant from the corners.

One Single Use - When using the extra point squares on the board, they can only be used one time. If a
player places a word here, it cannot be used as a multiplier by placing another word on the same square.

Starting the Game

Without looking at any of the tiles in the bag, players will take one tile. The player that has the letter that
is closest to “A” will begin the game. A blank tile will win the start of the game. The tiles are them
replaced to the bag and used in the remainder of the game.

Every player will start their turn by drawing seven tiles from the Scrabble bag. There are three options
during any turn. The player can place a word, they can exchange tiles for new tiles or they can choose to
pass. In most cases, players will try to place a word as the other two options will result in no score.

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When a player chooses to exchange tiles, they can choose to exchange one or all of the tiles they currently
hold. After tiles are exchanged, the turn is over and players will have to wait until their next turn to place
a word on the board.

Players can choose to pass at any time. They will forfeit that turn and hope to be able to play the next
time. If any player passes two times in a row, the game will end and the one with the highest score will
win.

The First Word Score

When the game begins, the first player will place their word on the star spin in the centre of the board.
The star is a double square and will offer a double word score. All players following will build their
words off of this word, extending the game to other squares on the board.

Play continues in a clockwise direction around the Scrabble board.

Replacing Scrabble Tiles

Once tiles are played on the board, players will draw new tiles to replace those. Players will always have
seven tiles during the game. Drawing tiles is always done without looking into the bag so that the letters
are always unknown.

The Fifty Point Bonus

Exciting rewards can come when players use all seven tiles to create a word on the board. When this
happens, players will receive a 50 point bonus, in addition to the value of the word. If the game is near the
end and players are not holding seven tiles, they do not get the bonus for using all of their tiles. This is
only collected for seven letter words placed.

The End of a Scrabble Game

Once all tiles are gone from the bag and a single player has placed all of their tiles, the game will end and
the player with the highest score wins.

Tallying Scrabble Scores

When the game ends, each player will count all points that are remaining on their tiles that have not been
played. This amount will be deducted from the final score.

An added bonus is awarded to the player that ended the game and has no remaining tiles. The tile values
of all remaining players will be added to the score of the player who is out of tiles to produce the final
score for the game.

The Scrabble player with the highest score after all final scores are tallied wins.

Accepted Scrabble Words

Any word that is found in a standard English dictionary can be used in the game of Scrabble. There are
also Official Scrabble Dictionaries that can be purchased for more word options.

There are some words that are not allowed to be played and these include suffixes, prefixes and
abbreviations. Any word that requires the use of a hyphen or apostrophe cannot be played in the game.
Any word that required the use of a capital letter is not allowed.

When playing an English version of the game, foreign words are not allowed to be placed on the board.
However, if the foreign word does appear in a standard English dictionary, it is allowed. The reason for
this is due to the fact that the word is spoken enough and is considered part of the English language.

Online Game!

https://m.funkypotato.com/mobile-games/scrabble-online/

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Sudoko

 The game first appeared in Japan in 1984 where it was given the name “Sudoku,” which is short
for a longer expression in Japanese – “Sūji wa dokushin ni kagiru” which means, the digits are
limited to one occurrence.
 The history of Sudoku dates back to an 18th Century Swiss mathematician’s game called “Latin
Squares” (according to this article from the Economist) and some of the first number puzzles to
appear in newspapers were published in France in 1895.
 Modern game of Sudoku as we recognize it today was invented by Howard Garns, a freelance
puzzle inventor from Connersville, Indiana, USA in 1979 when it was published in Dell Pencil
Puzzles and Word Games magazine. The puzzle was known as “Number Place,” since it involved
placing individual numbers into empty spots on a 9 x 9 grid.

Mechanics

Step 1: Know the Sudoku grid Every Sudoku puzzle involves a 9×9 grid of squares subdivided into 3×3
boxes. In total there are 81 squares on a Sudoku grid and when the puzzle is completed each square will
contain exactly one number.

Step 2: Know the rules Sudoku is a puzzle based on a small number of very simple rules: Every square
has to contain a single number Only the numbers from 1 through to 9 can be used Each 3×3 box can only
contain each number from 1 to 9 once Each vertical column can only contain each number from 1 to 9
once Each horizontal row can only contain each number from 1 to 9 once. Once the puzzle is solved, this
means that every row, column, and 3×3 box will contain every number from 1 to 9 exactly once. In other
words, no number can be repeated in any 3×3 box, row, or column.

Step 3: Find squares that can only be one number When you start a new Sudoku puzzle, some squares will
already be filled with numbers. Based on how difficult the puzzle is, these numbers will ‘lock in’ specific
numbers to specific squares. That is, squares where only one number can go without breaking any rules.
For instance, only the number 2 can go into the square highlighted below.

The
numbers 1, 8, and 9 cannot fit into the highlighted square as these numbers already appear in the box. The
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numbers 3 and 5 cannot fit as they already appear in the same column as the highlighted square. Lastly,
the numbers 4, 6, and 7 cannot fit as they already appear in the same row as the highlighted square. This
means that the only number left that can fit into this square is the number 2.

All you have to do is repeat these steps until you have filled in all of the cells in the grid.

Word Factory
 "Boggle” is a word game designed by Alan Turoff in 1972 and trademarked by Parker Brothers and
Hasbro.
 The game is played using a 4x4 grid of lettered dice, in
which players attempt to find words in sequences of
adjacent letters.
 In the Philippines, a similar game which was first
distributed in 1978 and is still in circulation up to the
present is the game "Word Factory."
 The game was first patented in the Philippines, and is
currently being manufactured and distributed to selected
retailers by the Philippines-based game manufacturer.
 Word Factory was a variation on the version of Boggle as it
existed in 1978, using a 5x5 grid instead of a 4x4 using
plastic dice instead of wooden ones.
 At present, the game is being marketed to other countries, targeting mostly migrant Filipino
families.
 In a nutshell, 1978 when "Word Factory" game was first distributed in the Philippines not long after
the "Boggle" game relaunched and redesigned their marketing sell in 1976 since its birth in 1972.

HOW TO PLAY WORD FACTORY

1. Set up the game


Give each player a piece of paper and a writing utensil, which is used to record the words found
during the game. Arrange the letter cubes inside the plastic case, and when everyone is ready,
shake the case so that the cubes are mixed and settle in a five-by-five grid. Turn over an
hourglass, or start a timer set for 10 minutes.

2. Search for words


Each player independently searches for words in the grid. To use a word, its letters must be
adjacent to each other in the grid. Each letter cube may only be used once per word. Only words
written on the paper in the allotted time count for the player.

3. Read each list of words


When 10 minutes have passed, all players stop searching for words. One player reads the words
listed on the player’s sheet. If any other players have that word, every player must mark that word
off their lists. Players may challenge the spelling or valid arrangement of each word. Consult a
dictionary to confirm spelling. Misspelled or invalid words are marked off the player’s list. The
next player reads, and the process is repeated until every player has revealed the words found.

4. Tally the score


Player count up the total number of words not disqualified on their lists. The player with the
highest total wins.

Online Game!

https://kevin.games/word-factory-deluxe

BENEFITS in Board Games


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1. Board games offer opportunities for early learning.
Even simple games help young players identify colors, count spaces, and develop hand-eye coordination
and dexterity in moving cards and pieces around the board.

2. They get older kids' brains buzzing, too.


Board games are an easy way to encourage healthy brain development in older kids and teens.

3. They boost their language skills.


Board games can be a sneaky way of helping school-aged kids work on skills they’re struggling with.

4. They sharpen your child's focus.


Board games, when played without interruptions, can help lengthen a child's attention span.. But to reap
the benefits, everyone needs to commit to seeing the game through to the end.

5. They teach the value of teamwork.


Board games often offer kids meta-messages about life: Your luck can change in an instant, for better or
for worse. But in addition to teaching them that nothing is guaranteed, board games are a good way to
encourage kids of different ages to team up and work together.

6. Board games are an alternative to time out.


The next time you find yourself going through a rough patch with one of your kids, consider playing a
board game together instead of sending them to their room.

7. Board games soothe anxiety.


They may help anxious kids learn how to navigate friendships more easily.

8. They show kids how to be a good loser.


If you're playing with a child who has low frustration tolerance, and losing is really difficult for them,
allowing them to break the rules at first can make the game more tolerable and fun for them.

9. Board games are a great way to unplug.


The lack of technology required to play board games makes them special. They are a simple way to get
quality, screen-free time with the kids and you might be surprised by how much they love playing.

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C H I N E S E C H E C H E C K E R S
E H M K L F V L W E Z A Q V M L Y N
H N E X W O R D F A C T O R Y I P A
S G B S C R A B B L E N A F H O Z K
S F T C S A B S E A I D G T R J S E
A Y D E R V C Z S M O N O P O L Y &
N B G I A E V X O B G N H F C C B L
I D O B W N P D Z A N M G Y J L M A
G H T B R U E C D Q S L P G H J N D
W R M A N J L O W E R B I C V B D D
Y U S G Q B A T P H U D O T L R C E
P A O E H M G R N A Z R M E N Q S R
I R N K S O D U K O D W U L M W Z S
Activity 1. FIND a WORD.

1. DOMINO
2. MONOPOLY
3. CHINESE CHECKERS
4. SCRIBBAGE
5. CHESS
6. SCRABBLE
7. SNAKES & LADDERS
8. WORD FACTORY
9. SODUKO

https://masteringsudoku.com/sudoku-rules-beginners/
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https://www.britannica.com/sports/Monopoly-board-game

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