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World Toss (Bingo)

Target: Navigation, reading country names

Throw
Distance
Location

teamwork

Age: elementary aged and up
Duration: 5 minutes and up
Class Size: Small Groups
Energy Level: low - medium
Type: Co-operative board game
Equipment: Large world map, coloured counters, bag

Introduction: This game requires a large map. Currently we use something based on the poster that comes with the world map from Orchard Toys. 4-8 coloured counters are required per player. Each player uses a different colour and the same number of counters.

First Turn: The players sit around the map. A coin or other marker is put on the country the players are in to serve as a starting point. The counters are put into a small bag which is given a shake to mix them up. One counter is then drawn from the bag. The player whose counter it is tosses the counter onto the map and makes a sentence about the relative position of the country under the counter and the starting point. Eg the players are in Japan and the counter lands on Mongolia, "Mongolia, is west of Japan".

SUBSEQUENT TURNS: The player who last tossed draws a new counter from the bag and the corresponding player tosses it onto the map. The player makes a sentence describing the location of the new country with the country just hit. Eg the next player lands a coin on South Africa, "South Africa is south-west of China." Play continues until all the coins have been tossed.

Scoring: Players score points by landing counters in adjacent countries to make a group.. They score one point for every different colour in the group. The highest score can be obtained by creating different groups of counters. If all the counters were in one massive group that could only score equal to the number of players. Two groups could score double that if all the players had a counter in each group. Note that single counters by themselves score nothing.

Winning: Players can decide for themselves the winning score before they start or just try to score more than their previous game. Maximum score is always the number of counter of one colour multiplied by the number of colours. Any score over half the maximum available is better than good.

Extra Rules:

  1. A player who lands a counter in the sea or on an occupied country gets a second chance, but a double miss means that counter is lost for good. Remove it from play.
  2. Counters are quite likely to land across borders. In such cases the player may choose the target country.
  3. Remember the world is round - the shortest distance should be used when making the navigation sentence. Older and more experienced players can try being more exact. West by North anyone?

Variations:

  1. A time limit can be used instead of fixing the game length on the number of counters.
  2. Instead of being totally lost, counters that miss their mark may be put back in the bag. Alternatively counters landing in the sea can be moved to the nearest country and those landing on an occupied country moved to an empty adjacent one.
  3. Older and more experienced players can be asked to make an additional, factual sentence about the country they have hit.

Pencil and paper Alternative:

With a smaller paper map players each use a pencil of a different colour. They take turns throwing a small coin and marking the country they hit with a coloured pencil. Randomness can also be introduced by rolling a dice and counting round the group to decide who goes next. A time limit should be set to determine when the game is done.

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