STRATEGY LESSONS TO HELP YOUR
PENTATHLETES DO WELL AT TOURNAMENT
Adventures in Problem Solving Books 1 and 2 as well as Investigation Exercises Books 1 and 2 provide critical activities and exercises for students to be successful with the MP Games. Some of these have been highlighted for each division level.
DIVISION 1: KINGS & QUADRAPHAGES
Adventures in PS Bk 1: Activity 1 (pp. 131-132) - FIVE BY FIVE Ks & Qs:
This simpler version of Kings & Quads allows student to experience end-of-game scenarios.
Investigation Exercises Bk 1: IT'S YOUR MOVE I & II (pp. 3-4):
Provides mid-game situations to think more deductively about game strategies.
DIVISION 2: RAMROD
Adventures in PS Bk 1: Activity 7 (p. 134) - COMPLEMENTS OF VALUES IN THE PURPLE-PLAYING AREA OF GAMEBOARD:
After learning the numeric values of the rods (Act. 3) as well as the rectangular values in the purple-playing area (Act. 5), students explore and learn the various combinations of exactly 2 rods that form Captures and significantly enhance strategic thinking about Ramrod.
Investigation Exercises Bk 1: RAMROD COMBOS (pp. 3-5):
Students experience algebraic thinking using the missing addend form of subtraction while reinforcing Ramrod Capture combinations.
DIVISION 3: STARS & BARS
Adventures in PS Bk 2: Activity XI-XIII (pp. 207-211) - PROGRESSIVE LEAD-INS TO STARS & BARS:
After learning how the cards differ from one another according to the 4 critical attributes (Activities 2, 4, and 5), students learn these
. These simpler versions of Stars and Bars teach how to both score and maximize the game's scoring system.
Investigation Exercises Bk 2: MAX A SCORE 1 and 2 (pp. 19-20):
These exercises simulate mid-game scenarios of Stars & Bars and help students practice maximizing their scores.
DIVISION 4: PRIME GOLD
Investigation Exercises Bk 2: CONJECTURING FOR GOLD (pp. 19-22):
Pentathletes sometimes do not take advantage of an important Prime Gold Rule referred to as Goldbach's Conjecture. While using this game rule, students can form a number sentence that results in an even value greater than 6. Rather than just placing 1 chip on the board per turn, this rule allows players to place 2 chips to cover 2 prime number values. These exercises provide many examples of game scenarios to help Pentathletes implement this critical game rule.