Go Nuts! - Dice games offer the opportunity to work on multiple hand skills |
The object is to be the first person to score 50 points for the win. Points are determined by the pictures and combinations of pictures that are face up after you roll the dice. There are five squirrel dice (pictured on dice are squirrels, acorns, and car), and 4 dog dice (pictured on dice are dog and doghouses). The dice are a tad smaller than standard spotted dice.
The dog die from Go Nuts! |
To Play:
On your turn, roll the five dice with the squirrels. (Each person receives one dog/dog house die but only uses it on others' turns.) Here are what the three images mean:
- Acorn - Worth one point each.
- Squirrel - Worth no points but can be rerolled.
- Car - Worth no points, cannot be rerolled. Take it out of the game.
Once you roll the dice, here are your options:
- Keep track of the points from all acorns, pick up the acorns and squirrels and throw again, hoping to make more points. Pull out all cars.
- Take the score you received for the acorns you threw and end your turn.
If you decide to keep throwing, count the points you receive for acorns on your next throw and add them to your last throw. You can throw over and over but there is a risk involved in continuing to throw because if at any time you throw all cars, your turn ends immediately and you lose all points. If at any time you throw all squirrels, you lose all points and a Go Nuts! round starts. Pick up the dice and throw them over and over, as fast as you can, counting all the acorns that you throw. At the same time the other player(s) will throw their dog die. As soon as someone throws a dog image, your turn is over. Record the number of acorns you threw (if any) and your turn ends. Keep playing in this manner until someone reaches 50 points and wins the game.
To see other fall-themed games, click here.
Try this:
- Shape the palm before shaking the dice by putting a small ball or round object in the individual's hand and forming the hand around it. Then remove the ball and add dice.
- Model the cupping position and how to shake the dice before starting to play - fingers together, making a rounded cup in the palm. Often the child will just squeeze the dice tight in the hand and shake the hand, thinking the dice are moving around when they are not.
- Cup both hands and place on top of each other (at a 90 degree angle). Double the therapeutic value!
- Skip playing a game and just play with the dice. Put one die at a time in the palm and ask the individual to move it to the fingertips and rotate it for placement. Place the dice all animal side up or all gray objects, etc. Then place two in the palm, holding one back while working one to the fingertips.
- Put the dice away by cupping one hand and dropping the dice in, one at a time, until all are in the palm. Then put in the box.
- Pick the dice up one at a time, squirrelling them in the palm as you go. Can all be picked up without dropping any?
- Work on palmar arch development and stability, in-hand manipulation, distal finger control, fine motor precision, manual dexterity, visual discrimination, figure ground, executive functioning skills, socialization skills, process skills, play and leisure exploration and participation
In the box: Small score pad, small pencil, 9 picture dice
If you are interested in purchasing this game or just want more information, click on the image below.
If you are interested in purchasing this game or just want more information, click on the image below.
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