Activity

Spin and Draw/King's Cup

A card game for review or general question-asking based on King's Cup

Spin and Draw


This is a multipurpose game I've used a lot for reviews, asking questions, and short notice classes. It's easy to set up, prompts the entire class to answer when a question is asked, and is a lot of fun to boot!

Format:


  • Students are put into groups.

  • All groups get a worksheet to write their answers on.

  • Use pickerwheel.com for question prompts (or another method if you have one).

  • Requires a deck of playing cards and dice (for my rules, you need both 2 6d dice and a d20 dice). If you don't have dice, you can use google's simulated die instead (just search "dice" on google). If you don't have or want to use playing cards, I've attached some custom cards you can print and cut instead, but this ups the prep time.

  • For minimizing prep time, it helps to have question banks ready to go.

How to Play:


  • Spin the wheel and let students answer the question by writing their answers. The writer should change every round.

  • Students get points based on how quickly they answer - if there's 6 groups, the first gets 6 points and every group after gets 1 point less than the last (so the last group will just get 1 point).

  • The first group also gets to draw a card. Each card has a different effect. When a group draws a card, they keep that card with them until the game ends.

  • Continue until the class ends, you reach your time limit, or you run out of questions. The group with the most points wins.

Card effects:


Feel free to change any or all of these, but these rules work pretty well in all my classes (you might have to teach your kids Morra though).

  • Ace: Doubles points for that group the next round

  • 2: Roll a 6d dice. Whatever group's number it lands on is the group that gets to draw another card.

  • 3: Steal another group's card and play it.

  • 4: Janken with the ALT. Gain 2 points if you win, lose 1 if you lose.

  • 5: Play Morra with another group. The group that guesses the correct amount steals that many points.

  • 6: Roll a 6d dice. All other groups lose 4 points if it is 6.

  • 7: Roll a 6d dice. Gain 6 points if it lands on 6.

  • 8: Janken with the JTE. Gain 2 points if you win, lose 1 point if you lose.

  • 9: Janken with another group. The winner steals 3 points.

  • 10: Throw this card at another group. If they catch it, you both gain 4 points.

  • Jack: Janken with all groups. Steal 2 points from every group you win against. If more than 3 groups win, all those groups steal 2 points from you.

  • Queen: Roll 2 6d dice. If they both land on the same number, gain that many points.

  • King: Roll a d20 dice. Double your total points if it lands on 20. Double the total points of all other teams if it lands on 1. If it lands on 2 - 10, gain the corresponding card's effect.

Variations:


  • Instead of the first group to answer drawing a card every round, you could instead choose a random group.

  • You can also tally up the number of cards each group has and add that to their point total at the end of the round (or give some other type of reward).

Files:
Medium files (requires an account to download) -
  • Spin and Draw.pdf (3.14 MB)
  • 10
    Submitted by herbivore November 16, 2024 Estimated time: 20 - 50 minutes

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