SIMCC Games · Teacher guide
Flip Grid
Trap lines of your opponent’s counters to flip them. Most counters at the end wins.
- Trains
- Seeing lines across, down and diagonally · Counting · Strategy: corners and edges
- Ages
- 7 and up
- In class
- Against the computer. One device each. Choose Lower Division: a 6 × 6 board with legal moves shown as dots. You play dark and go first.
A ten-minute starter
- Show about 2 minDraw the four starting counters in the centre. Place a dark counter so a light one is trapped between it and another dark counter, and flip it. Lines can run across, down or diagonally.
- Play about 6 minStudents play the computer at Lower Division. Play more than one game if there is time.
- Talk about 2 minThe Lower Division computer always takes the move that flips the most counters right now. Ask: did that help it win? Who took a corner?
Questions to ask the class
- Why can a counter in a corner never be flipped?Listen for: It is at the end of every line through it, so nothing can trap it.
- Is the move that flips the most counters always best?Listen for: No. It can open a corner or an edge for the other player.
- When do you have to pass?Listen for: Only when you have no legal move.
A common mistake
Always taking the biggest flip, and giving away the corners.
How to help: Ask them to check the cells next to an empty corner before moving there. Hint (H) marks the best move by the Upper Division computer's reckoning.
Assign it
On the coach dashboard, choose your class under Cohorts. In Assign practice, pick Flip Grid and the drill Flip Grid, add a due date if you want one, then press Assign. Students find it on their Train page.
It opens against the computer. Lower Division uses a 6 × 6 board.
Wins against the computer show under By game, as each student's device reported them. Pass-and-play games do not show.
