SIMCC Games · Teacher guide
Pig Dice
Roll to build a score, but a single 1 loses the turn. When do you stop?
- Trains
- Probability: 1 in 6 · Adding a running total · Deciding when to stop
- Ages
- 8 and up
- In class
- Pass and play. Groups of 2 to 4 share one device. Set the goal to 50.
A ten-minute starter
- Show about 2 minRoll for the class and keep a turn total. After each roll ask: roll again or hold? Hold banks the turn total. A 1 loses the whole turn total.
- Play about 6 minGroups play pass and play to 50. Each player says "roll" or "hold" aloud before tapping.
- Talk about 2 minAfter the game, the result shows how often 1 came up. Ask: was it close to 1 in 6? When did people hold?
Questions to ask the class
- What is the chance that the next roll is a 1?Listen for: 1 in 6, every roll.
- After three good rolls, is a 1 more likely?Listen for: No. The die does not remember.
- Your turn total is 30. Should you roll again?Listen for: On average, no. A roll adds about 3⅓, but risks 30 ÷ 6 = 5.
A common mistake
Thinking a 1 is "due" after some good rolls.
How to help: Every roll has the same 1 in 6 chance. The board shows the chance, what is at risk and its average cost (turn total ÷ 6).
Assign it
On the coach dashboard, choose your class under Cohorts. In Assign practice, pick Pig Dice and the drill Pig Dice, add a due date if you want one, then press Assign. Students find it on their Train page.
It opens against the computer, with 1 to 3 computer players.
Wins against the computer show under By game, as each student's device reported them. Pass-and-play games do not show.
