+ All Categories
Home > Documents > Alice poster A V5 - Macmillan Readers · example one of the Alice cut-outs from our website, make...

Alice poster A V5 - Macmillan Readers · example one of the Alice cut-outs from our website, make...

Date post: 18-Dec-2018
Category:
Upload: duongcong
View: 217 times
Download: 0 times
Share this document with a friend
1
99 98 97 95 94 92 91 81 82 83 84 85 86 87 89 90 80 79 78 77 76 75 74 73 72 71 61 62 63 64 65 66 68 69 70 60 59 58 57 55 54 53 52 51 41 42 43 45 46 47 48 49 50 40 39 38 37 36 35 34 33 32 31 21 22 23 24 25 26 27 28 29 30 20 19 18 17 16 15 14 13 12 11 1 2 3 4 5 6 7 8 9 10 16 4 94 You are in prison! Miss two turns. Drink me and go up on the bubbles! Climb up the mushroom! You are late! Miss a turn. You are sleeping! Miss a turn. O ops! G o d o w n t h e r a b b i t h o l e . . . This game is ideal for four to six players. If there are more students in your class, divide them into four to six groups. Ask each player to choose a token, for example one of the Alice cut-outs from our website, make it sticky, and use it to indicate their position in the game. Each player starts at number 1 and takes turns to make a move on the board. Follow the squares from 1 to 100. To determine how many squares a player can move when it is their turn, download, print and cut out the special Alice in Wonderland playing cards from our website. Shuffle the cards and keep them in one pile. When it is a player’s turn, they pick the top card from the pack and the number on this card determines how many squares they can move. If it’s a picture card, the player has to answer the question on the card before they can make a move. These questions test the player’s understanding of the story of Alice’s Adventures in Wonderland. If a player lands on a bottle or at the bottom of a mushroom, they move ahead to the top of the bubbles / mushroom. If they land at the top of a rabbit hole, they slide down to the bottom of it. If a player lands on the clock, prison or Dormouse, they have to wait a turn. The first player to reach square 100 is the winner. You don’t need the correct number of moves from your playing card to land on 100. Download full rules & playing cards from our website: www.macmillanreaders.com/150-years-of-alice 88 Rules of the game: One sunny day, Alice follows a White Rabbit down a rabbit hole … and into Wonderland! In this game, follow Alice into Wonderland to make sure that she reaches the court of the Queen of Hearts in time. Wonderland is full of adventures and along the way you might meet the Mad Hatter or play a game of croquet. But be careful not to be late, fall asleep, or end up in prison! 1 68 58 31 100 www.macmillanyounglearners.com/readers 44 56 40 93 96 67 © Macmillan Publishers Limited 2015
Transcript

99 98 97 95 94 92 91

81 82 83 84 85 86 87 89 90

80 79 78 77 76 75 74 73 72 71

61 62 63 64 65 66 68 69 70

60 59 58 57 55 54 53 52 51

41 42 43 45 46 47 48 49 50

40 39 38 37 36 35 34 33 32 31

21 22 23 24 25 26 27 28 29 30

20 19 18 17 16 15 14 13 12 11

1 2 3 4 5 6 7 8 9 10

28 29 29

83 84

18 17 16

4

94

1

You are in prison! Miss two turns.

Drink me and go up on the bubbles!

Climb up the mushroom!

You are late! Miss a turn.

You are sleeping! Miss a turn.

Oops! Go down the rabbit hole ...

This game is ideal for four to six players. If there are more students in your class, divide them into four

to six groups. Ask each player to choose a token, for example one of the Alice cut-outs from our website, make it sticky, and use it to indicate their position in the game.

Each player starts at number 1 and takes turns to make a move on the board. Follow the squares from 1 to 100.

To determine how many squares a player can move when it is their turn, download, print and cut out

the special Alice in Wonderland playing cards from our website. Shuffl e the cards and keep

them in one pile. When it is a player’s turn, they pick the top card from the pack and the

number on this card determines how many squares they can move. If it’s a picture card, the player has to answer the question on the card before they can make a move. These questions test the player’s understanding of the story of Alice’s Adventures in Wonderland.

If a player lands on a bottle or at the bottom of a mushroom, they move ahead to the top of the bubbles / mushroom. If they land at the top of a rabbit hole, they slide down to the bottom of it.

If a player lands on the clock, prison or Dormouse, they have to wait a turn.

The fi rst player to reach square 100 is the winner. You don’t need the correct number of moves from your playing card to land on 100.

Download full rules & playing cards from our website:www.macmillanreaders.com/150-years-of-alice

88

43 45 43 45

57 55 57 55 57 55

4 5

32 31

26 27

76 75 75

Rules of the game:

One sunny day, Alice follows a White Rabbit down a rabbit hole … and into Wonderland! In this game, follow Alice into Wonderland to make sure that she reaches the court of the Queen of Hearts in time. Wonderland is full of adventures and along the way you might meet the Mad Hatter or play a game of croquet. But be careful not to be late, fall asleep, or end up in prison!

1

1

68

58 52 51 51

31

100

www.macmillanyounglearners.com/readers

4456

60 59

40

93

96

67

Alice poster A V5.indd 1 16/11/2014 14:05

© Macmillan Publishers Limited 2015

Recommended