Nim: A Series of Number Games
The purposes are the same as in the game of Krypto:
I. Counting Practice
1. Two people count alternately, starting with 1.
2. The one who gets to 20 wins.
3. The sequence goes like this: (The first person's numbers are blue; the second person's numbers are red.)
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First |
Second |
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1 |
2 |
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3 |
4 |
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5 |
6 |
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7 |
8 |
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9 |
10 |
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11 |
12 |
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13 |
14 |
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15 |
16 |
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17 |
18 |
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19 |
20 |
Winner! |
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4. As you can see, the blue choices are all odd, and the red choices are all even. Thereore, the first player has no chance to win this game. However, if you select 21 as the winning number, the second player has no chance to win. This is mathematical thinking that young children can develop through games like this. Once this is understood, of course, this is no game at all. However, as a learning tool, these two comments should be considered:
5. Question: If the two players count by twos, and the winning number is 14, which player will win, the one who goes first or the one who goes second?
6. Question: If the two players count by twos starting with 1, and the winning number is 17, which player will win?
II. First Adjustment (Addition Practice)
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First Player |
Second Player |
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2 |
3 or 4 |
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5 |
6 or 7 |
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8 |
9 or 10 |
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11 |
12 or 13 |
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14 |
15 or 16 |
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17 |
18 or 19 |
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Winner! |
20 |
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3. It would be a much shorter game if the winning sum is 10. Would you go first or second to be sure to win this game? Each player can add either 1 or 2 each move. What sequence of numbers would you get to be absolutely certain to win?
III. Second Adjustment (Strategy Development)
b. The next step is to realize that if I can get 14, I can get 17. Why?
c. Next, if I can get 11, I can get 14.
d. If I can get 8, I can get 11.
e. If I can get 5, I can get 8.
f. If I can get 2, I can get 5.
g. Finally, I realize that the only way I can be certain to get 2 is to go first.
h. Thus, to be absolutely certain to win this game is to go first and get the sequence 2, 5, 8. 11, 14, 17, and 20. (Note: It is possible to win this game even if you do not get this exact sequence. But that can only happen if your opponent does not know the secret to be absolutely sure to win.)
2. The above strategy is called Working Backwards and is quite useful in many mathematical problems and proofs. Use the strategy of Working Backwards to list the series of numbers you would have to get to win game in which the winning sum is 100, and the number each player each turn can add any number from 1 through 10.
3. Make up a game with a winning sum between 39 and 50 in which each player each turn can add any number from 1 through 7, and which you would have to go second to be absolutely certain to win.
IV. Third Adjustment (Subtraction Practice)
2. The use of the Working Backward strategy in this way provides some practice of subtraction in a different context.
3. Another adjustment to provide practice in subtraction is to have a game like this one: The game starts with, say 30, and each player can subract in turn any number from 1 through 7. The player who gets 0 wins. What would you have to do to be absolutely certain to win this game? This is a good game played on a calculator. The calculator is passed back and forth between the two players between turns.
V. Fourth Adjustment (Multiplication and Division Practice)
2. Use the above connections to calculate the number to start with in a game in which the winning sum is 287 and any number from 1 through 16. How would you describe the series on numbers you must get to be absolutely sure to win this game?
VI. Fifth Adjustment (Creativity)
Make up a similar game, but with some variation. This gives children the opportunituy to use their imaginations. One example would be to add only odd numbers 1, 3, 5, 7, 9, and 11 to get 100. What would be your strategy?