The Pirate Game

Pupils fill a 7 by 7 grid with the items below. You call squares at random. Whatever is in that square happens. The board does the calling, the scoreboard does the arguing.

Press Next square

Scoreboard

Optional. Add teams or pupils, then press what their square said. Kill wipes unbanked points. Rob takes another team's unbanked points. Skull wipes everyone else's unbanked points. Banked points are safe.

Fill your grid with these (49 squares)

ItemHow manyWhat happens when your square is called

Pupils write these into their own grid in any arrangement before the game starts. Once play begins, no changes. If you use a different allocation, change the numbers on the printed grids and play on; the caller does not care what is in the squares.

How a round runs

  1. Print the grids. Read the item list out. Everyone fills their 49 squares in secret.
  2. Press Next square. Say it out loud. Everyone finds that square on their own grid and applies it: add the points, or carry out the action on someone else.
  3. Actions are announced to the room: "Rob: I'm taking Team 3's points." Banked points cannot be robbed or killed.
  4. Play for a set number of squares (25 is a good lesson-length game) or until the bell. Highest total, banked plus unbanked, wins.

Works for any subject if you make squares cost a correct answer: a team only gets to apply its square after answering a question. That turns twenty minutes of revision into something they ask for.