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

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

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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

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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!

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www.macmillanyounglearners.com/readers

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

© Macmillan Publishers Limited 2015