A complete family and classroom game kit for ages 5 to 11. Print a board, find two dice and some buttons, and build number sense, times tables and confidence in twenty relaxed minutes.
Maths Game Night · Bodhih Pro Kits · 59 by Bodhih Training, trainers to 2,000+ companies since 2008.
Play short maths games two or three times a week. Board, card and dice games give a child dozens of calculations per game with a reason to care about each one. The Maths Game Night kit from Bodhih Training supplies 25 printable games for ages 5 to 11, with rules, easier and harder versions, and a guide for the adult.
Want the full free guide first? Read Maths Games for Kids at Home: Build Number Sense Without Worksheets.
Twenty-five minutes of pencil sharpening, a sudden stomach ache and a blank page. You raise your voice, they dig in, and nobody learns the seven times table.
It arrives at seven or eight and it sticks. You answer with something kind, and it doesn't help, because you were never told what to say.
They can sing the six times table from the start but freeze when asked 6 times 7 cold. Chanting gave them the song. Nothing gave them the facts.
Anything the ten-year-old enjoys is impossible for the five-year-old. Anything the five-year-old can play is over in four minutes. So you give up.
Most downloads are a pretty board with no method, no levels and no help for the adult. They get played once and go in the drawer.
Imagine Wednesday evening, a fortnight from now. The worksheet has gone from the fridge. On the table there is a bright board, two paper clips and a pile of buttons, and your child is leaning over it, muttering a times-table fact they would have cried over last month, because it blocks your next move.
You didn't teach anything. You printed a board, rolled first and said "how did you work that out?" once. As you sit down to play the second game, you notice they are checking your sums and enjoying catching you. That is practice, and it sounds like laughing.
When you open the Skills Tracker at the end of the month, you see it plainly: sixteen short sessions, eight different games, and a row of green on the times-table grid that was white in week one. You award a badge with more ceremony than strictly necessary.
And on an ordinary Thursday, while you are still clearing plates, a small voice asks, "Can we play the frog one?" Whether you start with Frog Hop Race tonight or Four in a Row at the weekend, that question is where this is heading.
The e-book shows you how. The tools make it happen. Here is exactly what you download.
The guide: methods, worked examples, scripts and exercises
Fourteen full-colour boards with the rules printed on each: race tracks, a hundred square, two four-in-a-row grids, bingo cards, a treasure map, a fraction wall, a clock, a shape safari, a dot grid and more.
Eight pages of cut-out cards: number cards 0 to 20 with ten frames and three wild cards, 12 operation cards, 12 fraction cards with 12 matching picture cards, and 36 times-table cards.
Four paper-clip spinners, a dot dice net and a blank dice net, 36 counters, 8 Market Stall price tags and a page of generic coins and notes that work in any currency.
A 12 by 12 multiplication square, a Facts I Know colouring chart of the 66 facts that matter, a Rocket Progress planet map and the Rocket Sprint personal-best record.
A Maths Game Night Champion certificate and eight cut-out skill badges, from Number Bond Boss to Logic Legend.
All fourteen boards and the spinner page again in black outline only, for economical printing and for children who like to colour their own.
A fillable planner for the grown-up: the 20-minute plan, an eight-week season table, reusable score sheets and a monthly review with your child's own words.
Log each session in one line and see games played by skill, average confidence, which games are ready for a harder version, a times-table mastery grid and a live dashboard with a chart.
One page that matches all 25 games to ten skill areas and three age bands, plus quick picks by what you have to hand and by the child in front of you.
Curious questions for before, during and after a turn, a swap table for the things we all blurt out, and a script for the 'I am bad at maths' moment.
What to print first, what each game needs, paper and ink-saver tips, and how to pack the game folder so set-up takes two minutes.
Sixteen 20-minute sessions over eight weeks, each naming a warm-up and a main game, plus a prep reminder, a month-one review and a finale. Imports into Google, Outlook or Apple Calendar.
Each chapter opens with a real situation, gives you a method and ends with something to do today, using the tools in your kit.
Why a blank worksheet and a stomach ache can become thirty willing multiplication facts, and what is in the kit.
What a single turn of a dice game does for a child, and what EEF guidance and published studies say about board games and number sense.
The 20-minute shape, the just-right zone, seven house rules for the grown-up, and what to do about losing, cheating and storming off.
Four steps for the hard moment, curious questions that build thinking, and why your own maths history is best kept to yourself.
Games 1 to 5: Frog Hop Race, Ten Pals, Shut the Pond, Big Number Builder and Hundred Dash.
Games 6 to 9: Card Clash, Four in a Row: Sums, Countdown to Zero and Treasure Map Dash.
Games 10 to 13: Four in a Row: Products, Tables Bingo, Array Land and Rocket Sprint, built on understanding first and recall last.
Games 14 to 17: Fair Shares, Remainder River, Fraction Wall Cover-Up and Fraction Pairs.
Games 18 to 23: Market Stall, Coin Climb, Round the Clock, Tick-Tock Target, Shape Safari and Square Up.
Games 24 and 25, plus handicaps that feel fair so a five-year-old and a ten-year-old can share one board.
The folder, the slot and the line: how to keep game night alive in week five, and how teachers and tutors can use the games.
A short send-off: what success really looks like.
All 25 games in one table by skill, age, players and printable.
The public guidance and studies behind the guide.
Every outcome is practised with a worked example and a tool, not just described.
People who measure before and after improve faster and can show it. AssessAll, our sister assessment platform, has AI-graded assessments that pair with this kit. Take one now, work through the kit, then re-take it.
Jake in Ohio tried game night once, on his own, before he had a plan. He chose a game that was too hard, corrected every mistake, insisted on finishing when his daughter wanted to stop, and gave a short speech about effort at the end. "She asked if we could do the worksheet next time," he said. He was laughing when he told us, but only just. Game night goes wrong when it becomes a lesson wearing a party hat. It goes right when the adult remembers one thing: you are a player, not a teacher. The maths is in the game. Your job is to turn up, play properly and keep it light. Short and regular beats long and heroic. Twenty minutes, once or twice a week, at a time when nobody is hungry or exhausted. After the evening meal works in many homes. Saturday morning works in others. For a classroom, the first ten minutes after lunch is gold.
| Free templates and typical advice | This kit | |
|---|---|---|
| Method | A board or a pack of flash cards with one line of instructions | A full guide for the adult: the 20-minute shape, house rules, scripts and the reasons behind them |
| Range | One skill, usually times tables | 25 games across ten skill areas for ages 5 to 11 |
| Levels | One fixed difficulty | An easier and a harder version of every game, plus mixed-age handicaps |
| Equipment | Assumes you own dice, counters and a laminator | Printable dice nets, spinners, counters and play money included; buttons and a paper clip do the rest |
| Country | US coins, US Letter, US grade names | Generic coins for any currency, A4 pages that fit US Letter, ages not grades |
| Ink | Full-colour only | A complete black-outline ink-saver set of every board |
| Tracking | None | Skills Tracker workbook with dashboard, wall charts the child colours, badges and a certificate |
Bodhih Training has designed and delivered corporate programmes since 2008. Bodhih Pro Kits package what works in those workshops into a guide plus the exact tools we use, so you can apply it the same day without a facilitator in the room.
Name, email and country. UPI, card or netbanking in India; international cards everywhere else. No account to create.
Your download page opens at once, with every file and a one-click ZIP. A permanent link lands in your inbox too.
Start with the quick-start chapter, then the main spreadsheet or planner. Most buyers use something from the kit the same day.
You already have a table, a pencil and twenty minutes. As you print the first board tonight, notice how quickly a worksheet standoff turns into a game. Whether you begin with the frog race for your five-year-old or the paper-clip game for your nine-year-old, the first roll is the whole of the hard part.
Personal licence for the buyer's own use (and use with your own family, your own class or your own tutoring clients). Please don't share or resell the files. Team and company licences: solutions@bodhih.com.
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Ages 5 to 11. Each game lists a suggested age band and comes with an easier and a harder version, so a confident six-year-old and a ten-year-old who needs a gentler start can often enjoy the same game. The Game Finder cheat sheet sorts all 25 games by skill and age.
No. The kit includes two paper dice nets, four paper-clip spinners, 36 printable counters and play money. You need a printer, scissors, a pencil and two paper clips. Buttons, dried beans or bottle tops make excellent counters.
Build understanding first, then strategies, then recall. Start with Array Land so they see 3 times 5 as a rectangle, move to Four in a Row: Products with the multiplication square on the table, and use Tables Bingo for mixed recall. Let your child colour in the Facts I Know chart themselves, and treat any timer as strictly optional.
Name the feeling, add the word 'yet', shrink the step and finish on a turn that went well. Chapter 3 gives exact words, and the Maths Talk cheat sheet puts them on one page. Avoid 'I was bad at maths too': it sounds comforting and tells a child nothing can be done.
Yes. The play money is plain tokens marked 1, 2, 5, 10, 20, 50 and 100 with no country, the guide uses ages in place of grade or year names, and pages are A4 that print on US Letter with Fit to page. Examples come from families in India, Nigeria, the Philippines, Kenya, the UAE, Australia, the UK and the US.
The main boards and cards are full colour, and the kit also includes an Ink-Saver file with all fourteen boards and the spinners in black outline only. The Print and Prep Guide suggests what to print first, so you can begin with three pages.
Yes. The licence covers use with your own class or your own tutoring clients. Games work well as ten-minute stations in pairs, and Chapter 10 covers set-up, pairing and tracking. For whole-school or multi-site use, ask about a team licence at solutions@bodhih.com.
If you would like to check your own number skills before coaching a child, the Numerical Ability Foundation assessment on AssessAll is a quick benchmark. Teachers and tutors may also find AssessAll's Lesson Design and Questioning Technique Assessment for Teachers and Trainers and the Early Years and Childcare Practice Judgment useful for reflecting on how they question and support learners.
Use the 8-Week Game Night Season calendar and the monthly review in the planner. If you teach or tutor and want to frame game-based practice as part of your own development, the Jobulary article on the 70-20-10 model explains why learning by doing carries so much weight, and it is a helpful lens for planning.
No. Maths Game Night is educational content for everyday play at home and in class. It is not medical, psychological or special-educational advice and it cannot assess your child. If you are worried about your child's learning, a possible difficulty such as dyscalculia, or anxiety, please speak to their teacher or a qualified professional.
Digital kits are non-refundable once downloaded. The exceptions are a corrupted file we cannot fix within 3 working days, a duplicate charge or a failed delivery. Write to solutions@bodhih.com and we will put it right.
₹499 including 18% GST for buyers in India, or $15 for buyers outside India. One-time payment, no subscription, with an automatic invoice.
Instantly. Your download page opens the moment payment succeeds, and a permanent download link is emailed to you. Download each file separately or everything in one ZIP.
Any of the usual tools: Excel or Google Sheets for spreadsheets, Word or Google Docs for templates, Adobe Acrobat Reader, Preview, Xodo or GoodNotes for the fillable PDFs, and Google, Outlook or Apple Calendar for the calendar plan.
Because it is a digital download, kits are not refundable once downloaded. We always refund a duplicate charge or a failed delivery, and if a file is corrupted and we cannot fix it within 3 working days. Full terms: bodhih.org/refunds.
Yes. Team and company licences, and workshops on this topic run by Bodhih Training, are available. Write to solutions@bodhih.com or call +91 99000 11601.