Two Target Five Record Sheets
Two spinners: one numbered 1-6 and another numbered 4-9
Optional: Interactive Record Sheet with Digital Dice (click on the "page 2" paper icon in the lower right corner)
Be the closest to player to make a number closest to the 5-digit target number.
One of the players spins the 1-6 spinner twice and the 4-9 spinner three times, in any order, to determine the Target Number. As each number is spun, both players record the 5-digit Target Number (keeping it in the order of each spin) at the top of their record sheet.
Player 1 now spins the 1-6 spinner twice and the 4-9 spinner three times and records their numbers in the first column of their record sheet. Player 1 then arranges those 5 digits to make a number that is as close as possible to the 5-digit target number, either under or over.
Andrew, "I spun a 1, 6, 8, 5, and 1."
Miranda, "The target number is 68,729."
Andrew, "Wow! I really lucked out this time, because I got a 6 and an 8. That means I can make a number that starts with 68,000. I’ll put the 5 for 500, and then the two 1s. That’s as close as I can get."
Player 1 records the number they made with their five spins in the second column and reads it aloud. Then in the third column, Player 1 finds the difference between their number and the target number.
Note: Players need to show and check each other’s work during this game.
Finally, Player 1 records the difference between their number and the target number in the fourth column. That is Player 1's score for the first round. Player 2 takes a turn following steps 2–4.
Players continue to take turns until they have played 5 rounds. Then they add up their scores for each round to get a grand total. The player with the lower grand total wins the game.
After the game is finished, each player uses the >, =, or < symbol to compare her final score with her partner’s at the bottom of her record sheet, and then circles the winning score.
Students may choose to play Target Five together rather than playing against each other.
Students may choose to partner up, then play another pair competitively.
Students may choose a digit at the beginning of the game that, when rolled, acts as a wild number. If a
player happens to roll that digit at the start of a turn, he can replace it with any digit he chooses, 0–9. This should improve his chances of making a 5-digit number that’s close to the target number.