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Frog Math - board game generator

Basic Rules for Generating the “Frog Math” Game

Select the mathematical operations, the number range, the number of fields, and the target number. You can choose to have the target number generated randomly. -> Click the “Generate” button. Find out more in the detailed description

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Your saved paths
Predefined paths

Lead the little frog to its house along the lily pads by solving maths problems

Game rules

The rules of the game are the same as in our online game: "Frog's Jumping Math!". Each lily pad features a maths problem. Your task is to find a path connecting the frog to its house. You can only move across fields whose calculation result equals the target number. This number is shown on the house and in the header of the printout. Fields with correct results form a continuous path on the board, connecting the start and the finish.

The game is excellent for practising flexible thinking – rather than simply calculating the result, the child looks for the arithmetic operation that matches it.

Generating the board

  • "Functions" buttons – allow you to select the types of mathematical operations to be generated.
  • Addition and subtraction are basic operations – they cannot be disabled.
  • Multiplication and division can be enabled or disabled separately.
  • By default, all types of operations are enabled.
  • "Range" buttons
  • The number range specifies the maximum value that may appear in the problems (e.g. from 1 to the selected number).
  • For example: if you select a range of "30", problems will be generated in which all numbers (addends, multipliers, etc.) do not exceed 30.
  • Example for a target number of 12 and a range of 30: 30–18, 24:2, 3x4, 6+6.
  • If the selected range is smaller than the target number entered, the system will automatically generate a new target number within that range.
  • Example I: range up to 10, target number 6 – problems will be generated with numbers from the range 1–10.
  • Example II: range up to 10, target number 14 – the system will ignore the entered "14" and generate a target number from the range 1–10 (so it will not generate the operation 7+7).
  • To put it simply: the target number and all the numbers in the problems forming a valid path always fall within the selected range.
  • The exception is "deceptive" problems (outside the valid path), which are generated at random and may fall outside this range.
  • "Number of fields" buttons
  • The number of fields on the board directly affects the game"s difficulty (from approx. 30 to 110 fields).
  • The number of correct fields on the path is random, but is at most about half of all fields.
  • The system generates paths randomly, so each click of "generate" creates a new layout (rarely, but a repetition may occur).
  • The "target" field and the "random" option
  • In the "target" field, enter the target number manually; the mathematical operations on the correct path will be adjusted to match this.
  • Selecting the "random" option automatically generates a random target number, which will always fall within the selected range.

Printing the board

  • The "Generate" button
  • Each click generates a new route layout on the board.
  • The "path length" field is for information purposes only – this value cannot be specified in advance.
  • "Print board" button
  • Opens a print window with a blank board (with no path selected), ready for the player to print.
  • If the window does not open, you must enable pop-ups in your browser settings.
  • "Print Path" button
  • Opens a print dialogue with the board showing the correct path (the so-called answer key / Answer Key).
  • This solution is useful, for example, when checking a large number of printed game cards.
  • Instead of calculating each operation, you can quickly and visually verify the correctness of the path marked by the player.
  • For example, you can hold the player"s card up to the printout with the solution and look at it against the light – any differences will be immediately visible.

Helpful extras

  • Printout identification – each printed sheet contains a unique identifier (hash) below the board.
  • This means that even if the sheets get mixed up, it is easy to match the answer key (Answer Key) to the correct board.
  • "Save" button
  • As the boards are generated randomly, it is difficult to reproduce a particular path layout that interests you.
  • If you generate an interesting path, you can save it locally (on this computer only) by clicking the "Save" button.
  • It will be saved in the browser's cache, and a link to it will appear in the "Locally saved paths" section.
  • In the "Predefined Paths" section, you can download ready-made sets of paths prepared by us (a different set is available for each number of fields).
  • How saved and predefined paths work
  • Only the visual layout of the path for a given number of fields is saved – specific actions or the target number are not saved.
  • Creating a board based on a saved path is similar to random generation.
  • You select the types of tasks, the range and the target number, and then, instead of clicking "generate", you select a saved path.
  • Each time you use a saved path, it recreates the same visual layout of the path but fills it with new, random maths tasks.
  • This means that if you print the same path for several players, each will receive an identical layout of fields, but with different operations to solve!
  • It's best to see for yourself! :-)

Game scenarios

Single-player game

  • In the single-player version, the game works brilliantly as a maths colouring book.
  • The child colours in the correct fields one by one, following a path from the start to the finish.
  • At the end, they can check their answers with a parent and colour in the whole board just for fun.
  • In this version, printing the answer key (Answer Key) is usually unnecessary, as checking the results together is an additional, valuable form of play and learning.

Game for two or more players (individual version)

  • You can print out the same visual path but with a different sequence of maths problems, or several completely different boards with the same target number and the same number of fields on the path.
  • The winner is the person who marks the correct path the quickest and most accurately.
  • You can mark the path in any way you like: this could involve colouring, underlining or tracing around the fields.
  • For a larger group (e.g. a whole class), you could prepare, for example, three different versions of the path with the same target number and length, and then hand them out alternately.
  • In this case, a printed answer key (Answer Key) is invaluable – it allows for instant, visual verification of a large number of cards.

A social board game for two or more players

  • In this version, players can compete on a single shared board or each on their own. The shared board must, of course, be identical for everyone.
  • In addition to the board, the game requires: a playing piece for each player, one dice and coloured crayons (each player in a different colour).
  • Players take turns to roll the dice. A player’s piece may only enter the board if a specific number is rolled (e.g. "6").
  • Once on the board, the player rolls the dice again and moves their piece by the number of fields indicated by the roll.
  • They may only move along adjacent fields that form a correct mathematical sequence. Players cannot skip fields or land on fields with an incorrect result.
  • The player colours in the field where the piece ends its move with their colour. Moves along the path can be made both forwards and backwards.
  • Example: if a player is on the 6th field of the path and rolls a "4" on their next turn, they may move back 4 fields and colour that new field with their own colour. Provided that this field has not already been coloured in by another player (the player may land on it, but does not take it over). This allows for strategic play – you can take up a position in the hope that on the next turn you will roll, for example, a ‘1’ and capture the adjacent, unoccupied field.
  • A player may not move back onto a field they have already coloured in. They may only land on a blank field or one occupied by another player.
  • In the version where each player has their own board, the rule is similar: a player cannot end their move on a field they have already marked. The final field of their move must be unoccupied.
  • In both versions, if a player cannot make a move (e.g. all fields within the range of the number rolled are already occupied by them), they simply skip their turn and wait for the next roll.
  • In this version, it does not matter who reaches the finish line first.
  • End of the game: on a shared board, the game ends when the last unmarked field on the path is marked, or when none of the players can make a move (e.g. all fields within the dice’s range are already occupied). We then count how many fields each player has captured – the winner is the person who has coloured in the most.
  • In the case of individual boards, the rule is the same: the winner is the player who has managed to colour in the most fields on their path.
  • All the rules can, of course, be modified as you wish. The most important thing is to have fun and spend time together!

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