Mini Minds Hub · Free printable

Pen and Paper Pigs Game: Free Printable Game for Year 2

  • ForYear 2
  • StageKey Stage 1
  • CostFree
  • FormatPrintable PDF

Pen and Paper Pigs Game is a free printable maths game for Year 2 (ages 6 to 7). Children take turns with a dice, add the numbers they roll and decide when to stop and bank their score. It takes about 10 minutes and needs only a dice and a pen. Page 2 gives the grown-up notes, help for children who find it hard and a stretch idea.

It comes from the Mini Minds Hub, the free library of printables from Jaques of London, the British games and toy company that has been making games for families since 1795. Print both pages, give page 1 to the players and keep page 2 for the grown-up. Black and white printing works well.

What is on the sheet

Children play a push your luck game on paper. They take turns to roll a dice and add each number to their score for the turn. Then they choose: roll again, or stop and bank what they have. A table with columns for Turn, Player 1 and Player 2 keeps the scores in one place. The first game aims for a target of 30. Children practise adding small numbers and weighing up a risk.

  • Turn
  • Player 1
  • Player 2

Why a push your luck game helps with adding

Push your luck games ask players to make a choice again and again: take a risk for a bigger score, or stop and keep what you have. For a six or seven year old, that choice sits on top of real adding. They must keep a running total in their head or on paper, and the game gives them a reason to get it right.

Chance is part of the fun. A dice roll cannot be controlled, so even a careful player can have a bad turn and a beginner can have a lucky one. This keeps the game friendly for mixed ages and abilities. It also gives children a first, gentle feel for ideas such as likely, unlikely and risk, long before they meet them formally.

Skills and curriculum link

  • Adding small numbers
  • Keeping a running total
  • Chance and risk
  • Making choices
  • Turn taking
  • Recording scores in a table

This sheet supports the area below. It is matched to the published England framework. Please check it against your own school plan.

Framework Subject or area Strand Year
National Curriculum (England) Maths Addition and subtraction Year 2

What children will be able to do

  • I can add small numbers to keep a score.
  • I can decide when to bank my score.
  • I can say why taking a risk can cost me points.

Ideas for helping children play

  • Keep the turn score separateAsk children to add up their turn score before they think about the overall total. Two small jobs are easier than one big one.
  • Say the sum aloudSaying each step, such as the old score plus the new roll, helps children hear mistakes and fix them.
  • Talk about risk, not just winningAsk what could happen on the next roll. This builds sensible choices rather than guessing.
  • Let the table do the rememberingThe table on page 1 holds each score. Encourage children to look back at it instead of trying to remember every number.

Key words

  • BankTo keep your score safe by stopping your turn and writing it down.
  • Turn scoreThe numbers you have added up so far during one go.
  • TotalAll the scores added together. It is also called the sum.
  • ChanceSomething you cannot control, like which number a dice will show.
  • RiskTaking a chance that could help you or cost you points.
  • TargetThe score players are trying to reach to win.

How to use it

  1. Print both pages. Page 1 is for the players. Keep page 2 for the grown-up. You need a dice and a pen.
  2. Read the rules out loud together before you start, so everyone plays the same game.
  3. Play the first game with your child, and talk about each choice to roll again or to bank.
  4. Check the notes on page 2 afterwards. Ask, "When did you decide to stop, and why?"
  5. Come back another day and play again. Repeating a familiar game builds confidence.

Help, stretch and game ideas

If it feels too hard

Use a number line to add. Put a finger on the old score, then jump along the line for each number rolled. Say the numbers aloud as you go. Start with two players and play to a lower target if 30 feels like a long way.

To stretch confident children

Aim for 50 instead of 30. Before each game, ask your child to predict how many turns it will take. Afterwards, look at the table and talk about whether the prediction was close, and what made it different.

Make it a game

Think about when it is safe to stop. Play one game where you choose freely. Then play a game where everyone must bank once their turn score reaches a number you agree before you start. Which game felt better?

Talk about it

  • How did you add up your turn score?
  • When did you decide to stop and bank, and why?
  • What happens to your score if you roll a one?
  • Was there a time you wished you had stopped sooner?
  • Would you play differently if you were behind? What about if you were ahead?
  • What is a good way to keep track of the numbers as you add?

Take it off the page

Counter scores

Use small objects such as buttons or dried pasta to show each number rolled. Count them to check the turn score, then move them to a bank pile when you stop.

Chalk number line

Draw a long number line outside with chalk. Roll a dice and hop along it to add. Count the hops aloud.

Predict and roll

Before each roll, say whether you think the number will be big or small. Roll ten times and tally the results. Talk about what you notice.

Who it is for

Parents

Sit with your child for the first game and let them lead. Play two quick games rather than one long one. Praise good thinking about when to stop, not only winning. About 10 minutes is plenty.

Teachers

Use it as a starter, plenary, early finisher task, supply resource, homework or table activity. It needs no preparation beyond printing. Page 2 gives support and stretch ideas for mixed ability groups. Listen for reasoning during play.

Home educators

Print it for brothers and sisters, and play with two to six players. It pairs well with books, outdoor play and everyday talk. Return to it a few weeks later as light revision of adding small numbers.

Where this fits

Before this game, children need to be comfortable adding small numbers, such as the numbers on a dice, and counting on from a number. Counting on along a number line is a good way to get there, and it is also the support suggested for this sheet.

After this game, children can keep practising addition in other contexts, such as number stories and board games. They can also try a higher target score, which means adding larger totals and thinking harder about risk. Other games and printables from the Mini Minds Hub are listed below this page.

Check it worked

Ask these when the sheet is finished. Listen for the reasoning, not just the answer.

  1. How did you add up your turn score?
  2. When did you decide to stop and bank, and why?
  3. What happens to your score if you roll a one?

Questions parents and teachers ask

What age is Pen and Paper Pigs Game for?

It is written for Year 2 (ages 6 to 7) in Key Stage 1. Younger children can join in with a grown-up helping them add, and older children can aim for a higher target score.

What will children practise?

Children practise adding small numbers, keeping a score and deciding when to bank it. They also meet chance and take turns, which makes it a good game to play with family or classmates.

How do I use it?

Print both pages and give page 1 to the players. You need a dice and a pen, and two to six people can play. Read the rules aloud first. A game takes about 10 minutes.

What if it feels too hard?

Use a number line to add. Put a finger on the old score and jump along the line for each number rolled. You can also play to a lower target score, or play in pairs so one child checks the adding.

Is it free?

Yes. It is free to print for home and classroom use. Print it again whenever you like, for brothers, sisters, a new class group or a bit of revision.

Is this a screen free activity?

Yes. It is a screen free printable that needs only paper, a pen and a dice. It works well for quiet time, rainy days, school holidays or a calm moment before bed.

Can teachers use it in class?

Yes. Teachers can use it as a starter, plenary, early finisher task, homework or table activity. It needs no preparation beyond printing. Page 2 has support and stretch ideas for mixed ability groups.

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Made by Jaques of London, making games for families since 1795. A printable supports classroom learning and does not replace a teacher.