Mini Minds Hub · Free printable

Times Tables Treasure Race: Free Printable Game for Year 4

  • ForYear 4
  • StageKey Stage 2
  • CostFree
  • FormatPrintable PDF

Times Tables Treasure Race is a free printable dice game for Year 4 (ages 8 to 9). Two to four pirates race for the treasure and earn their moves by answering multiplication facts up to 12 x 12. It needs only a counter each, a dice and a pencil, and page 2 gives the adult notes, help ideas, a stretch idea and the answers.

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 adult. Black and white printing works well.

What is on the sheet

Two to four pirates play together. Each player has a counter, and the game uses a dice. To earn moves, players answer multiplication facts up to 12 x 12. One partner asks the question and checks the answer, and players take turns to be the question master. That keeps everyone listening, not only the person whose turn it is. A timer is an optional extra if you want more pace, and it is not a rule of the sheet.

Get ready to play

Counters

Each pirate needs a counter. Use a coin, a button, a small toy or a piece of folded paper. Each player should have one that is easy to tell apart.

A dice

Find a dice before you start. Keep it in the middle of the table so every player can see each roll.

A times table grid

Keep a times table grid nearby for players who need support. It lets them check a fact and still keep playing.

The question master

Decide who asks the first question. Pass the job round after each turn, so every pirate gets to read the questions and check the answers.

Why practise times tables through play?

Times tables are the multiplication facts children use again and again in maths. In Year 4, children are expected to recall them up to 12 x 12. Recall means knowing a fact quickly, without working it out from scratch. That frees up thinking for harder problems later, such as multiplying bigger numbers, finding fractions of amounts and solving word problems.

Recall grows through short, regular practice. A game gives children a good reason to keep going. Each answer earns a move, so the practice has a purpose, and a wrong answer is easy to try again on the next turn. Playing with others also lets children hear how someone else explains a fact. Two quick games usually work better than one long one.

Skills and curriculum link

  • Times tables recall
  • Multiplication facts up to 12 x 12
  • Taking turns
  • Counting on
  • Listening and checking answers

Ways to help a pirate work out a fact

  • Count in stepsIf a fact does not come straight away, count in steps of that number. Counting on fingers or tapping the table can keep track of each step.
  • Swap the orderMultiplying numbers in either order gives the same answer. If one way feels hard, try the other way round.
  • Use a fact you knowUse a nearby fact you already know and adjust it. For example, use the 10 times table, then take away or add one group.
  • Double itSome tables are doubles of others. The 4 times table is double the 2 times table, and the 8 times table is double the 4 times table.

Key words

  • MultiplyTo find the total of equal groups. 3 groups of 4 is 3 x 4.
  • Times tableA list of multiplication facts for one number, such as the 6 times table.
  • MultipleA number you reach when you count in steps of another number. The multiples of 5 are 5, 10, 15 and so on.
  • ProductThe answer to a multiplication.
  • Division factA fact that goes with a multiplication fact. Division splits an amount into equal groups or shares it equally, and it undoes multiplication.
  • Question masterThe player who asks the question and checks the answer. Players take turns to do it.

How to use it

  1. Print both pages. Page 1 is for the players. Keep page 2 for the adult, because it has the notes and answers.
  2. Give each player a counter. Read the rules out loud together, so everyone plays the same game.
  3. Choose a question master. A partner asks the question, and players take turns in that role.
  4. Work through the first round together and talk about each choice. Then check against the notes and answers on page 2.
  5. Come back to the game another day. Repeating a familiar activity builds confidence, and two short games beat one long one.

Help, stretch and game ideas

If it feels too hard

Let the player check a times table grid before they answer. Start with only the 2, 5 and 10 tables, which have patterns that are easier to spot. Add other tables one at a time once those answers feel quick and confident.

To stretch confident children

Ask for the division fact as well. For example, if 7 x 8 = 56, what is 56 divided by 8? This shows children that multiplication and division are linked, and that one fact can give them several.

Make it a game

For extra pace, play with a 10 second timer on each question. You can also pick a square or space on the board to be a bonus. Land there and the whole table answers one extra fact together. Both ideas are optional.

Talk about it

  • Which times table do you find easiest, and why?
  • Can you spot a pattern in the answers of one table?
  • How did you work out that fact? Is there another way?
  • If you know 6 x 4, what else do you know?
  • Which fact would you like to learn next?
  • What makes a good question master?

Take it off the page

Skip counting walk

Count in steps of 2, 5 or 10 as you walk along a path. Take one step for each number. Try a new table each time.

Fact cards

Write multiplication questions on one side of small cards and answers on the other. Shuffle them and test each other. Put hard ones in a pile to try again.

Arrays with objects

Lay out buttons or pasta in rows and columns. Say the multiplication sentence the rows and columns show. Then turn the rows and columns round to see the same product.

Who it is for

Parents

Sit with your child for the first game and let them lead. Take your turn as a player too, and sometimes get a fact wrong on purpose so they can spot it. Keep rounds short and finish while it is still fun.

Teachers

Use it as a starter, plenary, early finisher task, homework task or table activity. It needs no preparation beyond printing and a counter for each pirate. Page 2 has support and stretch ideas for mixed ability groups.

Home educators

Print it as part of a wider maths plan and play it again for revision weeks later. It works with brothers and sisters of different ages, because each player can use the support or stretch idea that suits them.

Where times tables fit in

Before Year 4, children count in equal steps and learn the 2, 3, 4, 5, 8 and 10 times tables. They also link multiplication to equal groups and arrays. Those early patterns are what makes quick recall possible later.

In Year 4, the remaining tables join in, including the 6, 7, 9, 11 and 12 times tables. Later, children use these facts to multiply larger numbers, find factors and multiples, and work with fractions. Secure recall now makes that later work smoother.

Questions parents and teachers ask

What age is Times Tables Treasure Race for?

It is written for Year 4 (ages 8 to 9) in Key Stage 2. Younger children can join in using the support idea, and older children can use the stretch idea to make it harder.

What do children practise?

Mainly recall of multiplication facts up to 12 x 12, which fits the Year 4 multiplication and division strand. Taking turns, listening and counting on are useful extras from playing together, but they are not part of that strand.

How do I use it?

Print both pages, give each player a counter and choose a question master. A partner asks the question and players take turns in that role. Check answers on page 2, and play again another day.

What if it feels too hard?

Let the player check a times table grid before they answer, and use only the 2, 5 and 10 tables at first. Add other tables one at a time as answers become quicker and more confident.

How long does it take?

There is no set time. The game works in short rounds, so you can stop whenever it suits you. Two quick games usually work better than one long one, especially for younger players.

Can teachers and home educators use it?

Yes. Teachers can use it as a starter, plenary, early finisher task, homework or table activity. Home educators and tutors can use it alone or as part of a wider plan, and print it again for revision.

Is it free, and do I need colour printing?

Yes, it is free to print for home and classroom use. No, you do not need colour. It prints well in black and white on plain A4 paper, and you only need counters, a dice and a pencil.

Preview the full PDF

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