🦁Maths Safari Game Rules (EN)

Meet Tally

Our Maths Superhero

meerkat game pawn tally transparent background

MATHS SAFARI

 

Welcome to the Team, Safari Explorer!

 

Level 1: Explorer

 

Meet Tally the Meerkat—a maths whiz who loves exploring, but needs your help to navigate the wild safari. Your mission is to guide Tally through the jungle by solving maths challenges. Watch out for hungry hippos and dangerous quicksand pits along the way! Be the first player to play all of your cards to win the game and earn the title of Chief Explorer.

Good luck, Explorer—your safari adventure begins now!

What’s in the Box?

 

  • 1 Game Board: A trail from 0 to 21.

  • 1 Tally, the Meerkat Game Pawn: Your math-expert mascot.

  • The Safari Deck: Includes Number cards (+, , x, \div), Fraction cards and Action cards.

  • Rule Book

     

MATHS SAFARIDash, Count, and Roar!

 

Setting Up the Safari

 

  1. Place the board in the middle and put Tally on Number 10 (Starting Block).

  2. The dealer shuffles the cards and gives 5 cards to each player.

  3. Put the rest of the cards face-down to make the Draw Pile.

  4. The youngest player goes first!

Let’s Play!

 

On your turn, look at the number Tally is standing on. Choose a card from your hand to move him to a new number.

  1. The Math Move: Say your equation out loud!

    • Example: Tally is on 9. You play a “+3” card. Say: “9 plus 3 equals 12!” and move Tally to 12.

  2. The Golden Rules:

    • Stay in the Jungle: Tally can only move to numbers between 0 and 21. You cannot play a card if the answer is bigger than 21 or smaller than 0.

    • No “Broken” Numbers: For division and fractions, the answer must be a whole number.

    • Example: If Tally is on 9, you cannot play “\div 2 (divided by 2)” because you can’t split 9 into two even groups. But you can play “One Third of,” which moves Tally to 3!

  3. Stuck in the Mud?

    • If you have no cards that work, draw one card from the pile. Once you pick up a card, you must wait for your next turn to play the card.

Special Action Cards

 

  • Cheetah Sprint: Play this and then immediately play a second card!

  • Monkey Business: Choose a friend and trade one card with them.

  • Lion’s Roar: Every other player must draw 2 cards from the pile. Once you play this card, your turn ends.

  • Wild Chameleon: This is a “Choose Your Own Move” card. Say any math equation you want, tell everyone the answer, and move Tally there!

  • Ranger’s Jeep: This card tells you exactly where to go. If it says “Move to 12,” Tally zooms straight to 12!

The Safari Trail (Watch your step!)

 

If Tally lands on a special space, you must follow the rule:

  • Spaces 2 & 18 (Quicksand Pit): Oh no! Tally is stuck. You must draw 2 cards.

  • Space 11 (Hippo’s Nap): Shhh! Don’t wake the Hippo. You skip your next turn.

  • Spaces 4 & 16 (Shortcut): Nice work! You get to play an extra card right now. (But if you do not have a suitable card to play, then you must pick up).

  • Space 8 (Meerkat Mischief): Tally meets his friends! You must exchange one card with another player.

  • Space 21 (The Great Stampede): Chaos! Everyone must pass all their cards to the player on their left. (It does not matter what number of cards each one has).

Winning the Game

 

  • The “ROAR” Rule: When you have only ONE card left in your hand, you must shout “ROAR!” If you forget and another player catches you, you must draw 1 penalty card.

  • Victory: The first player to get rid of all their cards wins the game!

G2G | giggle2grow.com | Fun with an Educational Twist

 

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