Zebra

Herds multiply together, so three threes beat one nine — and a stone left on its own throws itself away.

The Zebra board

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Grades
3–6
Subjects
Multiplying & Dividing, Logic, Shapes & Space
Kind
Two-player game
Play
Against the computer, two on one tablet, or two online
Boards
21: sixteen against the computer on seven fields, five for two players
Length
5 to 20 turns, depending on the field
On paper
Printing a board from the browser gives a blank field and the rules for two pencils
Cost
Free, no account, no ads
Original
Zebra at MathPickle

What it is

A field of hexagons, striped black and white like the animal. You lay two stones a turn, and either colour may be the one you lay. When the last cell fills, your herds — stones of your colour that touch — are multiplied together, and that product is your score.

The rules

A finished pelt. Black’s two groups wear their sizes, three and two: three times two is six. White’s wear three and one: three times one is three. Six is higher, so Black wins.323×2=6133×1=3
A zebra's pelt is striped black and white. When the pelt is complete, Black scores by multiplying together the sizes of all its groups. White does the same. The highest score wins.
A bare field. Black lays a single stone, then White lays two, then Black two, White two and Black two, until the field is full. Under the field the turns are counted: one, two, two, two, two.12222
The first player is Black. They play a single stone. The second player is white. They play two stones. Turns alternate. Two stones are played each turn after black's first turn.
A small field part filled, and Black to play. A first black stone is laid with a dashed outline — not settled yet — then a second. A tap turns the second stone white, which is allowed, and Done makes both dashed stones solid.
When playing a stone, you may choose to play white or black.
Two white groups of three stand one cell apart, worth three times three, nine. A white stone fills the gap and the two groups join into one group of seven, so White’s score falls from nine to seven.333×3=977
Why would you want to play your opponent’s colour? Because joining two of their groups can shrink their score.

Zebra was made by graduate students at Dalhousie University, after Nick Bentley's game Produto.

What it gives you to practise

Multiplication as a reason rather than a result. Three herds of three score 27 and one herd of nine scores 9, so bigger is worse, and a stone left on its own multiplies everything by one and throws the turn away. The best thing on the board is why you would ever lay the rival’s colour: fill the gap between two of their herds of three and the two fuse into a single animal of seven, so 3 × 3 = 9 falls to 7. Sometimes the deadliest stone you lay is theirs.

Twelve stones

Say one colour ends the game with twelve stones on the field. Its score depends only on how those twelve are split into herds.

HerdsMultipliedScore
121212
6 + 66 × 636
3 + 3 + 3 + 2 + 13 × 3 × 3 × 2 × 154
4 + 4 + 44 × 4 × 464
2 + 2 + 2 + 2 + 2 + 22 × 2 × 2 × 2 × 2 × 264
3 + 3 + 2 + 2 + 23 × 3 × 2 × 2 × 272
3 + 3 + 3 + 33 × 3 × 3 × 381

Threes come out on top. A herd of four is worth exactly what two herds of two are worth. A herd of five or more is always worth less than the same stones cut into twos and threes: five scores 5, but two and three score 6. A lone stone multiplies by one, so it adds nothing and still uses up a cell.

On the field, threes are not free. Two of your herds stay apart only if the cells between them end up the other colour, and your rival lays stones in those cells too.

In a classroom

Against the computer
Four rivals, weakest first, each named for what it does: Plays at Random, Builds Two Big Herds, Counts Only Threes, and Many Herds Against One. Every rival was played against every other on the same fields, and each loses to the one after it. The three stronger rivals have no chance in them, so a lost game can be played again move for move until the turn where it went wrong turns up.
Two on one tablet
Five fields for two players sharing a screen, kept because they are fair. The computer played each one 48 times against itself, and Black’s share of the points stayed between 35% and 65%. Games run 9 to 16 turns.
Online
One player makes a room and reads out its code or sends its link; the other joins on their own device. They play the same five fields.
On paper
Print a board from the browser and the sheet says how to play it with two pencils: one player shades cells, the other outlines them.

One way to spend a lesson on it

  1. Show the four rules pictures on a projector and read the sentence under each one.
  2. Pairs share a device and play Plays at Random on The Path, then on Three by Three. Each game is five turns.
  3. Stop the class and ask the twelve-stones question: which scores more, one herd of twelve or four herds of three?
  4. Pairs play each other on Grazing Ground, which takes nine turns, then compare their herds and their scores.
  5. Whoever beats Plays at Random on all four of its fields moves on to Builds Two Big Herds.

Questions to ask

Before the first game

While they play

After a game

Where people get stuck

Building one big herd
The herd gets bigger, so it feels like winning: adding, where the game multiplies. Ask for the score out loud, then ask what the same stones would score as two herds.
Never laying the rival’s colour
Tapping a cell twice lays the other colour. Ask where a stone of the rival’s colour would do them harm.
A one-cell gap between two of their own herds
The rival lays a stone of the player’s colour there, and the two herds become one. Ask them to look at the field from the rival’s side before each turn.
Lone stones
A lone stone multiplies the score by one. It adds nothing and uses up a cell that could have grown a herd.
Losing count at the end
Products grow fast: 3 × 3 × 3 × 3 is already 81. Pairing helps, since 9 × 9 is easier than working left to right.

Going further

Curriculum

CCSS 3.OA.C.7
Fluently multiply within 100. Every score is a product, worked out at the end of each game.
CCSS 3.OA.B.5
Use properties of operations as strategies: 3 × 3 × 3 × 3 regrouped as 9 × 9.
CCSS MP7
Look for and make use of structure: why threes beat every other cut.

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The whole game at one address, with every board in it. Whoever opens it stays inside it, and their progress stays in their own browser.

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Near it on the shelf