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1 to 4 players

Dogylicious: play with the dog

Choose a target, plan a route and solve multiplication problems so the dog can get there. Play alone or with friends, with a clock or without one!

Start in three steps

  1. Watch
  2. Get ready
  3. Play
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What you need

A carpet, dice, a dog and a bowl.

  • 20 carpet tiles numbered 1 to 10.
  • Two dice and a multiplication chart.
  • One shared dog, or a dog for each player, and a bowl for each dog.
  • Food pieces to eat or to mark with.
  • Tokens and a score sheet.
  • A clock, for a game with time.

Set up the game

  1. Lay out the tiles by the map: the high numbers in the middle and the edge tiles around them.
  2. Put the multiplication chart in front of the friends who check. The player taking the turn looks at the carpet. Playing alone, you may use the chart.
  3. Choose a dog: one shared dog, or a dog for each player.
  4. Decide whether to play with a clock. If so, set how long a turn lasts, and choose what happens when time is up: the basic or the gentler option.
  5. Choose who starts.

Your turn

Choose a target, count the food pieces, set off, arrive.

  1. Choose a target

    Pick a target tile and plan a route.

    All the details

    Start from a tile at the edge of the carpet. Choose a free target tile and say “This is my target!”.

    • Move between neighbouring tiles: forward, back, right or left.
    • A route has at least three steps.
    • The start tile is not a step. The first tile you step on is step 1.
    • You may change direction and choose a longer way.
    • Pass each tile once in a turn, the start tile too.
    • You may pass through a tile marked in an earlier turn.
    • You choose as a target only a tile with no token.
  2. Count food pieces

    Count the steps, prepare the pieces.

    All the details

    Before you set off, count the steps, work it out and prepare exactly the right number of food pieces.

    Each step costs as many pieces as its number. The last step, the target tile, counts too.

  3. Set off

    Roll two dice and answer aloud.

    All the details

    Say “Ready!” and start the clock, if you use one.

    Before each step, roll two dice and say the problem and the answer aloud.

    A correct answer: the dog moves one tile, and you give it food pieces as many as the number of the step.

    A multiplication mistake: the dog stays where it is and you roll again. Try a new problem; the clock keeps running.

  4. Reach the target

    The dog arrives, the pieces run out exactly.

    All the details

    Reaching the target succeeds when the dog arrives at the announced target, the pieces you prepared run out exactly, and the route and the number of pieces are right. In a game with a clock, you arrive before time is up.

    Put a token on the target. Tile 8, for example, is worth eight points.

Example: how many pieces?

Four tiles on the way, and the target tile: five steps.

  1. Step 1First tilePieces: 1
  2. Step 2Second tilePieces: 2
  3. Step 3Third tilePieces: 3
  4. Step 4Fourth tilePieces: 4
  5. Step 5Target tilePieces: 5

The example has five steps, so you prepare 15 pieces:

1 + 2 + 3 + 4 + 5 = 15

How many pieces to prepare in total
Up to step12345678
Pieces1361015212836

All the rules

For when you want to know what happens in a particular case.

The goal

Reach a target tile and collect points. The number on the target tile is the number of points. After four rounds, add up the points. Whoever has the most wins!

Three things to remember

A correct multiplication answer moves the dog one step, even when the answer is a big number.

The number on the target tile is the points.

The number of the step is the number of food pieces. One piece at the first step, two at the second, three at the third, and so on.

At your own pace

When you do not use a clock, choose one target in each turn. If you succeed, write down the points and leave a token. The turn passes to the next player.

With a clock: stop or go on?

Reached a target with time left? You may stop and keep the points of the turn, or announce another free target.

Another success adds the value of the target to the points of the turn. If you go on and make a mistake in the route or the pieces, the points of the earlier targets in that turn are not kept.

When time is up, follow the option you chose in advance.

For another route, start from where the dog stands, plan at least three steps, and pass only tiles that are new in the turn. The clock keeps running during planning and while preparing the food pieces.

The step count continues. After three steps, another route of three steps is steps 4, 5 and 6, and you prepare 15 more pieces for it: 4 + 5 + 6 = 15. At the start of the next turn you begin again from step 1.

What ends a turn?

The turn ends at once, with zero points, with any of these:

  • A wrong step count.
  • The wrong number of food pieces.
  • The wrong number given at a step.
  • Leaving the route or the movement rules.

Remove only the tokens placed in this turn. Points and tokens from earlier turns stay.

A multiplication mistake alone ends only that roll: roll again and the turn goes on.

When time is up

In the basic option: if the turn did not end in success, you get zero points and remove the tokens of the turn.

In the gentler option: you get one point for each step completed correctly since the start of the turn, up to the number on the last announced target. These points come instead of the points of the targets of the turn. Here too, remove the tokens of the turn.

For example, five steps and a last target of 9 earn five points. Five steps and a last target of 3 earn three.

The gentler option works only when time is up. A mistake in the route or in the food pieces ends the turn with zero points.

What the friends do

They check the multiplication with the chart, follow the route and the count of food pieces, and make sure each tile is passed once in a turn.

For a multiplication mistake, roll again. For a mistake in the route or the food pieces, stop the turn.

End of the game

In each round every player gets one turn. After four rounds, add up the points. If there is a tie for first place, they win together!

In a team game, add everyone’s points and try to break a shared record.

Playing alone, play four turns and you may use the multiplication chart. For an extra challenge, choose dice with 8, 10 or 12 sides.

Everything you need to play

Roll, work out, count. What you enter starts over when the page is refreshed.

During the game

Dice, food pieces, a timer and a multiplication chart for checking.

Roll the dice

The dice have not been rolled yet.

First the player answers. Then the friends check.

How many food pieces to prepare?

First count and work it out yourselves, then check with the calculator.

At the start of the turn, write 0. If you go on to another target, write how many steps are already completed.
Count the steps from the tile where the dog stands to the target you chose.

For this route you prepare 6 pieces. These are steps 1 to 3 of the turn.

1 + 2 + 3 = 6

Timer

Choose the length of a turn and the rule for when time is up before the game starts.

02:00

Pause is available while the timer is running.

Multiplication chart

The chart is for the friends who check. Playing alone, you may use it.

At the end

A score sheet.

Score sheet

Choose a player and a round and mark how the turn ended. Enter the targets that were completed. In the gentler option, work it out from the number of steps and the last announced target, not from the sum of the targets.

Record a turn
For example: 8, 5

Score table
PlayerRound 1Round 2Round 3Round 4Total
Player 1Not recorded yetNot recorded yetNot recorded yetNot recorded yet0

The result appears here after 4 rounds for every player.

What does the game work on?

In every turn you practise multiplication, count steps, add up food pieces and plan a route. Playing together, everyone takes part.

Printouts

Before the game, print the carpet and the multiplication chart.

Printable carpet model

A file of five pages with 20 tiles and a layout map.

Print at 100%, cut out the tiles on pages 1 to 4 and lay four rows of five tiles by the map on page 5.

In this printout each tile is 9 by 9 cm and the whole model is 45 by 36 cm. It is a model for showing the layout and for planning. For the dog to move between the tiles, a carpet that is larger for the space and the dog is suitable, by the same map. The page headings in the file are in Hebrew; the tiles are only numbers.

Multiplication chart

You can view the chart here or print it. Printing includes the chart only, for the number of sides you chose on the dice.

Contact and support

Contact, questions and technical support: klavhavim@gmail.com