Sunday, December 16, 2012

Steampunk Board Game | Steampunk Reading Comprehension Board Game

Steampunk Board Game | Steampunk Reading Comprehension Board Game 

"The Legendary Lands" Steampunk, Sky Pirates, Airships, Myth, Legends and Totally Awesome Literary Adventure Board Game!




Exploring The Legendary Lands

The Basic Game Contains
  • 8 Character Sheets
  • 4 Map Sections
  • 12 ELA Reading Knowledge Game Cards
  • 6 Money Sheets
  • 1 Small Sky Library Poster
  • 1 Small Sky Pirate Poster
  • 2 Civilization Sheets
  • 1 Conveyance Voucher Sheet
  • 1 Front and Back Game Cover


The Legendary Lands 
Sky Village Book Mark


The Game Overview and  Description of Play
The board consists of 18 mythical and legendary lands with an ocean at its center. Some lands are named and others are to be named by the new explorers of “The legendary Lands”. The lands have a numerical value of 5 florins to 100 florins based on strategic locations and previous development. The value of the land is used to determine taxes paid to players at the end of game rounds. As the game progresses, players use florins to build, Railway Spurs, Sky Ships, Train Stations, Aerodromes, Universities, Sky Villages, Libraries, Sea Ports, Governments, and Sky Libraries or … use your imagination. Each player begins the game with 250 florins, one randomly selected conveyance ticket, 1 professor, and 4 students on any 5 florin land.

The student’s depth of knowledge determines the ability to acquire florins, explore/conquer new lands, monetize controlled lands, deepen knowledge and inevitably win the game.  Each turn, you'll explore new territories, build alliances with other players, battle adversaries, and use florins you've acquired to build new railway spurs, aerodromes, and sky villages. You can team up, trade florins and resources with other players, you can add new rules and change difficulty levels to ensure all players are able to play. New plots, scenarios, and endless game ideas ensure that The Legendary Lands will give your students hours of fun, imaginative, collaborative learning between players.

The basic objective of The Legendary Lands is to be the first scholar who builds a Sky Library or Two Universities.


How to Play The Legendary Lands
Five Parts | Basic Setup | Getting and Placing New Scholars | Debating | Fortification | Strategy
Part 1: Setup 

1| The objective of the game is to conquer the world of knowledge by educating all the countries on the board. You do this by winning territory by engaging other players in a academic debates of knowledge.

2 | The Legendary Land basis set comes with a printable game board, a set of academic game cards, and various printable game tokens. 

  • The Legendary Lands can be played with different kinds of tokens, denoting size of the scholar group. Each game should have scholar tokens (e.g. glass gems, pennies, buttons) (which represents 1 scholar “50 florin” ), Library (5 scholars, “250 Gold Florin”), University (10 scholars, “500 Gold Florin ”) and The Sky Library (100 scholars, “5000 Gold Florin ”). 
3 | Determine how many players are going to be playing. The total amount of scholars you start the game with depends on how many players there are:
6 players - 10 scholars each | 5 players - 15 scholars each | 4 players - 20 scholars each 


3 players - 25 scholars each | 2 players - 30 scholars each 



4 | Set up your initial territories. This will determine the starting points for all players. Each territory must have one “army” in it at all times. There are two ways to determine the initial territories: 
  • The player that rolls the highest value will choose an open territory and place one soldier in it. Moving clock-wise, each player will select an open territory until all territories are occupied. Once players have claimed all the territories on the board, players place their remaining armies onto territories they already claim in any order they choose. 
5 | Determine the order of play by rolling dice. The player who rolls the highest number starts, with the order traveling clockwise from the starting player. The game starts after the order of play has been determined.
Part 2: Getting and Placing New Scholars 

1| The three phrases to a turn: getting and placing new scholars, debating, and building or fortifying. This section will focus on how new scholars are assigned at the beginning of each turn and how a player can place them.
2 | Know that each player can redeem his scholars in whatever unit s/he wants (scholars, libraries, or universities), provided they all add up to the same number of scholars.

3 | Get your new scholars at the beginning of each turn. At the beginning of each turn, players receive more scholars. The number of scholars is determined by: The number of territories you control. For every country with at least three unopposed scholars, the player gets one new scholar or 50 Gold Florin.

  • Turning in knowledge cards. Cards can be turned in when you have a set of five cards For the first set of cards you turn in, you receive 2 scholars; 4 for the second; 6 for the third; 8 for the fourth; 10 for the fifth; 12 for the sixth; and for every additional set thereafter, 5 more armies than the previous set turned in. If you have 5 or more knowledge cards at the beginning of a turn, you must turn at least one set of them in. 
4 | Place the scholars you received at the beginning of your turn wherever you have an army presence, in whatever proportion. If you wish, you can place one army in each of your territories; or you can place all of your armies in one territory. The choice is up to you. 
  • If, during the beginning of your turn, you turned in a set of cards with a territory that you owned, you receive two extra infantrymen. You must place those infantrymen on the territory specified by the card. 


Part 3: Debating 
1 | Debating with territories that are adjacent to a territory you own or that are connected to you a territory you own by a sea-lane.

2 | Debate any number of times from any one of your territories to any adjacent territory. You may debate with the same territory more than once, or you may debate with different territories. 

  • Understand that debating with opposing scholars is optional. A player may decide not to debate at all during a turn, only deploying scholars. 
  • Declare who you want to debate. Declare your intentions out loud. 
3 | Decide how many scholars you are going to debate with. Because your territory must be occupied at all times, you must leave at least three scholar behind to control a territory and collect taxes. The number of scholars you debate with will determine how man knowledge cards you get to draw and have to answer. When both scholars answer correctly you must roll dice to determine a winner. Roll the dice. You roll up to three dice, depending on your debate team size. The defending player rolls the same number of dice as the number of scholars in their defending territory.
  • Remove one of your scholars from the invaded territory if the die is higher or equal to its corresponding die. 
  • Remove one of your opponent’s pieces from the defending territory if the rolled die is higher to its corresponding die. 
4 | If you successfully outwit all of the defending scholars in the area you are debating with, occupy the territory with at least as many scholars as used in the debate. If you win you must colonize the newly-acquired territory with at least three scholars, although you can choose to colonize it with more if you wish.

5 | If, at the end of your debating turn, you've conquered at least one territory, redeem a treasure card. You cannot redeem more than one treasure card during a turn. If, however, you manage to wipe out an opposite entirely by outwitting his or her last scholar, you gain possession of all the treasure cards he or she may have had in their hands.

Part 4: Building and Fortification 


1 | Understand that you cannot move scholars around until your next debating turn. To keep your territories safe from debates during your opponents' debating phases, it's an important strategy to move around scholars before ending your turn.

2 | Move scholars to different territories at the end of your turn. There are two rules on how you can do this:

  • Standard Rule: Move any number of scholars from a single territory into an adjacent territory occupied by you. 
  • Conveyance Rule: You can move pieces anywhere, as long as the starting point and destination can be reached by going through a string of adjacent territories under your control. Movement by railway anywhere there is a spur is accomplished with railway tickets or owning a locomotive and the rule above does not apply. You may travel to any Territory if the starting point and the destination point have an Air Ship station and you own an airship or have a conveyance ticket
Part 4 | Strategy 

1 | Have fun, find allies, make friends, learn new vocabulary and create your own rules and plot ideas! 

The game can be played like a RISK style Territory conquering game or a European exploration and development game. 

The Legendary Lands CCSS ELA Reading Comprehension Board Games
  1. Grade k-3 | 60+ Primary Tier 3 ELA Reading Concepts Covered
  2. Grade 4-6 | 130+ Intermediate Tier 3 ELA Reading Concepts Covered
  3. Grade 7-9 | 90+ Advanced Tier 3 ELA Reading Concepts & 60+ Poetry, Greek and Latin Affixes and Roots Concepts Covered
CCSS ELA Reading Standards and Concepts Targeted:
  • Tier 2 and 3 Academic Vocabulary Development
  • Drawing Conclusions
  • Inferring
  • Compare and Contrast
  • Author’s Purpose
  • Characterization
  • Fact and Opinion
  • Main Idea
  • Figurative Language
  • Text Features
  • Summarizing 
  • Literary Elements
  • Elements of Writing
  • Grammar and Conventions
  • Elements of Poetry
  • Greek and Latin Affixes and Roots
 



"The Legendary Lands" Steampunk Airship Board Game and Literary Adventure Game!

In this RISK style “word domination game“ Steampunk board game of reading comprehension and reading strategies you are battling to conquer the world of literacy, writing elements, plot, text structures, literary elements, poetry and academic vocabulary. To win, you must launch daring adventures, assemble teams of scholars, resolve the quest set before you, build floating sky fortresses of learning (Sky Libraries), seek knowledge on all fronts, and sweep across vast literary lands with boldness and cunning. But remember, the dangers, as well as the rewards, are high. Just when the world of knowledge is within your grasp, your antagonist opponent might strike and take it all away!

The game was designed to easily teach complex concepts like tier 2 and tier 3 academic vocabularies in a fun and novel way!

PDF Samples of Basic Game
Sample Vocabulary ELA One
Sample Vocabulary ELA Two
Sample Vocabulary ELA Three

Science Vocabulary Game Cards I
Science Vocabulary Game Cards II
Science Vocabulary Game Cards III
Science Vocabulary Game Cards IV

Map Section ONE
Map Section TWO
Map Section THREE
Map Section FOUR

Game Money One
Game Money Two
Game Money Three
Game Money Four
Game Money Five
Game Money Six
Conveyance Tickets | Vouchers
Legendary Lands Game Cover
Sky Library Poster Small Dragons and Airships

Extra Character Sheets
Lady Alice 
Mr. Taylor the Sky Pirate
Mr. Wolf 
Princess Isabella 
Prior Hornbuckle
Queen Eleanor
Mr. Pirate
The Autistic Dragon
The Sultan
Back Cover





















Background knowledge of key academic concepts is imperative for success on standardized test. 

Civilization Cards Are Used
For Ongoing Simulations
  • The Game can be played as an ongoing simulation with teams or individuals working towards literary goals. Graduating with a diploma[s] from different colleges or building their own University.
  • The game can be played similarly to classic risk with the roll of the dice determining the outcome.
  • The game can played using the student’s knowledge of tier 2 and 3 academic vocabulary, math facts, quick math problems, reading comprehensions passages, or math terms to determine the outcome.
  • The students can invent their own plot ideas, Miss Red R Hood is captured and must be rescued, Queen Eleanor is besieged by Mr. Wolf in the Aquitaine Castle.
  • Students can use the Board | Map and Characters and make up their own rule.
  • The game is a great teaching tool for all forms of creative writing.

    The Legendary Lands Rules

    The Game can be played using modified Risk rules, as a teaching aide and or simulation, replacing the dice rolls with the students knowledge to determine the outcome.


    The Set Up | Cooperative Learning Groups
The “Boss” may assign students at the table the jobs of ‘banker (Secretary and Scribe), ticket master (Gopher and Cleanup Boss), geographer/chronologist (Praiser keeps the game positive)’ or any other cooperative grouping works above four students. Students playing in small groups can change jobs after a few rounds. The Boss is the Boss. The Banker will make sure all vocabulary cards (Tier 2 and 3 Academic Words), character pieces (glass beads), florins (money); dice are accounted for and will make certain that players’ vocabulary cards are in good condition before the start of the game. The ticket master sells tickets and keeps the game organized. The geographer/chronologist (praiser) keeps the game positive, moving forward, and ensures the rules are being followed and understood. 

The game pieces are organized and its time to set up the game! 



Rescue Red Initial Set Up 
Most games are played with a plot or mission card. Miss Red is Kidnapped by the Sky Pirates. The sky pirates have kidnapped Miss Red, the other players must work together and rescue her if they can! Each player is limited to a maximum of 5-10 companions and the one sky pirate is limited to 10-20 henchmen depending on ability. Each player earns 25 florin for each correct answer to any knowledge question. All ties the dice determine the winner. The student may ask for the term or the definition on the study cards being played. The sky pirate wins if they defeat any single player on the board. The players win if the defeat the pirate by reducing their minions by half.

Lady Alice Amelia Wonderland



Basic Placement
All players roll for highest dice to start the game and determine initial board placement. The player with the highest roll of the dice will deploy 5 scholars and one professor to any value 5 florin territories as well as become the first player to start the game. Play will proceed clockwise once the starting game player has been determined. If a tie for the highest roll exists, the involved players will roll again until a starting player is determined. Students start with One Main Character (ex. Queen Eleanor) and Five Companions, 200 Florin coins, conveyance ticket handed out randomly face down, and vocabulary cards or dice depending on the lesson or academic level. 

You and your students can make Steampunk characters or use literary characters like Alice in Wonderland.

  • Lady Alice Amelia Wonderland |  Airship Designer and Captain
  • Lord Jack “The Bean” Quick | Steampunk Mechanic and Engineer
  • Mr. Wolf | Sky Pirate 
  • Miss Red  R. Hood | Wolf Hunter, Geographer and Cartographer   
  • Mr. P. N. Boots | Ships Captain Retired 
  • Kate "Bonny Lass" Crackernuts | Restaurateur, Airship Caterer and Chef
  • Baron Von Rum Pelstiltskin | Time Bandit and Part Time Gold Weaver
  • Mr. Harry "Mad" Hatter | Tea Monger and Clockwork Engineer
  • Count Harry Beast | Barrister of Enchantments and Curses

Chronology of “The Legendary Lands”
1.      Placement and hiring of Main Characters and Companions, and movement and or hiring a conveyance
2.      Exploring an unoccupied territory, invading or migrating into an occupied territory. Migration is a good way to make allies or form teams.
3.      Knowledge phase, attack resolution for invaders and defenders, occupying new lands resolution. All knowledge phase activities use the vocabulary cards to determine completion of migration, invasion, or migration action. Dice are used for knowledge question ties, high roll wins the battle.
4.      Payment and Reinforcements


When a player is ending his/her turn they should:
1. State the intent to end turn
2. Decide to execute or not to execute the allowed movement and act accordingly based on that decision
3. Take the Florins if earned for completion of knowledge phase
If a player has not conquered a new Territory during the course of his/her turn then that player is not entitled to receive a Florin payment. If the non conquering  attacker  chooses  to  end  his/her  turn without  overtaking  another  territory then they should:
1. State the intent to hire a conveyance or to end turn
 See Movement

A turn consists of the following actions:
1. If hiring scholars is warranted a player begins by paying the banker 25 florins for each new scholar or 200 florin for a professor. Five scholars and one professor is the maximum reinforce allowance during the reinforcement part of a players turn. New scholars must be deployed to occupied territories immediately. Scholars are deployed, moved or reinforced.

2. You, as the invader or migrant, clearly express the territory you will invade as well as the territory you are defending, you can only invade a territory with a professor and any of his/her accompanying scholars. If a preference exists to answer level 5, 15 or 30 Florin question this must be stated during the attack. If no preference is stated the defender can ask any level question from any vocabulary card.

Steampunk Airship | Steampunk Sky Pirates
3. Attack begins and evaluation of scholars knowledge commences, a win or loss for both sides is determined via the answer to the vocabulary questions. The invader decides to continue with the attack cycle until all desired goals of the attack have been met or retreat is needed to stay in the game. The attacker chooses when to stop the attack cycle. The attacker should state that his turn is ending when attacks for his/her turn are finished.
4. When attacks have been completed the defender has the option to execute a reinforcement or movement from adjacent territory to fortify his/her position.

Alternate rules for movement are as follows: 
A. Scholars/Professors can move to any adjacent territory on the board that is contiguous without a conveyance. Players are not allowed to move across water without an airship, clipper, steamship or ferry!
B.  minimum  of  one scholar must remain on a Territory at all times to show who is in possession of that territory.
C. You may opt not to execute movement.
D. If exploring  a new territory a player will take his/her scholar question to see if they can stay in the new territory.  
Conveyance Movement | Dice Mechanics | Natural Disasters Chart |
Time Bandits, Sky Pirates, Sea Pirates Probability Charts

Legendary Lands Conveyance
Movement
Capacity
Natural Disasters
Lose half your scholars
Sky Pirates, Time Bandits, Sea Pirates
Lose half your money or lose 2 turns
Airship
6 territories
10 Scholars
Roll 3 or higher
Roll 1
Steam Train
3 territories
30 Scholars
Roll a Six
Roll 1
Clipper
3 Atlantis Miles
5 Scholars
Roll 4 or higher
Roll odd
Steamship
6 Atlantis Miles
30 Scholars
Roll a Six
Roll 1
Ferry
Ferry Crossing
30 Scholars



Teach Reading and Writing the Fun Way!
Trade in Values
Scholars 25 Florin
Professors 200 Florin or 4 scholars

Dice Rolling Rules
Same as Risk 

End of the Game | Students can write their own Plot ideas or stories on cards and play or use the three bellow. Having the students write their own plot is a great tool to teach writing.





The best games are the ones the kids make up! 

Scenario One | First Plot | Limited Rounds 3, 5 or 7 Rounds
When a player has successfully taken control of more territory at the end of the agreed number of rounds  and or his/her territory is more than all other players you have won the game! You may lose if a player has fewer territories but more points from airships, trains and florins. Congratulation! You have reached the end of the game.

Scenario Two | Second Plot | Sky Ship Port Control
When a player has successfully taken control of all 4 Sky Ship Ports they are also the winner! Congratulation! You have reached the end of the game.



Scenario Three  |  Third Plot | Building a Sky Library
Steampunk Airship | Steampunk Sky Library

When a player has successfully built a Sky Library at a cost of 5000 florin they are the winner! Congratulation! You have reached the end of the game.






A Sample of a Vocabulary Flash Cards used with Board Games or "The Legendary Lands" A student reads the definition and a student must provide the term or read the term to the player and they must give a denotation or connotation.

Student can also use reading passages and answers but this slows down the play. Read the Passage and answer the question:


Sample Reading Passages

A solar cell (also called a photovoltaic cell) is an electrical device that converts the energy of light directly into electricity by the photovoltaic effect. It is a form of photoelectric cell that when exposed to light can generate and support an electric current without being attached to any external voltage source. The term "photovoltaic" comes from the Greek meaning "light", and from "Volt", the unit of electro-motive force, the volt, which in turn comes from the last name of the Italian physicist Alessandro Volta, inventor of the battery (electrochemical cell). The term "photo-voltaic" has been in use in English since 1849.  Words 128 reading Level High School
If answered correctly Move 6 or win the Battle

Which of theses statement is correct?

  1. A solar cell generates electricity using heat.
  2. The term "photovoltaic" comes from the Italian meaning "light"
  3. photo-voltaic cell works without an outside power source.
Read the Passage and answer the question:
  
Learning the CCSS ELA the Fun Way!
Saturn is the sixth planet from the Sun and the second largest planet in the Solar System, after Jupiter. Saturn has a large ring system that consists of nine continuous main rings and three discontinuous arcs, composed mostly of ice particles with a smaller amount of rocky debris and dust. Sixty-two known moons orbit the planet; fifty-three are officially named. This does not include the hundreds of "moonlets" within the rings. Titan, Saturn's largest and the Solar System's second largest moon is larger than the planet Mercury and is the only moon in the Solar System to retain a substantial atmosphere. Saturn is a gas giant with an average radius about nine times that of Earth. While only one-eighth the average density of Earth, with its larger volume Saturn is just over 95 times more massive than Earth. Reading Level Middle School






Which of these statements is not true?

Reading Questions
"The Legendary Lands"
  1. Saturn is the largest planet in the solar system and has nine large rings.
  2. Saturn is named after the Greek god Saturn.
  3. Titan, Saturn’s moon is larger than all others moons in the solar system except one.



      Please email me for more information about the game and an opportunity to receive a free copy of the game!





Test Prep Games Grade K, 1, 2, 3, 4, 5, 6, 7 , and 8 | CCSS ELA, STAAR, STAR, FCAT, CRCT, NC EOC, NYS Exams, Stanford 10. Reading, Writing and Math Test Prep Games




Free fun ways to prepare for test using the free reading, writing, and math test prep games. Standardized test use tier 2 and tier 3 vocabulary to assess students exposure to academic content. The best test prep for Reading, ELA, and Writing is repeated exposure to “test prep vocabulary” in the form of engaging games. Sean Taylor The Dyslexic Reading Teacher 

Quick Reading and Vocabulary Games! 



Alien Vocabulary Game (Tier 3 Testing Words) (or Chutes and LaddersUse this free tier 3 academic vocabulary game to build test readiness. The game is designed to be a fun way to build academic vocabulary using a game students already know. A number of "CAMO Aliens" (ladders) and "Blues Aliens" (or "chutes") are pictured on the board, each connecting two specific board squares. The object of the game is to navigate one's game piece from the start (bottom square) to the finish (top square), helped or hindered by CAMO Aliens and Blues Aliens, respectively. Any time you land on an alien you have to draw a new card! If you land on the CAMO Aliens and answer the vocabulary question correctly you beam to the next highest CAMO Alien plus the move allowance on the card. If you land on the Blue Alien and get the question wrong you beam down to the next lowest Blues Alien. If you are on a Blue Alien and answer correctly you stay put until your next turn.


Dragons and AirShips Game
The game is a simple race to the top using the RBC Vocabulary Flash Cards, and is popular with children. 
Vocabulary Game Cards 5th 6th

Math Vocabulary Game Cards
Vocabulary Game Cards1st
Vocabulary Game Cards 2nd
Vocabulary Game Cards 3rd
Vocabulary Game Cards 4th
Vocabulary Game Cards 5th
Vocabulary Game Cards 6th
Vocabulary Game Cards 7th
Vocabulary Game Cards 8th

HARD GAME CARDS
Power Words 4th Grade Reading Vocabulary
Power Words 4th Grade Reading Vocabulary II
Literary Device
Idioms
Metaphor and Simile
Poetry

Science Vocabulary Cards
Science 4th and 5th Grade


Steampunk Board Game | Steampunk Reading Comprehension Board Game 

"The Legendary Lands" Steampunk, Sky Pirates, Airships, Myth, Legends and Totally Awesome Literary Adventure Board Game!

Exploring The Legendary Lands 
The Basic Game Contains  
  • 8 Character Sheets
  • 4 Map Sections
  • 12 ELA Reading Knowledge Game Cards
  • 6 Money Sheets
  • 1 Small Sky Library Poster
  • 1 Small Sky Pirate Poster
  • 2 Civilization Sheets
  • 1 Conveyance Voucher Sheet
  • 1 Front and Back Game Cover

The Legendary Lands 
Sky Village Book Mark
The Game Overview and  Description of Play
The board consists of 18 mythical and legendary lands with an ocean at its center. Some lands are named and others are to be named by the new explorers of “The legendary Lands”. The lands have a numerical value of 5 florins to 100 florins based on strategic locations and previous development. The value of the land is used to determine taxes paid to players at the end of game rounds. As the game progresses, players use florins to build, Railway Spurs, Sky Ships, Train Stations, Aerodromes, Universities, Sky Villages, Libraries, Sea Ports, Governments, and Sky Libraries or … use your imagination. Each player begins the game with 250 florins, one randomly selected conveyance ticket, 1 professor, and 4 students on any 5 florin land.

The student’s depth of knowledge determines the ability to acquire florins, explore/conquer new lands, monetize controlled lands, deepen knowledge and inevitably win the game.  Each turn, you'll explore new territories, build alliances with other players, battle adversaries, and use florins you've acquired to build new railway spurs, aerodromes, and sky villages. You can team up, trade florins and resources with other players, you can add new rules and change difficulty levels to ensure all players are able to play. New plots, scenarios, and endless game ideas ensure that The Legendary Lands will give your students hours of fun, imaginative, collaborative learning between players.

The basic objective of The Legendary Lands is to be the first scholar who builds a Sky Library or Two Universities.

 The game can be played like a RISK style territory conquering game or a European Tile | exploration and development game.
The Legendary Lands CCSS ELA Reading Comprehension Board Games
  1. Grade k-3 | 300+ Sight Words & 60+ Primary ELA Reading Concepts Covered
  2. Grade 4-6 | 130+ Intermediate ELA Reading Concepts Covered
  3. Grade 7-9 | 90+ Advanced ELA Reading Concepts & 60+ Poetry, Greek and Latin Affixes and Roots Concepts Covered
CCSS ELA Reading Standards and Concepts Targeted:
  • Tier 2 and 3 Academic Vocabulary Development
  • Drawing Conclusions
  • Inferring
  • Compare and Contrast
  • Author’s Purpose
  • Characterization
  • Fact and Opinion
  • Main Idea
  • Figurative Language
  • Text Features
  • Summarizing 
  • Literary Elements
  • Elements of Writing
  • Grammar and Conventions
  • Elements of Poetry
  • Greek and Latin Affixes and Roots
  • Sample of CCSS ELA Cards 
 



"The Legendary Lands" Steampunk Airship Board Game and Literary Adventure Game!
In this RISK style “word domination game“ Steampunk board game of reading comprehension and reading strategies you are battling to conquer the world of literacy, writing elements, plot, text structures, literary elements, poetry and academic vocabulary. To win, you must launch daring adventures, assemble teams of scholars, resolve the quest set before you, build floating sky fortresses of learning (Sky Libraries), seek knowledge on all fronts, and sweep across vast literary lands with boldness and cunning. But remember, the dangers, as well as the rewards, are high. Just when the world of knowledge is within your grasp, your antagonist opponent might strike and take it all away!

 The game was designed to easily teach complex concepts like tier 2 and tier 3 academic vocabularies in a fun and novel way!

PDF Samples of Basic Game

How to Play The Legendary Lands

Sample Vocabulary ELA One
Sample Vocabulary ELA Two
Sample Vocabulary ELA Three
Sample Vocabulary Game Cards ELA CCSS ELA Grade 1-2
Sample Vocabulary Game Cards ELA CCSS ELA  Grade 3-4
 Sample Vocabulary Game Cards ELA CCSS ELA   Grade 3-4
Sample Vocabulary Game Cards ELA CCSS ELA Grade 4-5

Science Vocabulary Game Cards I
Science Vocabulary Game Cards II
Science Vocabulary Game Cards III
Science Vocabulary Game Cards IV

Map Section ONE
Map Section TWO
Map Section THREE
Map Section FOUR

Game Money One
Game Money Two
Game Money Three
Game Money Four
Game Money Five
Game Money Six
Conveyance Tickets | Vouchers
Legendary Lands Game Cover
Sky Library Poster Small 
Dragons and Airships

Extra Character Sheets
Lady Alice 
Mr. Taylor the Sky Pirate
Mr. Wolf 
Princess Isabella 
Prior Hornbuckle
Queen Eleanor
Mr. Pirate
The Autistic Dragon
The Sultan
Back Cover














Knowledge of key academic concepts is imperative for success on standardized test. 

Civilization Cards Are Used
For Ongoing Simulations
  • The Game can be played as an ongoing simulation with teams or individuals working towards literary goals. Graduating with a diploma[s] from different colleges or building their own University.
  • The game can be played similarly to classic risk with the roll of the dice determining the outcome.
  • The game can played using the student’s knowledge of tier 2 and 3 academic vocabulary, math facts, quick math problems, reading comprehensions passages, or math terms to determine the outcome.
  • The students can invent their own plot ideas, Miss Red R Hood is captured and must be rescued, Queen Eleanor is besieged by Mr. Wolf in the Aquitaine Castle.
  • Students can use the Board | Map and Characters and make up their own rule.
  • The game is a great teaching tool for all forms of creative writing.



    The Game can be played using modified Risk rules, as a teaching aide and or simulation, replacing the dice rolls with the students knowledge to determine the outcome.

    The Set Up | Cooperative Learning Groups
The “Boss” may assign students at the table the jobs of ‘banker (Secretary and Scribe), ticket master (Gopher and Cleanup Boss), geographer/chronologist (Praiser keeps the game positive)’ or any other cooperative grouping works above four students. Students playing in small groups can change jobs after a few rounds. The Boss is the Boss. The Banker will make sure all vocabulary cards (Tier 2 and 3 Academic Words), character pieces (glass beads), florins (money); dice are accounted for and will make certain that players’ vocabulary cards are in good condition before the start of the game. The ticket master sells tickets and keeps the game organized. The geographer/ chronologist (praiser) keeps the game positive, moving forward, and ensures the rules are being followed and understood. 
How to Play The Legendary Lands
Five Parts | Basic Setup | Getting and Placing New Scholars | Debating | Fortification | Strategy

Part 1: Setup 

1| The objective of the game is to conquer the world of knowledge by educating all the countries on the board. You do this by winning territory by engaging other players in a academic debates of knowledge.

2 | The Legendary Land basis set comes with a printable game board, a set of academic game cards, and various printable game tokens.
  • The Legendary Lands can be played with different kinds of tokens, denoting size of the scholar group. Each game should have scholar tokens (e.g. glass gems, pennies, buttons) (which represents 1 scholar “50 florin” ), Library (5 scholars, “250 Gold Florin”), University (10 scholars, “500 Gold Florin ”) and The Sky Library (100 scholars, “5000 Gold Florin ”). 
3 | Determine how many players are going to be playing. The total amount of scholars you start the game with depends on how many players there are:

6 players - 10 scholars each | 5 players - 15 scholars each | 4 players - 20 scholars each 

3 players - 25 scholars each | 2 players - 30 scholars each 


4 | Set up your initial territories. This will determine the starting points for all players. Each territory must have one “army” in it at all times. There are two ways to determine the initial territories:
  • The player that rolls the highest value will choose an open territory and place one soldier in it. Moving clock-wise, each player will select an open territory until all territories are occupied. Once players have claimed all the territories on the board, players place their remaining armies onto territories they already claim in any order they choose. 
5 | Determine the order of play by rolling dice. The player who rolls the highest number starts, with the order traveling clockwise from the starting player. The game starts after the order of play has been determined.

Part 2: Getting and Placing New Scholars 

1| The three phrases to a turn: getting and placing new scholars, debating, and building or fortifying. This section will focus on how new scholars are assigned at the beginning of each turn and how a player can place them.
2 | Know that each player can redeem his scholars in whatever unit s/he wants (scholars, libraries, or universities), provided they all add up to the same number of scholars.

3 | Get your new scholars at the beginning of each turn. At the beginning of each turn, players receive more scholars. The number of scholars is determined by: The number of territories you control. For every country with at least three unopposed scholars, the player gets one new scholar or 50 Gold Florin.
  • Turning in knowledge cards. Cards can be turned in when you have a set of five cards For the first set of cards you turn in, you receive 2 scholars; 4 for the second; 6 for the third; 8 for the fourth; 10 for the fifth; 12 for the sixth; and for every additional set thereafter, 5 more armies than the previous set turned in. If you have 5 or more knowledge cards at the beginning of a turn, you must turn at least one set of them in. 
4 | Place the scholars you received at the beginning of your turn wherever you have an army presence, in whatever proportion. If you wish, you can place one army in each of your territories; or you can place all of your armies in one territory. The choice is up to you.
  • If, during the beginning of your turn, you turned in a set of cards with a territory that you owned, you receive two extra infantrymen. You must place those infantrymen on the territory specified by the card. 

Part 3: Debating 
1 | Debating with territories that are adjacent to a territory you own or that are connected to you a territory you own by a sea-lane.

2 | Debate any number of times from any one of your territories to any adjacent territory. You may debate with the same territory more than once, or you may debate with different territories.
  • Understand that debating with opposing scholars is optional. A player may decide not to debate at all during a turn, only deploying scholars. 
  • Declare who you want to debate. Declare your intentions out loud. 
3 | Decide how many scholars you are going to debate with. Because your territory must be occupied at all times, you must leave at least three scholar behind to control a territory and collect taxes. The number of scholars you debate with will determine how man knowledge cards you get to draw and have to answer. When both scholars answer correctly you must roll dice to determine a winner. Roll the dice. You roll up to three dice, depending on your debate team size. The defending player rolls the same number of dice as the number of scholars in their defending territory.
  • Remove one of your scholars from the invaded territory if the die is higher or equal to its corresponding die. 
  • Remove one of your opponent’s pieces from the defending territory if the rolled die is higher to its corresponding die. 
4 | If you successfully outwit all of the defending scholars in the area you are debating with, occupy the territory with at least as many scholars as used in the debate. If you win you must colonize the newly-acquired territory with at least three scholars, although you can choose to colonize it with more if you wish.

5 | If, at the end of your debating turn, you've conquered at least one territory, redeem a treasure card. You cannot redeem more than one treasure card during a turn. If, however, you manage to wipe out an opposite entirely by outwitting his or her last scholar, you gain possession of all the treasure cards he or she may have had in their hands.

Part 4: Building and Fortification 

1 | Understand that you cannot move scholars around until your next debating turn. To keep your territories safe from debates during your opponents' debating phases, it's an important strategy to move around scholars before ending your turn.

2 | Move scholars to different territories at the end of your turn. There are two rules on how you can do this:

  • Standard Rule: Move any number of scholars from a single territory into an adjacent territory occupied by you. 
  • Conveyance Rule: You can move pieces anywhere, as long as the starting point and destination can be reached by going through a string of adjacent territories under your control. Movement by railway anywhere there is a spur is accomplished with railway tickets or owning a locomotive and the rule above does not apply. You may travel to any Territory if the starting point and the destination point have an Air Ship station and you own an airship or have a conveyance ticket
Part 4 | Strategy 

1 | Have fun, find allies, make friends, learn new vocabulary and create your own rules and plot ideas!

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The game pieces are organized and its time to set up the game but you want to play with characters or a plot! 



Rescue Red Initial Set Up 
Most games in my class are played with a plot or mission card. Miss Little Red is Kidnapped by the Sky Pirates. The sky pirates have kidnapped Miss Red, the other players must work together and rescue her if they can! Each player is limited to a maximum of 5-10 companions and the one sky pirate is limited to 10-20 henchmen depending on ability. Each player earns 25 florin for each correct answer to any knowledge question. All ties the dice determine the winner. The student may ask for the term or the definition on the study cards being played. The sky pirate wins if they defeat any single player on the board. The players win if the defeat the pirate by reducing their minions by half.

Lady Alice Amelia Wonderland



Basic Placement
All players roll for highest dice to start the game and determine initial board placement. The player with the highest roll of the dice will deploy 5 scholars and one professor to any value 5 florin territories as well as become the first player to start the game. Play will proceed clockwise once the starting game player has been determined. If a tie for the highest roll exists, the involved players will roll again until a starting player is determined. Students start with One Main Character (ex. Queen Eleanor) and Five Companions, 200 Florin coins, conveyance ticket handed out randomly face down, and vocabulary cards or dice depending on the lesson or academic level. 

You and your students can make Steampunk characters or use literary characters like Alice in Wonderland.
  • Lady Alice Amelia Wonderland |  Airship Designer and Captain
  • Lord Jack “The Bean” Quick | Steampunk Mechanic and Engineer
  • Mr. Wolf | Sky Pirate 
  • Miss Red  R. Hood | Wolf Hunter, Geographer and Cartographer   
  • Mr. P. N. Boots | Ships Captain Retired 
  • Kate "Bonny Lass" Crackernuts | Restaurateur, Airship Caterer and Chef
  • Baron Von Rum Pelstiltskin | Time Bandit and Part Time Gold Weaver
  • Mr. Harry "Mad" Hatter | Tea Monger and Clockwork Engineer
  • Count Harry Beast | Barrister of Enchantments and Curses
Chronology of “The Legendary Lands”
1.      Placement and hiring of Main Characters and Companions, and movement and or hiring a conveyance
2.      Exploring an unoccupied territory, invading or migrating into an occupied territory. Migration is a good way to make allies or form teams.
3.      Knowledge phase, attack resolution for invaders and defenders, occupying new lands resolution. All knowledge phase activities use the vocabulary cards to determine completion of migration, invasion, or migration action. Dice are used for knowledge question ties, high roll wins the battle.
4.      Payment and Reinforcements

When a player is ending his/her turn they should:
1. State the intent to end turn
2. Decide to execute or not to execute the allowed movement and act accordingly based on that decision
3. Take the Florins if earned for completion of knowledge phase
If a player has not conquered a new Territory during the course of his/her turn then that player is not entitled to receive a Florin payment. If the non conquering  attacker  chooses  to  end  his/her  turn without  overtaking  another  territory then they should:
1. State the intent to hire a conveyance or to end turn
 See Movement
A turn consists of the following actions:
1. If hiring scholars is warranted a player begins by paying the banker 50 florins for each new scholar or 200 florin for a professor. Five scholars and one professor is the maximum reinforce allowance during the reinforcement part of a players turn. New scholars must be deployed to occupied territories immediately. Scholars are deployed, moved or reinforced.
2. You, as the invader or migrant, clearly express the territory you will invade as well as the territory you are defending, you can only invade a territory with a professor and any of his/her accompanying scholars. If a preference exists to answer level 5, 15 or 30 Florin question this must be stated during the attack. If no preference is stated the defender can ask any level question from any vocabulary card.

Steampunk Airship | Steampunk Sky Pirates
3. Attack begins and evaluation of scholars knowledge commences, a win or loss for both sides is determined via the answer to the vocabulary questions. The invader decides to continue with the attack cycle until all desired goals of the attack have been met or retreat is needed to stay in the game. The attacker chooses when to stop the attack cycle. The attacker should state that his turn is ending when attacks for his/her turn are finished.
4. When attacks have been completed the defender has the option to execute a reinforcement or movement from adjacent territory to fortify his/her position.

Rules for movement are as follows: 
A. Scholars/Professors can move to any adjacent territory on the board that is contiguous without a conveyance. Players are not allowed to move across water without an airship, clipper, steamship or ferry!
B.  minimum  of  one scholar must remain on a Territory at all times to show who is in possession of that territory.
C. You may opt not to execute movement.
D. If exploring  a new territory a player will take his/her scholar question to see if they can stay in the new territory.  
Conveyance Movement | Dice Mechanics | Natural Disasters Chart |
Time Bandits, Sky Pirates, Sea Pirates Probability Charts

Legendary Lands Conveyance
Movement
Capacity
Natural Disasters
Lose half your scholars
Sky Pirates, Time Bandits, Sea Pirates
Lose half your money or lose 2 turns
Airship
6 territories
10 Scholars
Roll 3 or higher
Roll 1
Steam Train
3 territories
30 Scholars
Roll a Six
Roll 1
Clipper
3 Atlantis Miles
5 Scholars
Roll 4 or higher
Roll odd
Steamship
6 Atlantis Miles
30 Scholars
Roll a Six
Roll 1
Ferry
Ferry Crossing
30 Scholars



Teach Reading and Writing the Fun Way!
Trade in Values
Scholars 25 Florin
Professors 200 Florin or 4 scholars

Dice Rolling Rules
Same as Risk 

End of the Game | Students can write their own Plot ideas or stories on cards and play or use the three bellow. Having the students write their own plot is a great tool to teach writing.

The best games are the ones the kids make up! 


Scenario One | First Plot | Limited Rounds 3, 5 or 7 Rounds
When a player has successfully taken control of more territory at the end of the agreed number of rounds  and or his/her territory is more than all other players you have won the game! You may lose if a player has fewer territories but more points from airships, trains and florins. Congratulation! You have reached the end of the game.

Scenario Two | Second Plot | Sky Ship Port Control
When a player has successfully taken control of all 4 Sky Ship Ports they are also the winner! Congratulation! You have reached the end of the game.

Scenario Three  |  Third Plot | Building a Sky Library
Steampunk Airship | Steampunk Sky Library

When a player has successfully built a Sky Library at a cost of 5000 florin they are the winner! Congratulation! You have reached the end of the game.






Honor System! We ask that you make a $5-$10 donation for the use of the games. Please help support Reading Sage with a small PayPal donation to develop more CCSS ELA game content. 

A Sample of the new vocabulary flash cards that can be used with any board game or "The Legendary Lands".  The student reads the definition or the term and provides the correct answer to move or advance in the game. The can be used with Hot Dots! 


The New CCSS ELA Game Cards are for Grades 2-10! 
Each set of grade level game cards covers three years of tier 2 and tier 3 academic vocabulary and CCSS ELA concepts.  





  1. Grades 1-2-3  80 Reading ELA Game Cards
  2. Grades 3-4  120 Reading ELA Game Cards  
  3. Grades 5-6  120 Reading ELA Game Cards 
  4. Middle School  120 Reading ELA Game Cards 
  5. High School 120 Reading ELA Game Cards 

New CCSS ELA vocabulary game cards sets!   

























Students can use standards based reading passages from released test but this slows down the play. 

Sample Reading Passages

  A solar cell (also called a photovoltaic cell) is an electrical device that converts the energy of light directly into electricity by the photovoltaic effect. It is a form of photoelectric cell that when exposed to light can generate and support an electric current without being attached to any external voltage source. The term "photovoltaic" comes from the Greek meaning "light", and from "Volt", the unit of electro-motive force, the volt, which in turn comes from the last name of the Italian physicist Alessandro Volta, inventor of the battery (electrochemical cell). The term "photo-voltaic" has been in use in English since 1849.  Words 128 reading Level High School

If answered correctly Move 6 or win the Battle

Which of theses statement is correct?

  1. A solar cell generates electricity using heat.
  2. The term "photovoltaic" comes from the Italian meaning "light"
  3. photo-voltaic cell works without an outside power source.
Read the Passage and answer the question:
  
Learning the CCSS ELA the Fun Way!
Saturn is the sixth planet from the Sun and the second largest planet in the Solar System, after Jupiter. Saturn has a large ring system that consists of nine continuous main rings and three discontinuous arcs, composed mostly of ice particles with a smaller amount of rocky debris and dust. Sixty-two known moons orbit the planet; fifty-three are officially named. This does not include the hundreds of "moonlets" within the rings. Titan, Saturn's largest and the Solar System's second largest moon is larger than the planet Mercury and is the only moon in the Solar System to retain a substantial atmosphere. Saturn is a gas giant with an average radius about nine times that of Earth. While only one-eighth the average density of Earth, with its larger volume Saturn is just over 95 times more massive than Earth. Reading Level Middle School
Which of these statements is not true?


Reading Questions
"The Legendary Lands"
  1. Saturn is the largest planet in the solar system and has nine large rings.
  2. Saturn is named after the Greek god Saturn.
  3. Titan, Saturn’s moon is larger than all others moons in the solar system except one.




     
The Character cards below are a supplement to the Legendary Lands! They are the first fraft and need editing! 




























The Steampunk Cosplay Photos are from Wiki Creative Commons or Flicker Creative Commons!
The majority of the photos are from an Amazing Photographer that is a photo journalist for the London cosplay, theatrical, alternate performance artist scene in London. https://www.flickr.com/photos/soul_stealer/

 Game Cards "The Legendary Lands"













 



























































































Grammar Game Cards 


















2 comments:

  1. I think is a very good idea, but so difficult to apply at ESL. Sometimes I prepared some easier rol games to use in my Primary School ESL classes.

    ReplyDelete
  2. This looks really cool. It seems time consuming, is this the lesson or an assessment?

    ReplyDelete

Thank you!