This game is free, however it is only to be used for classroom and personal use. It may not be published on any websites or other electronic media, or distributed in newsletters, bulletins, or any other form or sold for profit. Reproduction or retransmission of any materials, in whole or in part, in any manner, is not permitted.
Gloria File Folder Game is a simple board game with the straightforward objective of racing the player's 4 pawns from start to finish with dice throws. Similar to the brand-name board "Sorry!" marketed by Parker Brothers, Gloria (Ludo) shares similarities with the game Pachisi (or Parcheesi), which in turn originated in 6th century India (from fun-free-party-games.com)
Gloria File Folder Game: Players race against other players in advancing his/her 4 playing pawns from start to finish by answering questions about Gloria and with successful die rolls. Each player has four specifically-designated finishing positions. The winner is the first player to successfully rest his 4 pawns on his designated finishing space. This game can be played individually or in teams.
*This game is in accordance with the new Roman Missal that was implemented on November 27, 2011.
• 2 - 4 Players (or players can be in teams)
• Game Board
• 8 - 16 playing pieces (pawns) in 2 - 4 colors (4 per color)
• 1 - die
About the Game Board:
The game board is laid-out as a "Cross" (having 4 arms). Each arm contains 4 colored "resting spaces" -- also called Home Spaces, which are the destination spaces for a player. These home spaces are bordered by the spaces along which the pawns are intended to travel. At each corner of the board are the 4 colored Starting Zones, where each player's pawns sit at the start of the game awaiting entry into the game board proper. A successful die throw of 6 is required for a pawn to jump from the starting zone onto the starting square. Lastly, the single colored space between the Starting Zone and the Home Spaces is the Starting Space where each pawn starts its journey toward the Home Spaces.
Set Up: This game can be played individually or in teams. Each player gets 4 pawns of the same color. Players put all 4 of their pawns resting in the Starting Zones located at the 4 corners of the game board. Next, shuffle the deck and place it face down in a small basket near the game board. Put an empty basket nearby for the discards. Players choose who will go first and then game play goes clockwise. Players can roll the die and have the person with the highest number go first.
The playing pieces are meant to travel in a clockwise direction along the cross-shaped. Each playing piece is required to travel 1 full rotation around the game board before it can move into the player's Home Spaces. A die throw is used to determine the number of spaces by which pawns may advance.
At Start of Play: The game begins with each player's 4 pawns resting in the Starting Zones located at the 4 corners of the game board. Players take turns answering questions (the first person to their left reads the card). Players must answer a question correctly to roll the die. In order place your pawn on the Game Board a player needs to roll to exit the Starting Zone and enter the game board proper, a player needs to roll a 6. On a successful throw of 6, the player then places a pawn at the colored Starting Space.
The 4 colored Starting Zones are located in the same place. The single Starting Space is designated as the tail end of the colored Arrow pointing towards the center.
Moving One's Pawns:
The player has choices: Provided the player rolls enough sixes, he can have all four pawns in play. Thereafter, he can choose to move any of his pawns on any valid die roll. Conditions for valid moves:
* The destination space should be empty, or,
* The destination space is occupied by another player's pawn. If so, this pawn is "Captured" and gets sent back to its Starting Zone.
Capturing Pawns: Landing one's pawn on a space occupied by another player "Captures" the opponent's pawn. The captured pawn is then returned to its Starting Zone, where it must remain until a successful die throw of 6 makes it possible to be returned to the game board.
Forced Pass: A player is forced to pass his turn if his die roll results in no legal moves. If the only way to complete a move would result in a player capturing himself, the pawns remains in place and the player loses his or her turn.
Landing on the Home Spaces: A player needs an exact die roll in order to land on a vacant home space. Pawns that are already resting on home spaces can no longer be moved.
The game board is laid out as a "Cross" (having 4 arms). The Home Space is the exact center of the game board, which means all 4 pawns must reach the colored "Arrow tip" by means of an exact die roll.
Rule Variations for Faster Games:
*Throwing Multiple Dice: To make a game proceed faster, each player can roll 2-3 dice at the start of the game and keep throwing multiple dice each turn until he rolls a 6. He then uses the results of the multiple dice throw to move his piece. In subsequent turns, the player should only roll 1 die to move.
For example, if a player rolls "6-1-2", he can place 1 pawn on the Starting Space, then move it 1, then 2 places on the game board. Thereafter, he can only roll 1 die each turn, and must roll a 6 before he can place any other pawn at the Starting Space. On the other hand, if the player rolls "4-4-2", then all his pawns remain in the Starting Zone, forcing the player to pass his turn. On his subsequent turns, he can throw 3 dice until he gets a 6, thereby allowing him to place a pawn on the game board proper. Thereafter, he should throw only 1 die.
*Rolling Sixes: Under this rule, a player is allowed to roll again whenever he rolls a six. This way, a truly lucky player can have all four pawns advancing toward his Home Zone in record time.
Directions- Print out Directions and put inside legal size file folder for safe keeping.
Game Board-Print game board on legal size paper (8.5” x 14”). Print out Game Board, trim, and glue on the inside of a legal size file folder or a piece of cardboard.
Game Cards- (Use these cards or make your own.) Print Game Cards out on card stock. Cut out Game Cards. Laminate or cover with clear contact paper to make them last. Use only the cards that reflect your student’s abilities.
*Pawns can be coins, colored buttons, game pieces from other games, fish rocks for the bottom of aquariums, craft foam cut into shapes, etc. You can paint small objects such as rocks, small plastic tops or caps, etc. You can also buy pawns at game stores.
Too often students have problems with organizational skills. Lack of organizational strategies often prevent students from demonstrating their full competence. Procrastination, tardiness, dawdling, distractibility, disorganization, and messiness often become problems for students. For instance, they may
- forget what they have for homework
- lose or misplace things
- leave needed books at school
- waste time hunting for supplies
- wait until the last minute to start projects
- have a messy backpack, desk or room
- be late for many things.
As a teacher you can help students by making organization a daily routine in class by doing the following strategies:
• Make desk cleaning a part of the daily routine- A few minutes before dismissal the teacher can tell the students to clean out their desks. This will enable students to learn to clean out their desks and remember to bring home certain items.
• Make packing up a part of the daily routine- After the students clean out their desks the teacher can tell the students to pack up. This will enable students to systematically pack up what needs to go home.
• Present homework assignments orally to the students. Also post homework assignments visually on the board in the same place each time.
• Provide students with a homework sheet or agenda book/planner.
• Provide peer or teacher assistance in recording homework assignments.
• Provide students with the assignment in written format.
• daily assignment log for each subject for homework, projects or assignments, etc.
• date due for assignment(s)
• space for teachers and parents to communicate
• teacher signature space for each subject
• parent signature space on bottom of page
• a designated place to check off when assignment is completed
2- Assignment Checklists or Timelines- break large tasks into manageable units and set deadlines for their completion.
3- Day planner- a tool to help persons organize a busy schedule and be more productive by keeping track of upcoming events, and maintaining a list of ongoing commitments or tasks that must be accomplished on a recurring basis.
4- “To do” lists- Teach the student how to develop a to-do list of what they need to do in the order they need to do them. Have them cross off completed items off the list.
5- Keep papers and assignments in a binder for organization.
6- Have a routine for packing up after class using a check list for what needs to go home.
7- Color tab dividers that are specifically labeled for CCD for keeping papers organized.
• Avery #11907 Tab Dividers. You can print your inserts on the computer by using the Avery perforated tab insert sheet that is provided in the packet to make it nice and neat.
What is your favorite religious craft you make for Lent?
Here is a craft I make with my students using a toilet paper roll:
Introduce craft: What happens to a caterpillar? He changes into a butterfly. What are we supposed to do during Lent? We are to change. We are going to make something to show us how the caterpillar changed into a butterfly to remind us that we are to change during Lent and become more like Jesus.
Butterfly- (this website has been removed)
• Toilet-paper tube
• Tongue depressor or ice-cream pop stick
• Heavy paper
• 6" (150 mm) piece of pipe cleaner, folded in half
• Markers or crayons
• Scissors and glue
1. Cut out and color a butterfly from the heavy paper. Use any colors, but make both halves look the same. Put a small hole at the top of the butterfly's head.
2. Color the toilet paper tube to look like a chrysalis
3. Take a piece of pipe cleaner and shape it like the letter "V". Put one point through the little hole in the butterfly's head and then twist it to look like antennae. Butterflies use these "feelers" to learn about their environment.
4. Glue the butterfly to one end of the tongue depressor or ice-cream pop stick. Let the glue dry.
5. Curl the butterfly's wings and slide it into the chrysalis.
6. Pull the stick to make the beautiful butterfly come out of the chrysalis.
Please comment so I can add the link to your blog to this post. We would love to see what you do!
All activities, games, information, etc. on this blog are free; however they are only to be used for classroom and personal use. They may not be published on any websites or other electronic media, or distributed in newsletters, bulletins, or any other form or sold for profit. Reproduction or retransmission of any materials, in whole or in part, in any manner, is not permitted.
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