Band 2 · Grades 3–5

What happens if we change the rule?

What happens if we change the rule?

hybrid45 minprint ≤ 2 ppSYSPLYE2E3E5
Kills: More content makes a better game.
Walk out with: A mod with predict-then-test notes

Materials

  • Hopscotch grid (chalk outdoors or the printed cutout)
  • Pebble or beanbag marker (the game's 'might-rule')
  • Tally sheet for counting tries
  • Analog fallback: sidewalk chalk and a pebble need no printed materials at all

Today

Hopscotch has two kinds of rule: always (hop pattern, turn order) and might (where the marker lands). Today you change one rule on purpose and measure what happens — not guess.

Print cutout: Tally sheet (Band 2). Open the print view for true-size sheets (cards, boards, tallies). Analog fallback is always in Materials.

Read the current rule (5 min)

Play one round of hopscotch as written. As a group, name:

  1. The always-rules (what never changes)
  2. The might-rule (the thrown marker — chance)
  3. The end condition (what finishes a turn)

Predict (7 min)

Pick one always-rule to change (example: must hop on one foot the whole way vs. two feet on double squares). Write a hypothesis you could lose:

If we change ___, then it will take ___ (more / fewer) tries to reach the end.

Change one rule (10 min)

Make the smallest playable change. Do not change two things at once — you won’t know which one caused the effect.

Test it (15 min)

Play 8–10 tries with the new rule. Tally every try on the sheet: success or miss. Someone watches in silence; someone else records. Swap jobs halfway.

Analog fallback: same tally, chalk marks in the dirt next to the grid.

Compare & decide (5 min)

Count the tallies. Did the number of tries to finish go up, down, or stay the same? Compare against your prediction — a prediction that was wrong is still useful data, not a failure.

Share (3 min)

Tell another group your rule change and what the tally showed. Did their rule change more or less than yours?

Artifact to keep

Keep the hypothesis card, the tally sheet, and your compare note. This is “a mod with predict-then-test notes” — export it to your Backpack.

Kills: More content makes a better game. → One well-tested rule change teaches more than five untested ones.

Playtest log · hypothesis-first

Analog fallback: print this form and write by hand. Hypothesis first — then watch without helping.

Dice · 2d6

Analog fallback: roll physical dice and tallies on a printed sheet.

Last: — · Total rolls: 0

2
Sum 2: 0
3
Sum 3: 0
4
Sum 4: 0
5
Sum 5: 0
6
Sum 6: 0
7
Sum 7: 0
8
Sum 8: 0
9
Sum 9: 0
10
Sum 10: 0
11
Sum 11: 0
12
Sum 12: 0
Sum23456789101112
Count00000000000

Plot2D · Chance × Skill

Drag via number inputs (keyboard-complete). Analog: place sticky notes on a paper grid.

Chance →Skill ↑
Hopscotch