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Nim Games
Students play a variety of related two-player games in order to discover and describe winning strategies.
Students develop their number sense and problem solving skills as they investigate number patterns. In
writing about the patterns they discover, students learn to use appropriate mathematical terminology to
describe solutions.
Levels
• Grades K through 12
• Adults will find this activity interesting
Topics
• addition
• subtraction
• multiplication
• division
• modular arithmetic
Goals
• Students will understand the strategic role of the “winning numbers” in counting games.
• Students will identify patterns in the winning numbers. Younger students will identify these patterns
in terms of counting or subtraction. Older students will identify these patterns in terms of multiples
and remainders.
• Students will adapt strategies learned in one game to slightly different games.
• Students will generalize strategies learned in similar games to a general strategy for games of this
type.
• Students will increase their comfort level with expressing mathematical ideas by using relevant math
terms to record their strategies.
• Some game variations can lead to deeper mathematical insights.
Prerequisite Knowledge
• counting
Advanced Prerequisites Some components or challenge questions require the following knowledge.
• adding
• multiplying
• division
Preparation Time 0 minutes
Activity Time 5 to 60 minutes
Primary Sources
• Some variations come from the files of Tatiana Shubin and Paul Zeitz.
• “Cartesian Chase” comes from Thinking Mathematically by Mason, Burton, and Stacey, page 162.
• Steve Dingledine contributed the “Adding Up To 100” variation.
• Phil Yasskin shared “The Rolling Die” game, which he saw at a Renaissance Festival.
Compiled By Amanda Katharine Serenevy
This work is placed into the public domain by the
Riverbend Community Math Center
hello@riverbendmath.org
http://riverbendmath.org
(574) 339-9111
A Game Sequence That Is Easy For Students to Analyze
If your goal is to allow elementary students to completely analyze the game in one session, the following
sequence will enable them to accomplish this quickly. Within one lesson, students will be able to write and
test conjectures, and they will likely produce a complete proof of at least some cases. This is also a good
sequence for Kindergarten through 2nd grade students because it supports understanding of the base ten
number system.
If you plan to work with the same group at another time, or if you would like to leave them with a burning
question to explore, it is often better to start briefly with less obvious versions of the game. In such cases,
I recommend moving on to another topic, and then revisiting the game again at the end of the class. This
will increase your rapport with the students the next time you meet, and will allow the discovery process
to unfold more naturally over weeks or months. It is important to consistently defeat the students while
modeling the game, and to let them know that you have a secret strategy that allows you to win unless
your opponent knows the secret. Do not give the slightest hint about what the strategy might be.
Adding to 20
Here is a game to try with a partner. This version of the game is ideal for K-2 students, or for situations
where you want the students to figure out the strategy quickly.0
• The object of the game is to be the first one to reach “20”.
• The first person must start at “0”.
• Each person may add 1, 2, 3, or 4 to the running total. Each person must start with the total the
last person produced.
• For example, the first person can say “0 + 1 = 1”, or “0 + 2 = 2”, or “0 + 3 = 3”, or “0 + 4 = 4”.
• If the first person says “0 + 2 = 2”, then the second person could say “2 + 1 = 3”, “2 + 2 = 4”,
“2 + 3 = 5”, or “2 + 4 = 6”.
• Whoever produces a sum of 20 wins the game.
• Play this game many times and try to discover a winning strategy.
Adding to 30
For students in 3rd grade and up a great version of the game allows each person to add 1, 2, 3, 4, or 5 on
each turn. The first to reach 30 wins the game. This version allows students to notice and then practice
multiplicative patterns.
Adding to 20 Revised
Try the first game, except this time you can only add 1, 2, or 3 to the running total. How does the strategy
change?
2
Adding to 21, 22, 23, 24, 25, 26, 27, and 28
As in the first game, players alternate adding 1, 2, 3, or 4 each turn. Determine the strategy if the goal
number changes to 21, 22, 23, 24, 25, 26, 27, or 28. When is it better to go first? When is it better to go
second? How can you describe the winning numbers in each case?
Adding to 400
Players alternate adding 1, 2, 3, or 4 each turn. What if the goal number changes to 400? Is it better to
go first or second? How could you describe the winning numbers?
Adding to 8,132
What if the goal number changes to 8,132? Is it better to go first or second? How could you describe the
winning numbers?
Adding up to 100
In this variation, players take turns adding numbers between 1 and 10 to the previous total. Whoever
reaches 100 wins.
See the handout at the end of this document for a list of many Nim variations.
Helpful Hints
• A hint about the strategy is that there are winning numbers that will guarantee you a win if you
produce that sum and don’t make a mistake later.
• It can help to write all of the numbers from 1 to the ending number and then circle the winning
numbers.
• The winning numbers for the original adding to 20 game are 5, 10, 15, and 20 itself. It is usually
easiest to discover that 15 is a winning number first and then work backwards to find the rest.
Students should note that we can find these numbers either by moving five numbers backwards each
time or by repeatedly subtracting five (starting with 20). Older students may note that these numbers
are all multiples of five or that these numbers have a remainder of 0 when they are divided by five.
Younger students will likely notice that the pattern involves skip counting by 5’s.
• In addition to finding the winning numbers, it is necessary to decide whether it is better to go first
or second. For the original counting to 20 game, 5 is the first winning number and so it is better to
go second so that you can be the one to produce that number.
• For the variation where players add only 1, 2, or 3 each term, the mulitples of 4 become the winning
numbers.
• For the variation where 21 is the goal number, the winning numbers are 1, 6, 11, 16, and 21 itself.
Students should note that we can find these numbers by counting five numbers backwards each time
3
or by repeatedly subtracting five (starting with 21). Older students may note that these numbers
are one more than the multiples of five or that these numbers have a remainder of 1 when they are
divided by five.
• For the adding to 22 game, the winning numbers are those numbers that have a remainder of 2 when
they are divided by five. It is best to go first and say “0 + 2 = 2”.
• Here is the general strategy for games when each player adds 1, 2, 3, or 4 on each turn. Find the
remainder of the goal number when it is divided by five. The winning numbers always have the same
remainder as the goal number when divided by five. It is better to go first if the goal number is not
a multiple of five. It is better to go second if the goal number is a multiple of five.
• If players add 1 or 2 each time, the winning numbers are spaced three numbers apart. If the goal
number is a multiple of three, then the winning numbers will all be multiples of 3. You can have
students practice multiples of any number by changing the highest number they may add.
• As students discover winning strategies, they should record their results in writing. Younger students
might do this by formulating their conclusions as a group while the teacher records the words. Older
students can work in groups, pairs, or individually to write their conclusions.
• After students understand the strategies for these kinds of games, they enjoy having an opportunity
to challenge adults publicly to try to beat them. This game enables students to practice mental
arithmetic and multiplication tables at the same time.
4
Open Questions Relating to Nim Games
During the November 2013 Unsolved K-12 conference in Banff, Alberta, Canada, Richard Guy announced
that the following questions are unsolved to the best of his knowledge.
• Triomino covering game. Start with a certain number of adjacent squares in a row. Each player takes
turns covering three adjacent squares with a triomino. Whoever makes the last possible move wins.
Richard believes that no general strategy has been found for winning this kind of game.
• Splitting piles with no duplication game. Start with one pile of beans. A legal move consists of
splitting the pile into two piles where neither new pile contains the same number of beans as an
existing pile. Whoever makes the last legal move wins.
See a related article called “Periods in Taking and Splitting Games” by Ian Caines, Carrie Gates, Richard
K. Guy, and Richard J. Nowakowski. in The American Mathematical Monthly, Volume 106, Number 4,
April 1999.
See also the Wikipedia article on Grundy’s Game at http://en.wikipedia.org/wiki/Grundy%27s game
Elwyn Berlekamp has a web page with some related work at http://www4.ocn.ne.jp/ ˜mmryhk/fbook/b/b14.html
See also “A Note on Periodicity in Some Octal Games” by A. Gangolli and T. Plambeck for a reference
about Berlekamp’s method of sparse spaces and common cosets. This article is in International Journalof
Game Theory (1989) 18: 311-320.
5
Using Nim Games to Teach the Common Core State Standards
Focusing on the Mathematical Practice Standards
Although it is usually best to integrate the mathematical practice standards with content standards, there
are times when mathematical practice standards are the main focus of a given lesson. At any grade level,
Nim Games can be used for this purpose (and also for the purpose of establishing rapport with the students
and a sense of community in the classroom). If the game involves addition, the students will also practice
fluency with basic operations.
If the Mathematical Practice Standards are the primary focus of the lesson, it helps to stop students after
about five or ten minutes of playing the game to ask them to write conjectures about winning strategies.
I usually ask students to write these conjectures on their own papers first. We then copy them so that
everyone can see them. I then ask them to play again, with the goal not of defeating their partner, but of
working together to test the various conjectures. Every five to ten minutes, call students together again to
share insights. It is important for the leader to turn this discussion over to the students as much as possible
and to avoid leading them to any conclusions. If external correction is needed, that can be provided by
challenging students who think their strategy is complete to a game.
MP.1: Make sense of problems and persevere in solving them. Nim games lend themselves both
to careful analysis and to perseverance because students find the quest for a winning strategy com-
pelling. Students will often stick with this question for days or weeks, working on it during their
own time. If developing intellectual stamina is a primary goal, it makes sense to introduce the game
before encouraging them to analyze it formally.
MP.2: Reason abstractly and quantitatively. Looking at variations of a basic game to find more
general winning strategies will enable students to practice this standard. If this is a goal, it is
important to ask students to express winning strategies in a general form that will apply to many
cases.
MP.3: Construct viable arguments and critique the reasoning of others. This standard can be
addressed by asking students to write conjectures, consider the conjectures of others, and provide
feedback about why they think the conjectures are correct or incorrect.
MP.7: Look for and make use of structure. This standard is best addressed by introducing students
to isomorphic Nim games that seem different at first glance. For example, young students might begin
with a version where 20 tokens are placed on the desk and players remove up to four tokens on each
turn, with the winner being the person who takes the last token. Later, they might play the version
where they add up to four to the total, with the goal of being the first to reach 20. After students
figure out the winning strategies for both games, they should discuss the sense in which they are the
same.
MP.8: Look for and express regularity in repeated reasoning. This standard can be addressed by
asking students to tackle a family of similar games to give them a chance to transfer ideas about the
winning strategy from one case to another.
6
Kindergarten Content Standards
K.Focus.1: Represent, relate, and operate on whole numbers.
Any version of Nim games involving counting tokens or adding will address this focus of the Kinder-
garten Common Core State Standards.
K.CC.1: Count to 100 by ones and tens.
This will be partially addressed by versions of the game that involve taking turns counting. Most
introductory games involve a total that only goes up to 20 or 30, but this total can be increased
(along with the speed of the game) as students become more fluent with counting. If students are
not yet reliable with counting, it will be necessary for someone who knows how to count to listen
while students play the game.
K.CC.2: Count forward from a given number instead of beginning at 1.
Any of the counting versions of the game involve taking turns with counting. Although the flow
of the counting is continuous from 1, this game provides students with the necessity of listening to
where the other person left off and continuing from there.
K.CC.4: Connect counting to cardinality.
Versions of the game which involve the removal of tokens reinforce this standard.
First Grade Content Standards
1.OA.5: Relate counting to addition and subtraction (counting on / counting back / counting
up strategies).
The addition versions of the game enable students to practice “counting on” as a strategy for addi-
tion. Changing the version of the game to one involving subtraction would enable them to practice
“counting back” as a strategy for subtraction.
1.OA.6: Add and subtract within 20, demonstrating fluency for addition and subtraction
within 10. (Use strategies such as counting on, counting back, counting up, making ten,
decomposing, using fact families).
Many of the addition and subtraction versions of the game require stuents to figure out what value
to add or subtract to hit the target values involved in a winning strategy. This allows students to
practice fluency with addition and subtraction using a variety of strategies.
Second Grade Content Standards
2.Focus.2: Build fluency with addition and subtraction.
Any version of Nim games involving addition or subtraction will address this focus of the 2nd grade
Common Core State Standards.
2.OA.2: Fluently add and subtract within 20 using mental strategies. By the end of Grade
2, know from memory all sums of two one-digit numbers.
Any version of Nim games involving addition or subtraction will address this standard.
2.NBT.2: Count within 1000; skip-count by 5s, 10s, and 100s.
Versions of the game that permit players to add up to four, up to nine, or up to ninety-nine would
address this standard, because goal numbers incrememnt by 5s, 10s, and 100s, respectively. Changing
7
the rules so that students count either forwards or backwards by ones, fives, tens, or hundreds from
any arbitrary starting number towards another would also meet this standard.
Third Grade Content Standards
3.Focus.1: Develop understanding of multiplication and division and strategies for multipli-
cation and division within 100.
Because the target numbers involved in the winning strategies are often related to multiplication
and division, this focus for 3rd grade Common Core State Standards can be supported through Nim
Games.
3.OA.7: Fluently multiply and divide within 100, using strategies such as the relationship
between multiplication and division. By the end of third grade, memorize all products
of one-digit numbers. Fluently multiply and divide within 100, using strategies such
as the relationship between multiplication and division. By the end of third grade,
memorize all products of one-digit numbers.
Asking students to explore various Nim game versions can involve them in practicing multiplication
and division operations.
3.OA.9: Identify arithmetic patterns including patterns in the addition or multiplication
table, and explain them using properties of operations.
Many Nim games involve arithemtic patterns that students must discover in order to find a winning
strategy.
Fourth Grade Content Standards
4.OA.3: Solve multistep word problems posed with whole numbers and having whole-number
answers using the four operations, including problems in which remainders must be
interpreted.
Although Nim games are not usually posed as word problems, some versions still address the intent
of this standard in that they present students with multi-step problem solving scenarios in which
remainders must be interpreted.
4.OA.5: Generate a number or shape pattern that follows a given rule. Identify apparent
features of the pattern that were not explicit in the rule itself. (For example, notice
that when generating numbers by successively adding three that evens alternate with
odds, and reason about why.)
Nim games present many opportunities for this kind of pattern-finding which involves features not
immediately apparent. For example, students may notice alternate ways of identifying the next
multiple of nine. They may notice that numbers which have a remainder of one when divided by
three alternate between even and odd, whereas numbers which have a remainder of one when divided
by four are always odd. Many such observations are likely to emerge if students analyze several
related Nim games and write winning strategies for each version.
8
Nim Games
For each of the games below, two players alternate turns. Unless indicated otherwise, the winner is the
last player who makes a legal move. See if you can find a winning strategy including when it is better to
go first or second. Try to prove that your strategy works.
Removing Tokens. Twenty tokens are placed on a table. Two players take turns removing them. At
each turn, a player must remove one, two, three, or four tokens. Whoever takes the last token wins.
Subtracting from 100. Players start from 100, and subtract a natural number between one and ten
from the current total. The player who makes the total equal to 0 wins.
Counting by 5s. Players start at 370, and take turns counting by 5s, continuing on each time from
where the previous player left off. On each turn, a player may say one, two, three, or four numbers.
Whoever reaches 600 first wins.
Counting backwards by 10s. Players start at 821, and take turns counting back by 10s. On each turn,
a player may say one, two or three numbers. Whoever reaches 571 first wins.
The Poison Token. Change the “Removing Tokens” game so that the loser is the player who takes the
last token.
Breaking Chocolate. Start with a rectangular chocolate bar with perforated rectangles which is 6 × 8
rectangles in size. A legal move is breaking the remaining chocolate into two pieces along a single
horizontal or vertical perforation and placing one of the pieces in the chocolate jackpot. Whoever
makes the last possible break wins the chocolate jackpot, and the other player gets the leftover square.
Poisoned Chocolate. This game is played with the same rules as before, except that whoever makes the
last possible break loses.
Cartesian Chase. Begin by creating a rectangular grid with a fixed number of rows and columns. The
first player begins by placing a mark in the bottom left square. On each turn, a player may place
a new mark directly above, directly to the right of, or diagonally above and to the right of the last
mark placed by the opponent. Play continues in this fashion, and the winner is the player who places
a mark in the upper right hand corner first.
The Asymmetric Rook. On some starting square of an 8 × 8 chessboard there is an “asymmetric rook”
that can move either to the left or down through any number of squares. Alice and Bob take turns
moving the rook. The player unable to move the rook loses.
Match Pile. There are 25 matches in a pile. A player can take 1, 2, or 4 matches at each turn. Whoever
removes the last match wins.
Two Match Piles. There are two piles of matches; one pile contains 10 matches and the other contains
7. A player can take one match from the first pile, or one match from the second pile, or one match
from each of the two piles. Whoever takes the last match wins.
Writing a 20-digit Number. Alice and Bob produce a 20-digit number, writing one digit at a time
from left to right. Alice wins if the number they get is not divisible by 3; Bob wins if the number is
divisible by 3.
Writing another 20-digit Number. What if the 3 in the previous game is replaced by 15?
Diagonals in a Polygon. Given a convex n-gon, players take turns drawing diagonals that do not inter-
sect those diagonals that have already been drawn. The player unable to draw a diagonal loses.
Reducing by Divisors. At the start of the game, the number 60 is written on the paper. At each turn,
a player can reduce the last number written by any of its positive divisors. If the resulting number
is a 0, the player loses.
Multiplying to 1000. Alice calls out any integer between 2 and 9, Bob multiplies it by any integer
between 2 and 9, then Alice multiplies the new number by any integer between 2 and 9, and so on.
The player who first gets a number bigger than 1000 wins.
Squares and Circles. In this game, one person plays Squares and the other person plays Circles. Start
with an initial row of circles and squares. On each turn, a player can either replace two adjacent
squares with a square, replace two adjacent circles with a square, or replace a circle and a square
with a circle. The Squares player wins if the last shape is a square and the Circles player wins if the
last shape is a circle.
Negative to Positive. There are a number of minuses written in a long line. A player replaces either
one minus by a plus or two adjacent minuses by two pluses. The player who replaces the last minus
wins.
A Circle of Negativity. Same game as above except that the minuses are written around a circle.
Number Cards. There are nine cards on a table labeled by numbers 1 through 9. Alice and Bob take
turns choosing one card. The first player who acquires three cards that total 15 wins.
Puppies and Kittens. Start with 7 kittens and 10 puppies in the animal shelter. A legal move is to
adopt any positive number of puppies (but no kittens), to adopt any positive number of kittens (but
no puppies), or to adopt an equal number of both puppies and kittens. Whoever adopts the last pet
wins.
Splitting Stacks. A game is played with two players and an initial stack of n pennies (n ≥ 3). The
players take turns choosing one of the stacks of pennies on the table and splitting it into two stacks.
When a player makes a move that causes all the stacks to be of height 1 or 2 at the end of his or her
turn, that player wins. Which starting values of n are wins for each player?
The Rolling Die. Start by rolling a six-sided die and choose a goal number (31 for example). On their
turns, players turn the die to any adjacent side and add the result to the die. A player may not
repeat the number already up and may not flip the die 180 degrees to get the opposite number. The
player who either attains the goal number or forces their opponent over the goal number wins.
Nim. Start with several piles of stones. A legal move consists of removing one or more stones from any
one pile. The person who removes the last stone wins.
1. What happens if there is only one pile?
2. If the game has only two piles, what is the winning strategy?
3. What if the game starts with three piles of 17, 11, and 8 stones?
4. What is the general strategy for winning Nim games no matter how many piles there are?
Nim Game Strategies
Modular Arithmetic
Using the language of modular arithmetic simplifies the language needed to express general strategies for
families of Nim games. For example, 21 modulo 5 is 1 because 21 ÷ 5 has a remainder of 1. We sometimes
abreviate “modulo” and simply say “mod”, so 39 mod 6 is 3. We say that two numbers are congruent
with respect to a certain modulus if their remainders are the same after being divided by that value. For
example, 37 and 102 are both congruent modulo 5 because they both have a remainder of 2 when they are
divided by 5.
Removing Tokens. The winning strategy for the listed game is to go second, and always remove just
enough tokens so that the remaining tokens are a multiple of five. In general, given n starting tokens
and the rule that up to r tokens can be removed, if n is congruent to 0 mod (r + 1), go second.
Otherwise it is best to go first. On each turn, leave a number of tokens which is a multiple of (r + 1).
Subtracting From 100. The winning strategy for the listed game is to go first, and always subtract
enough to get the total down to a multiple of 11. In general, given n as the starting number and the
rule that each player can subtract up to r, if n is congruent to 0 mod (r + 1), go second. Otherwise
it is best to go first. On each turn, subtract down to a multiple of (r + 1).
Counting by 5s. The winning strategy for the listed game is to go first, and always stop on a multiple of
25. In general, given s as the starting number, f as the final number, and the rule that each player
can say up to r numbers (counting by 5s), it is best to go second if (f − s) is congruent to 0 mod
5(r + 1). Otherwise it is best to go first. On each turn, stop counting when the value is congruent to
f modulo 5(r + 1).
Counting backwards by 10s. The winning strategy for the listed game is to go first, and always stop
at values which are eleven more than a multiple of 40. In general, given s as the starting number,
f as the final number, and the rule that each player can say up to r numbers (counting backwards
by 10s), it is best to go second if (s − f) is congruent to 0 mod 10(r + 1). Otherwise it is best to go
first. On each turn, stop counting when the value is congruent to f modulo 10(r + 1).
The Poison Token. For this game, the winning strategy is to leave exactly one token on the table which
your opponent must take. The winning strategy for a game with n tokens is therefore equivalent to
the winning strategy for the “Removing Tokens” game with n − 1 tokens.
Breaking Chocolate. The winning strategy for the listed game is to always break off enough rows so
that the remaining chocolate is an n×n grid (assuming it is not already an n×n grid. If the chocolate
bar starts with and m × n grid with m ̸= n, then it is best to go first. If m = n, then it is best to go
second.
Poisoned Chocolate. Given an m × n grid of chocolate rectangles, if m ̸= n, m ≥ 3, and n ≥ 3, then it
is best to break off enough rows so that the remaining chocolate is an n × n grid. If m < 3 or n < 3,
then it is best to break off enough chocolate to form a 2 × 1 or 1 × 2 grid. This forces your opponent
to make the last break. If m ̸= n, m ≥ 3, and n ≥ 3, it is best to go first. If m < 3 or n < 3 and the
grid is not already 2 × 1 or 1 × 2, then it is also best to go first. Otherwise it is best to go second.
Cartesian Chase. If the m × n grid has m = n it is best to go first, otherwise it is best to go second. On
each turn, place your mark in a square which lies along a diagonal from the target square.
Asymmetric Rook. This game is isomorphic to “Cartesian Chase”. If the rook is currently on a square
11
which is lies along a diagonal from the target square, it is best to go second. Otherwise it is best to
go first and move the rook so that it lies along that diagonal.
Match Pile. For the presented game, it is best to go first and always leave a number of matches on the
table which is equal to a multiple of 3. If the number of starting matches were a multiple of 3 it
would be best to go second.
12

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Nim games

  • 1. Nim Games Students play a variety of related two-player games in order to discover and describe winning strategies. Students develop their number sense and problem solving skills as they investigate number patterns. In writing about the patterns they discover, students learn to use appropriate mathematical terminology to describe solutions. Levels • Grades K through 12 • Adults will find this activity interesting Topics • addition • subtraction • multiplication • division • modular arithmetic Goals • Students will understand the strategic role of the “winning numbers” in counting games. • Students will identify patterns in the winning numbers. Younger students will identify these patterns in terms of counting or subtraction. Older students will identify these patterns in terms of multiples and remainders. • Students will adapt strategies learned in one game to slightly different games. • Students will generalize strategies learned in similar games to a general strategy for games of this type. • Students will increase their comfort level with expressing mathematical ideas by using relevant math terms to record their strategies. • Some game variations can lead to deeper mathematical insights. Prerequisite Knowledge • counting Advanced Prerequisites Some components or challenge questions require the following knowledge. • adding • multiplying • division Preparation Time 0 minutes Activity Time 5 to 60 minutes Primary Sources • Some variations come from the files of Tatiana Shubin and Paul Zeitz. • “Cartesian Chase” comes from Thinking Mathematically by Mason, Burton, and Stacey, page 162. • Steve Dingledine contributed the “Adding Up To 100” variation. • Phil Yasskin shared “The Rolling Die” game, which he saw at a Renaissance Festival. Compiled By Amanda Katharine Serenevy This work is placed into the public domain by the Riverbend Community Math Center hello@riverbendmath.org http://riverbendmath.org (574) 339-9111
  • 2. A Game Sequence That Is Easy For Students to Analyze If your goal is to allow elementary students to completely analyze the game in one session, the following sequence will enable them to accomplish this quickly. Within one lesson, students will be able to write and test conjectures, and they will likely produce a complete proof of at least some cases. This is also a good sequence for Kindergarten through 2nd grade students because it supports understanding of the base ten number system. If you plan to work with the same group at another time, or if you would like to leave them with a burning question to explore, it is often better to start briefly with less obvious versions of the game. In such cases, I recommend moving on to another topic, and then revisiting the game again at the end of the class. This will increase your rapport with the students the next time you meet, and will allow the discovery process to unfold more naturally over weeks or months. It is important to consistently defeat the students while modeling the game, and to let them know that you have a secret strategy that allows you to win unless your opponent knows the secret. Do not give the slightest hint about what the strategy might be. Adding to 20 Here is a game to try with a partner. This version of the game is ideal for K-2 students, or for situations where you want the students to figure out the strategy quickly.0 • The object of the game is to be the first one to reach “20”. • The first person must start at “0”. • Each person may add 1, 2, 3, or 4 to the running total. Each person must start with the total the last person produced. • For example, the first person can say “0 + 1 = 1”, or “0 + 2 = 2”, or “0 + 3 = 3”, or “0 + 4 = 4”. • If the first person says “0 + 2 = 2”, then the second person could say “2 + 1 = 3”, “2 + 2 = 4”, “2 + 3 = 5”, or “2 + 4 = 6”. • Whoever produces a sum of 20 wins the game. • Play this game many times and try to discover a winning strategy. Adding to 30 For students in 3rd grade and up a great version of the game allows each person to add 1, 2, 3, 4, or 5 on each turn. The first to reach 30 wins the game. This version allows students to notice and then practice multiplicative patterns. Adding to 20 Revised Try the first game, except this time you can only add 1, 2, or 3 to the running total. How does the strategy change? 2
  • 3. Adding to 21, 22, 23, 24, 25, 26, 27, and 28 As in the first game, players alternate adding 1, 2, 3, or 4 each turn. Determine the strategy if the goal number changes to 21, 22, 23, 24, 25, 26, 27, or 28. When is it better to go first? When is it better to go second? How can you describe the winning numbers in each case? Adding to 400 Players alternate adding 1, 2, 3, or 4 each turn. What if the goal number changes to 400? Is it better to go first or second? How could you describe the winning numbers? Adding to 8,132 What if the goal number changes to 8,132? Is it better to go first or second? How could you describe the winning numbers? Adding up to 100 In this variation, players take turns adding numbers between 1 and 10 to the previous total. Whoever reaches 100 wins. See the handout at the end of this document for a list of many Nim variations. Helpful Hints • A hint about the strategy is that there are winning numbers that will guarantee you a win if you produce that sum and don’t make a mistake later. • It can help to write all of the numbers from 1 to the ending number and then circle the winning numbers. • The winning numbers for the original adding to 20 game are 5, 10, 15, and 20 itself. It is usually easiest to discover that 15 is a winning number first and then work backwards to find the rest. Students should note that we can find these numbers either by moving five numbers backwards each time or by repeatedly subtracting five (starting with 20). Older students may note that these numbers are all multiples of five or that these numbers have a remainder of 0 when they are divided by five. Younger students will likely notice that the pattern involves skip counting by 5’s. • In addition to finding the winning numbers, it is necessary to decide whether it is better to go first or second. For the original counting to 20 game, 5 is the first winning number and so it is better to go second so that you can be the one to produce that number. • For the variation where players add only 1, 2, or 3 each term, the mulitples of 4 become the winning numbers. • For the variation where 21 is the goal number, the winning numbers are 1, 6, 11, 16, and 21 itself. Students should note that we can find these numbers by counting five numbers backwards each time 3
  • 4. or by repeatedly subtracting five (starting with 21). Older students may note that these numbers are one more than the multiples of five or that these numbers have a remainder of 1 when they are divided by five. • For the adding to 22 game, the winning numbers are those numbers that have a remainder of 2 when they are divided by five. It is best to go first and say “0 + 2 = 2”. • Here is the general strategy for games when each player adds 1, 2, 3, or 4 on each turn. Find the remainder of the goal number when it is divided by five. The winning numbers always have the same remainder as the goal number when divided by five. It is better to go first if the goal number is not a multiple of five. It is better to go second if the goal number is a multiple of five. • If players add 1 or 2 each time, the winning numbers are spaced three numbers apart. If the goal number is a multiple of three, then the winning numbers will all be multiples of 3. You can have students practice multiples of any number by changing the highest number they may add. • As students discover winning strategies, they should record their results in writing. Younger students might do this by formulating their conclusions as a group while the teacher records the words. Older students can work in groups, pairs, or individually to write their conclusions. • After students understand the strategies for these kinds of games, they enjoy having an opportunity to challenge adults publicly to try to beat them. This game enables students to practice mental arithmetic and multiplication tables at the same time. 4
  • 5. Open Questions Relating to Nim Games During the November 2013 Unsolved K-12 conference in Banff, Alberta, Canada, Richard Guy announced that the following questions are unsolved to the best of his knowledge. • Triomino covering game. Start with a certain number of adjacent squares in a row. Each player takes turns covering three adjacent squares with a triomino. Whoever makes the last possible move wins. Richard believes that no general strategy has been found for winning this kind of game. • Splitting piles with no duplication game. Start with one pile of beans. A legal move consists of splitting the pile into two piles where neither new pile contains the same number of beans as an existing pile. Whoever makes the last legal move wins. See a related article called “Periods in Taking and Splitting Games” by Ian Caines, Carrie Gates, Richard K. Guy, and Richard J. Nowakowski. in The American Mathematical Monthly, Volume 106, Number 4, April 1999. See also the Wikipedia article on Grundy’s Game at http://en.wikipedia.org/wiki/Grundy%27s game Elwyn Berlekamp has a web page with some related work at http://www4.ocn.ne.jp/ ˜mmryhk/fbook/b/b14.html See also “A Note on Periodicity in Some Octal Games” by A. Gangolli and T. Plambeck for a reference about Berlekamp’s method of sparse spaces and common cosets. This article is in International Journalof Game Theory (1989) 18: 311-320. 5
  • 6. Using Nim Games to Teach the Common Core State Standards Focusing on the Mathematical Practice Standards Although it is usually best to integrate the mathematical practice standards with content standards, there are times when mathematical practice standards are the main focus of a given lesson. At any grade level, Nim Games can be used for this purpose (and also for the purpose of establishing rapport with the students and a sense of community in the classroom). If the game involves addition, the students will also practice fluency with basic operations. If the Mathematical Practice Standards are the primary focus of the lesson, it helps to stop students after about five or ten minutes of playing the game to ask them to write conjectures about winning strategies. I usually ask students to write these conjectures on their own papers first. We then copy them so that everyone can see them. I then ask them to play again, with the goal not of defeating their partner, but of working together to test the various conjectures. Every five to ten minutes, call students together again to share insights. It is important for the leader to turn this discussion over to the students as much as possible and to avoid leading them to any conclusions. If external correction is needed, that can be provided by challenging students who think their strategy is complete to a game. MP.1: Make sense of problems and persevere in solving them. Nim games lend themselves both to careful analysis and to perseverance because students find the quest for a winning strategy com- pelling. Students will often stick with this question for days or weeks, working on it during their own time. If developing intellectual stamina is a primary goal, it makes sense to introduce the game before encouraging them to analyze it formally. MP.2: Reason abstractly and quantitatively. Looking at variations of a basic game to find more general winning strategies will enable students to practice this standard. If this is a goal, it is important to ask students to express winning strategies in a general form that will apply to many cases. MP.3: Construct viable arguments and critique the reasoning of others. This standard can be addressed by asking students to write conjectures, consider the conjectures of others, and provide feedback about why they think the conjectures are correct or incorrect. MP.7: Look for and make use of structure. This standard is best addressed by introducing students to isomorphic Nim games that seem different at first glance. For example, young students might begin with a version where 20 tokens are placed on the desk and players remove up to four tokens on each turn, with the winner being the person who takes the last token. Later, they might play the version where they add up to four to the total, with the goal of being the first to reach 20. After students figure out the winning strategies for both games, they should discuss the sense in which they are the same. MP.8: Look for and express regularity in repeated reasoning. This standard can be addressed by asking students to tackle a family of similar games to give them a chance to transfer ideas about the winning strategy from one case to another. 6
  • 7. Kindergarten Content Standards K.Focus.1: Represent, relate, and operate on whole numbers. Any version of Nim games involving counting tokens or adding will address this focus of the Kinder- garten Common Core State Standards. K.CC.1: Count to 100 by ones and tens. This will be partially addressed by versions of the game that involve taking turns counting. Most introductory games involve a total that only goes up to 20 or 30, but this total can be increased (along with the speed of the game) as students become more fluent with counting. If students are not yet reliable with counting, it will be necessary for someone who knows how to count to listen while students play the game. K.CC.2: Count forward from a given number instead of beginning at 1. Any of the counting versions of the game involve taking turns with counting. Although the flow of the counting is continuous from 1, this game provides students with the necessity of listening to where the other person left off and continuing from there. K.CC.4: Connect counting to cardinality. Versions of the game which involve the removal of tokens reinforce this standard. First Grade Content Standards 1.OA.5: Relate counting to addition and subtraction (counting on / counting back / counting up strategies). The addition versions of the game enable students to practice “counting on” as a strategy for addi- tion. Changing the version of the game to one involving subtraction would enable them to practice “counting back” as a strategy for subtraction. 1.OA.6: Add and subtract within 20, demonstrating fluency for addition and subtraction within 10. (Use strategies such as counting on, counting back, counting up, making ten, decomposing, using fact families). Many of the addition and subtraction versions of the game require stuents to figure out what value to add or subtract to hit the target values involved in a winning strategy. This allows students to practice fluency with addition and subtraction using a variety of strategies. Second Grade Content Standards 2.Focus.2: Build fluency with addition and subtraction. Any version of Nim games involving addition or subtraction will address this focus of the 2nd grade Common Core State Standards. 2.OA.2: Fluently add and subtract within 20 using mental strategies. By the end of Grade 2, know from memory all sums of two one-digit numbers. Any version of Nim games involving addition or subtraction will address this standard. 2.NBT.2: Count within 1000; skip-count by 5s, 10s, and 100s. Versions of the game that permit players to add up to four, up to nine, or up to ninety-nine would address this standard, because goal numbers incrememnt by 5s, 10s, and 100s, respectively. Changing 7
  • 8. the rules so that students count either forwards or backwards by ones, fives, tens, or hundreds from any arbitrary starting number towards another would also meet this standard. Third Grade Content Standards 3.Focus.1: Develop understanding of multiplication and division and strategies for multipli- cation and division within 100. Because the target numbers involved in the winning strategies are often related to multiplication and division, this focus for 3rd grade Common Core State Standards can be supported through Nim Games. 3.OA.7: Fluently multiply and divide within 100, using strategies such as the relationship between multiplication and division. By the end of third grade, memorize all products of one-digit numbers. Fluently multiply and divide within 100, using strategies such as the relationship between multiplication and division. By the end of third grade, memorize all products of one-digit numbers. Asking students to explore various Nim game versions can involve them in practicing multiplication and division operations. 3.OA.9: Identify arithmetic patterns including patterns in the addition or multiplication table, and explain them using properties of operations. Many Nim games involve arithemtic patterns that students must discover in order to find a winning strategy. Fourth Grade Content Standards 4.OA.3: Solve multistep word problems posed with whole numbers and having whole-number answers using the four operations, including problems in which remainders must be interpreted. Although Nim games are not usually posed as word problems, some versions still address the intent of this standard in that they present students with multi-step problem solving scenarios in which remainders must be interpreted. 4.OA.5: Generate a number or shape pattern that follows a given rule. Identify apparent features of the pattern that were not explicit in the rule itself. (For example, notice that when generating numbers by successively adding three that evens alternate with odds, and reason about why.) Nim games present many opportunities for this kind of pattern-finding which involves features not immediately apparent. For example, students may notice alternate ways of identifying the next multiple of nine. They may notice that numbers which have a remainder of one when divided by three alternate between even and odd, whereas numbers which have a remainder of one when divided by four are always odd. Many such observations are likely to emerge if students analyze several related Nim games and write winning strategies for each version. 8
  • 9. Nim Games For each of the games below, two players alternate turns. Unless indicated otherwise, the winner is the last player who makes a legal move. See if you can find a winning strategy including when it is better to go first or second. Try to prove that your strategy works. Removing Tokens. Twenty tokens are placed on a table. Two players take turns removing them. At each turn, a player must remove one, two, three, or four tokens. Whoever takes the last token wins. Subtracting from 100. Players start from 100, and subtract a natural number between one and ten from the current total. The player who makes the total equal to 0 wins. Counting by 5s. Players start at 370, and take turns counting by 5s, continuing on each time from where the previous player left off. On each turn, a player may say one, two, three, or four numbers. Whoever reaches 600 first wins. Counting backwards by 10s. Players start at 821, and take turns counting back by 10s. On each turn, a player may say one, two or three numbers. Whoever reaches 571 first wins. The Poison Token. Change the “Removing Tokens” game so that the loser is the player who takes the last token. Breaking Chocolate. Start with a rectangular chocolate bar with perforated rectangles which is 6 × 8 rectangles in size. A legal move is breaking the remaining chocolate into two pieces along a single horizontal or vertical perforation and placing one of the pieces in the chocolate jackpot. Whoever makes the last possible break wins the chocolate jackpot, and the other player gets the leftover square. Poisoned Chocolate. This game is played with the same rules as before, except that whoever makes the last possible break loses. Cartesian Chase. Begin by creating a rectangular grid with a fixed number of rows and columns. The first player begins by placing a mark in the bottom left square. On each turn, a player may place a new mark directly above, directly to the right of, or diagonally above and to the right of the last mark placed by the opponent. Play continues in this fashion, and the winner is the player who places a mark in the upper right hand corner first. The Asymmetric Rook. On some starting square of an 8 × 8 chessboard there is an “asymmetric rook” that can move either to the left or down through any number of squares. Alice and Bob take turns moving the rook. The player unable to move the rook loses. Match Pile. There are 25 matches in a pile. A player can take 1, 2, or 4 matches at each turn. Whoever removes the last match wins. Two Match Piles. There are two piles of matches; one pile contains 10 matches and the other contains 7. A player can take one match from the first pile, or one match from the second pile, or one match from each of the two piles. Whoever takes the last match wins. Writing a 20-digit Number. Alice and Bob produce a 20-digit number, writing one digit at a time from left to right. Alice wins if the number they get is not divisible by 3; Bob wins if the number is divisible by 3. Writing another 20-digit Number. What if the 3 in the previous game is replaced by 15?
  • 10. Diagonals in a Polygon. Given a convex n-gon, players take turns drawing diagonals that do not inter- sect those diagonals that have already been drawn. The player unable to draw a diagonal loses. Reducing by Divisors. At the start of the game, the number 60 is written on the paper. At each turn, a player can reduce the last number written by any of its positive divisors. If the resulting number is a 0, the player loses. Multiplying to 1000. Alice calls out any integer between 2 and 9, Bob multiplies it by any integer between 2 and 9, then Alice multiplies the new number by any integer between 2 and 9, and so on. The player who first gets a number bigger than 1000 wins. Squares and Circles. In this game, one person plays Squares and the other person plays Circles. Start with an initial row of circles and squares. On each turn, a player can either replace two adjacent squares with a square, replace two adjacent circles with a square, or replace a circle and a square with a circle. The Squares player wins if the last shape is a square and the Circles player wins if the last shape is a circle. Negative to Positive. There are a number of minuses written in a long line. A player replaces either one minus by a plus or two adjacent minuses by two pluses. The player who replaces the last minus wins. A Circle of Negativity. Same game as above except that the minuses are written around a circle. Number Cards. There are nine cards on a table labeled by numbers 1 through 9. Alice and Bob take turns choosing one card. The first player who acquires three cards that total 15 wins. Puppies and Kittens. Start with 7 kittens and 10 puppies in the animal shelter. A legal move is to adopt any positive number of puppies (but no kittens), to adopt any positive number of kittens (but no puppies), or to adopt an equal number of both puppies and kittens. Whoever adopts the last pet wins. Splitting Stacks. A game is played with two players and an initial stack of n pennies (n ≥ 3). The players take turns choosing one of the stacks of pennies on the table and splitting it into two stacks. When a player makes a move that causes all the stacks to be of height 1 or 2 at the end of his or her turn, that player wins. Which starting values of n are wins for each player? The Rolling Die. Start by rolling a six-sided die and choose a goal number (31 for example). On their turns, players turn the die to any adjacent side and add the result to the die. A player may not repeat the number already up and may not flip the die 180 degrees to get the opposite number. The player who either attains the goal number or forces their opponent over the goal number wins. Nim. Start with several piles of stones. A legal move consists of removing one or more stones from any one pile. The person who removes the last stone wins. 1. What happens if there is only one pile? 2. If the game has only two piles, what is the winning strategy? 3. What if the game starts with three piles of 17, 11, and 8 stones? 4. What is the general strategy for winning Nim games no matter how many piles there are?
  • 11. Nim Game Strategies Modular Arithmetic Using the language of modular arithmetic simplifies the language needed to express general strategies for families of Nim games. For example, 21 modulo 5 is 1 because 21 ÷ 5 has a remainder of 1. We sometimes abreviate “modulo” and simply say “mod”, so 39 mod 6 is 3. We say that two numbers are congruent with respect to a certain modulus if their remainders are the same after being divided by that value. For example, 37 and 102 are both congruent modulo 5 because they both have a remainder of 2 when they are divided by 5. Removing Tokens. The winning strategy for the listed game is to go second, and always remove just enough tokens so that the remaining tokens are a multiple of five. In general, given n starting tokens and the rule that up to r tokens can be removed, if n is congruent to 0 mod (r + 1), go second. Otherwise it is best to go first. On each turn, leave a number of tokens which is a multiple of (r + 1). Subtracting From 100. The winning strategy for the listed game is to go first, and always subtract enough to get the total down to a multiple of 11. In general, given n as the starting number and the rule that each player can subtract up to r, if n is congruent to 0 mod (r + 1), go second. Otherwise it is best to go first. On each turn, subtract down to a multiple of (r + 1). Counting by 5s. The winning strategy for the listed game is to go first, and always stop on a multiple of 25. In general, given s as the starting number, f as the final number, and the rule that each player can say up to r numbers (counting by 5s), it is best to go second if (f − s) is congruent to 0 mod 5(r + 1). Otherwise it is best to go first. On each turn, stop counting when the value is congruent to f modulo 5(r + 1). Counting backwards by 10s. The winning strategy for the listed game is to go first, and always stop at values which are eleven more than a multiple of 40. In general, given s as the starting number, f as the final number, and the rule that each player can say up to r numbers (counting backwards by 10s), it is best to go second if (s − f) is congruent to 0 mod 10(r + 1). Otherwise it is best to go first. On each turn, stop counting when the value is congruent to f modulo 10(r + 1). The Poison Token. For this game, the winning strategy is to leave exactly one token on the table which your opponent must take. The winning strategy for a game with n tokens is therefore equivalent to the winning strategy for the “Removing Tokens” game with n − 1 tokens. Breaking Chocolate. The winning strategy for the listed game is to always break off enough rows so that the remaining chocolate is an n×n grid (assuming it is not already an n×n grid. If the chocolate bar starts with and m × n grid with m ̸= n, then it is best to go first. If m = n, then it is best to go second. Poisoned Chocolate. Given an m × n grid of chocolate rectangles, if m ̸= n, m ≥ 3, and n ≥ 3, then it is best to break off enough rows so that the remaining chocolate is an n × n grid. If m < 3 or n < 3, then it is best to break off enough chocolate to form a 2 × 1 or 1 × 2 grid. This forces your opponent to make the last break. If m ̸= n, m ≥ 3, and n ≥ 3, it is best to go first. If m < 3 or n < 3 and the grid is not already 2 × 1 or 1 × 2, then it is also best to go first. Otherwise it is best to go second. Cartesian Chase. If the m × n grid has m = n it is best to go first, otherwise it is best to go second. On each turn, place your mark in a square which lies along a diagonal from the target square. Asymmetric Rook. This game is isomorphic to “Cartesian Chase”. If the rook is currently on a square 11
  • 12. which is lies along a diagonal from the target square, it is best to go second. Otherwise it is best to go first and move the rook so that it lies along that diagonal. Match Pile. For the presented game, it is best to go first and always leave a number of matches on the table which is equal to a multiple of 3. If the number of starting matches were a multiple of 3 it would be best to go second. 12