Bump wraps multiplication practice inside a territorial game. On each turn, players roll two dice, multiply them, then flip a coin to determine whether they multiply or divide the product by 10. A roll of 3 and 4 gives 12, which becomes either 120 (heads) or 1.2 (tails). Players then place a token on the game board hex containing that number.
The board itself is a collection of inequality ranges: 0.4 ≤ x ≤ 0.6, 10 ≤ x ≤ 30, 120 ≤ x ≤ 160, and so on. Students must locate their computed value within these ranges, which requires understanding both inequality notation and decimal magnitude. Where does 2.4 go? What about 80?
What makes this interesting pedagogically is how the coin flip creates variation. Students experience the symmetric relationship between multiplication and division by 10 dozens of times per game. They see 18 become 180, then later see 18 become 1.8. The pattern—that multiplying by 10 shifts everything one place left while dividing by 10 shifts everything one place right—becomes concrete through repetition.
The game board's inequality structure adds another layer. Students work with boundary cases constantly: if you roll 60, you could place your token on either "40 ≤ x ≤ 60" or "60 ≤ x ≤ 80" since 60 satisfies both. This creates natural discussion about inclusive versus exclusive inequalities and what it means for a value to fall "within" a range.
The decimal ranges (everything under 4.0) only appear through division by 10, while the large ranges (everything over 100) only come from multiplication. Students start noticing this structural pattern after a few games.
There's also an informal probability lesson embedded here. Dice products aren't uniformly distributed—you can roll 12 four different ways (2×6, 3×4, 4×3, 6×2) but can only roll 1 or 36 one way each. The middle hexes on the board see more action than the extremes, and observant students pick up on this.
The bumping mechanic adds stakes. Land on an opponent's single token, and you bump it off—they lose that placement. Land on your own token, and you can stack them to "freeze" that hex permanently. Now accuracy matters: a computational error doesn't just mean getting the wrong answer, it means potentially wasting a turn or missing a strategic opportunity.
Multiplication fluency develops naturally through the game's structure. Students compute 4×5, 6×3, 2×6 repeatedly, and these products become automatic. Once the basic facts are fluid, cognitive resources shift to the place value operations and strategic thinking. This is exactly how we want skill development to work—automate the foundational procedures to free up working memory for higher-level reasoning.