Teacher guide · Creative Lab · Harder · about 35 min

🎲 Build a Board Game

Pupils practise creativity and problem solving through "Build a Board Game": Design rules, pieces and a way to win.

Lesson guide

  1. 1. Hook · 5 min

    Show the 🎲 mission title and read the opening: "What is your game about? One sentence.". Take three quick guesses.

  2. 2. Model · 5 min

    Think aloud through the first step together. Use Pixel the Fox's line as your prompt: "Nice! That's an idea nobody else had."

  3. 3. Do · 10 min

    Pairs work through the 4 steps on screen or on the printed sheet. Circulate and ask "why?"

  4. 4. Discuss · 10 min

    Use two or three of the discussion questions. Ask pairs to share different answers, not just correct ones.

  5. 5. Reflect · 5 min

    Exit ticket: one sentence on how they used creativity today.

Discussion questions

  • What was the hardest choice in "Build a Board Game", and why?
  • What is your game about? One sentence — explain your reasoning to a partner.
  • How do players move — explain your reasoning to a partner.
  • Write your three most important rules — explain your reasoning to a partner.
  • Where could you use creativity outside school this week?
  • If you did this again, what would you change?

Adapting it

Support: Read prompts aloud, pair with a confident partner, and accept spoken or drawn answers for writing steps.

Stretch: Set the Challenge tier (1 extra steps) and ask pupils to justify every answer in writing.

Curriculum links

  • National Curriculum: English: composition — planning and drafting ideas (KS1/KS2)
  • National Curriculum: Design & Technology: generate, develop and communicate ideas
  • PSHE: Health & wellbeing: self-concept, strengths and interests

Pupil sheet

🎲 Build a Board Game

Name: ____________________   Date: __________

  1. 1. What is your game about? One sentence.

  2. 2. How do players move?

    ☐ Roll a dice

    ☐ Play a card

    ☐ Answer a question

    ☐ Spin a wheel

  3. 3. Write your three most important rules.

  4. 4. How does someone win?