One die, one decision, and every student in the room standing up. Here are the rules, the probability lesson hiding inside them, and a round you can play right now in this page.
It's last period on a Thursday. You have eleven minutes left, a class that finished the work faster than you planned, and twenty-six people who have quietly agreed that the day is over.
You could fill it. Most of us fill it.
Instead, try this: "Everybody stand up."
That's the whole setup. No handouts, no devices, no explaining a platform. Eleven minutes later they are shouting at a die on the whiteboard and arguing about whether it's worth one more roll, which is another way of saying they are doing probability and have not noticed.
The game is called Greedy Pig. It has been played in Australian classrooms for decades with a single die and a piece of chalk. Here is how it works, why it works, and what it looks like when the whole class plays at the same time.
Everyone
The whole class plays at the same time. No turns, no queue, nobody watching.
No devices
Students play with their bodies. Phones are optional, not required.
5 minutes
Three rounds. Teach the rules in twenty seconds.
Greedy Pig, the whole game
Two twists in our version: the opening roll is free, so nobody is knocked out before making a single decision, and from the sixth roll the pig gets hungry, so a 2 sends everyone down as well.
You can teach that in twenty seconds, which matters more than it sounds, because a game you have to explain for three minutes is a game you won't reach for on a Thursday. Three rounds takes about five minutes. The argument afterwards takes as long as you let it.
Before you read another word about why it works, play it. This is the real game, not a video of one.
Your turn
Three rounds. Forty-five seconds.
The same engine your class would play, including the free opening roll and the hungry pig. No sign-up.
You just felt the entire thing in about forty-five seconds: the pile getting silly, the itch to keep going, the small sick feeling when you stayed up one roll too long. That feeling is the lesson.
Most classroom games have a queue. One student answers, twenty-five watch. The fastest finger wins, the quickest reader wins, and the kids who need the win most learn quickly that it isn't available to them.
Greedy Pig has no queue. Every student is standing, every student is deciding, and every decision is worth exactly the same. The quiet girl at the back who sits down on 14 points is playing a better game than the loud kid who stayed up for 40 and lost it. There is no fastest finger, because there is nothing to be fast at.
Three things follow from that, and they're the reason this game earns its eleven minutes:
Nobody is eliminated for being wrong. You cannot answer incorrectly. You can only decide, and every decision is defensible. For a student who has spent all day being wrong in front of people, a game with no wrong answers is a genuinely different experience of school.
The stakes are public, the decision is theirs alone. Everyone can see who sat down early and who pushed on, and that becomes the joke and the argument and the fun. But nobody is marked for it, and nobody is put on the spot to justify it.
It's physical. They stand, they sit, they stand again. On a Thursday afternoon that alone is worth doing, and it is why this works as a brain break as well as a lesson. If that's what you're after, the first five minutes of a lesson and the Friday afternoon slump are the two places I'd start.
Here's where it stops being a time filler.
Ask your class, after the second round: when should you sit down?
You'll get instinct first. "When you're on a good number." "When you feel like it." Somebody will say "when you've had four rolls", and somebody else will point out that the die doesn't remember how many times it's been rolled. That argument is the lesson, and it arrives on its own.
Then you can do the sums with them. Five of the six faces pay you, and one wipes you out, so across all six outcomes another roll is worth about three and a third points on average. The question is whether that is worth a one-in-six chance of losing the pile you are sitting on.
When your pile is small, it obviously is. When your pile is big, it obviously isn't. The crossover sits at about 20 points: below that, rolling again is worth it on average, and above it you are betting more than you stand to gain. Year 6 can get there with a calculator and an argument. Year 9 can prove it.
And then the pig gets hungry.
From the sixth roll of a round, a 2 knocks everyone down as well. The chance of losing everything doubles, and that quietly moves the answer. Now another roll is worth three points on average and the chance of losing everything is one in three, so the sit-down point drops from around 20 all the way to about 9.
When should you sit down?
What one more roll is worth, on average, against the points you are already standing on. Above the line, roll. Below it, sit.
| Your pile | Rolls 1 to 5 | From roll 6 |
|---|---|---|
| 0 | +3.3 | +3.0 |
| 6 | +2.3 | +1.0 |
| 9 | +1.8 | +0.0 |
| 12 | +1.3 | -1.0 |
| 15 | +0.8 | -2.0 |
| 20 | +0.0 | -3.7 |
| 24 | -0.7 | -5.0 |
| 30 | -1.7 | -7.0 |
This is the bit I like most as a teacher. Students who worked out a rule in round one find their rule is wrong in round three, not because they made a mistake, but because the situation changed under them. That is a far more honest lesson about probability than any textbook question, and it lands in a room that is standing on its feet yelling.
Five questions worth asking when the game ends:
The other half of this, and the part I care about most, is what happens the moment the round ends.
The room is loud. Everyone is either delighted or annoyed. That is a strange and very good time to ask a person how they are going, because the guard is down and nobody has had time to arrange their face.
So between rounds, a wellbeing moment comes up on the board. Sometimes it's a challenge to do together, sometimes it's a question to sit with. They rotate through four strands, one per round: play, exercise, gratitude and giving. Things like noticing one person who made the game better, or a thirty-second reset before the next round.
If your students are on their phones, the check-in goes to them. A question appears, they answer on a five-point scale, and you see how many have responded. You can show the class the result if it's useful, or keep it to yourself.
One thing to be clear about, because school leaders always ask: no individual child's answer is ever stored. You see counts, not names, and a round's responses are only kept once at least three people have answered. There is no per-student wellbeing file, and there never will be. It's a temperature check on the room, not a record on a child.
On the projector, with no student devices at all. The board rolls the die, students stand and sit with their bodies, and you keep score however you like. This is the version I'd start with. It works with a dead wifi, a borrowed room, a relief lesson and a class you've never met.
Live, with phones. You launch a room, the board shows a six-digit code and a QR code, and students go to classbreak.app/join and type the code. No app, no account, no login, no email address. Their phone becomes one enormous button that says "sit down, bank my points", and the board shows the whole room's decisions as they happen. This is the version for the classes where devices are a given, and it's where the check-in question lands on each student's screen.
Everything else is identical. Same game, same engine, same rules.
As the last ten minutes. The most obvious one, and the one that will make your Thursday better.
As a probability lesson starter. Play two rounds, then ask the class to write down a rule for when to sit. Test the rules in round three.
As a relief or cover lesson. It needs no preparation, no materials and no knowledge of the class. If you do a lot of these, our supply teaching survival kit has more in the same vein.
For a whole year level. It scales to a hall, because the only equipment is a screen everyone can see and the ability to stand up.
Greedy Pig is the flagship, but the same standing-up, sitting-down decision runs through 27 games in Class Play: dice, cards, treasure, a space mission where the odds are printed on the screen and change as the deck empties. Juniors get six gentler versions with no reading required.
A free ClassBreak account comes with one free Class Play game, so you can run it properly with a real class before deciding anything. Start with Greedy Pig, because it's the one that teaches the room how the rest of them feel.
Eleven minutes on a Thursday. Everybody stands up.
Want another go?
Play Greedy Pig properly, on your board, with a class standing up. One Class Play game is free with a ClassBreak account.
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