Flashman in the Great Game: From the Flashman Papers 1856-1858 Fun Activities

This set of Lesson Plans consists of approximately 96 pages of tests, essay questions, lessons, and other teaching materials.
Buy the Flashman in the Great Game: From the Flashman Papers 1856-1858 Lesson Plans

Haiki

Write a Haiku in which you think summarizes the book.

Dice Game

The students should divide into pairs. One member of the pair should play Flashman and the other member of the pair should play Lakshmibai. Players should role a dice to decide factors such stamina, strength, and skill. For each category, the player should add 10 to their roll. For example, 4 would equal 14. The idea of the game is to use the dice to battle each other. After each turn, a player loses one stamina point. Whatever the player rolls, they should take half of that total off his or her's opponent's strength plus half a point for each skill point over 10. When a player's strength falls under half his score, he loses another half-point of his stamina. The first person to lose all his stamina will lose the game.

Guess the Character

Choose one of the...

(read more Fun Activities)

This section contains 977 words
(approx. 4 pages at 300 words per page)
Buy the Flashman in the Great Game: From the Flashman Papers 1856-1858 Lesson Plans
Copyrights
BookRags
Flashman in the Great Game: From the Flashman Papers 1856-1858 from BookRags. (c)2017 BookRags, Inc. All rights reserved.
Follow Us on Facebook