Lucky Quarters

Lucky Quarters is a game of note value. Students add up values of rolled dice, which represent complete beats or parts of beats. The goal is to use these note values represented in the die, to complete measures in a certain time signature. It is based on a dice game called Farkle. 

Prior Knowledge

* Students can identify note values ranging from a 16th through a whole note/rest, by symbol and by name

* Students understand basic information regarding meter

* Students can add up small value numbers (6 or less as on a dice)


* 6 dice and a small cup for rolling

* Scoring: Either magic notes (bingo chips) and Gold Coins from the Music Mind Games Materials, or just pencil and paper

* Rhythm note value visuals (Music Mind Games Rhythm Playing Cards are used in the video), 

* Optional staff paper (see Sound Connection below)


* Set up the note value visual reference so all players can view

* Decide on the meter (4/4, 3/4 and 5/4 work well)

* Decide how many complete measures will win the game 

  2 players - 12-16  sugested

  3-4 players - 10-12 suggested

  5 or more players - 8-10 suggested or play in teams for 10-12

* Explain the dice to note/rest values

  1=16th, 2=8th, 3=dotted 8th, 4=1/4, 5=nothing on its own, 6=dotted 1/3, 

  5+3=1/2, 6+6=dotted 1/2, 5+5+6=whole

Play By Play

1. Player rolls the dice. They MUST roll a 1/4 (4) in order to take their turn. 

2. Player matches the values to the reference in hopes that their rhythm values will complete a whole measure

3. If a player is unhappy and wishes to roll again, he/she MUST hold on to at least one 1/4 value dice and then roll any other dice a second time.

   If they do not roll a 1/4 on their second roll they are "CUT" and lose any points/measures in that turn. 

4. If a player has values that complete a measure they get a point (chip or marked with pencil)

5. If a player rolls four of 1, 2, 5, or 6 it is automatically worth one measure

6. If a player rolls four 1/4 values it is automatically worth four measures (lucky quarters)

7. If a player uses all 6 dice they may roll all 6 dice again, but if they do NOT roll a 1/4, they are "cut" and lose all points/measures in that turn.

8. The first player to reach the set number of measures wins the game

Sound Connection

* Players notate each complete measures as they play. At the end all players sight-read the winners rhythms with or without instruments.

   Add harmony with singing or instruments. The student may add pitches to their composition for sharing at a later time

* Students can say/count/Clap/Pat each completed rhythm before the next player takes their turn.