TERM 4 · WEEK 5
Level Up: Game Master
Create the world. Build the quest. Write the rules. Set the numbers. Test the chance. Balance it. Then play the game you made.
ENGLISH
Create Your Game World
01 · World ForgeLet’s investigate the words for Level Up: Game Master. Look for what changes, then explain what you notice.
WHAT AM I LEARNING?
I can recognise and use language that shows certainty, possibility and obligation.
Which wording makes a rule compulsory?
Modal verbs and adverbs show how certain or necessary something is. Compare may, might, should, must, probably and definitely.
- STEP 1Read or tap each word.
- STEP 2Look closely at the word part the mission is teaching.
- STEP 3Sort, build or compare the words.
- STEP 4Explain the pattern in your own words.
Create Your Game World
Precise words turn an idea into a world another player can picture.
Nouns name what is there. Adjectives add useful detail. Verbs tell the player exactly what happens.
WE DO ONE: “Go to a place” → “Dash through the moonlit ruins.”
Choose your setting, player and collectible to bring the world online.
Do the main mission first, then complete this section. It is deliberately more independent than Year 4 and is part of your weekly homework workload.
CHECK THE CORE IDEA
Which wording makes a rule compulsory?
ENGLISH · MATHS
Build the Quest
02 · Quest DeckRead the Level Up: Game Master information first. Talk the idea through, then answer one small question at a time.
WHAT AM I LEARNING?
I can read instructions, timetables and constraints accurately.
What happens if a player with three energy lands on recharge?
Functional texts often hide important details in headings, times, quantities and conditions. Read all constraints before deciding what to do.
- STEP 1Read once to understand what it is mostly about.
- STEP 2Read the question again and find the part that helps.
- STEP 3Say your answer aloud using because, then check it against the text.
- STEP 4Record a useful clue from the source.
- STEP 5Explain what that clue tells you.
Build the Quest
Read like a game designer: find the goal, the sequence and the details that matter.
Goal tells you what the player is trying to achieve. Sequence tells you what happens first, next and last. Evidence is the exact detail that proves your answer. An inference is an idea you work out by connecting clues.
WE DO ONE: “Collect the key before opening the gate.” Goal clue: open the gate. Sequence clue: collect the key first.
QUEST ENGINE BRIEF — Every game starts at Base Camp. First, the player travels along one adventure path. Before the final portal can be used, the player must collect 3 special objects. Some spaces help the player. Hazards can slow progress or cost points. A chance tool decides what happens on event spaces. Designers test the chance tool because too many difficult outcomes could make the game frustrating or unfair. The game needs a clear goal, rules another player can follow and a fair way to win.
Every option keeps the game playable: collect 3 things → travel the path → reach the goal. You choose what that adventure means.
Choose a quest to add it to your game blueprint.
Do the main mission first, then complete this section. It is deliberately more independent than Year 4 and is part of your weekly homework workload.
A prototype game gives each player three energy tokens. Crossing a hazard costs one token. Landing on a recharge tile restores one token, but no player may hold more than three. A player who reaches zero energy must miss one turn before rejoining.
Fluency check: read the source aloud once at a natural pace, pausing where the punctuation tells you to.CHECK THE CORE IDEA
What happens if a player with three energy lands on recharge?
ENGLISH · TECHNOLOGY
Design the Rules
03 · Rule BuilderYOUR WRITING JOB: Write 6–8 game rules that another player could follow without you explaining them. Include setup, turn action, one limit and a win condition.
WHAT AM I LEARNING?
I can write a precise technical description or set of rules.
Write 6–8 game rules that another player could follow without you explaining them. Include setup, turn action, one limit and a win condition.
Technical writing prioritises clarity, consistency and exact terms. Define parts, explain functions and remove wording that could be interpreted in more than one way.
- STEP 1Introduce what you are writing about.
- STEP 2Give your first important idea.
- STEP 3Add another useful detail, reason or example.
- STEP 4Finish so the reader understands your message.
Design the Rules
A good rule is ordered, specific and testable. Another player should not have to guess.
WE DO ONE: “You lose points sometimes.” → “If you land on a hazard, then lose 10 points.”
Which version is easiest for another player to test?
1Collect 3 special objects and reach the goal.
2On each turn, use the chance tool and follow the movement result.
3Collect each special object when you pass its checkpoint.
4If you hit a hazard, then lose 75 points.
5If you find a boost, then use its power.
Use the plan above, then write 5 clear rules in your own words. Put each rule on a new line. Include what happens on a turn, how collectibles work, one complete if/then rule, and exactly how the player wins.
Do the main mission first, then complete this section. It is deliberately more independent than Year 4 and is part of your weekly homework workload.
YOU TRY
Write 6–8 game rules that another player could follow without you explaining them. Include setup, turn action, one limit and a win condition.
Minimum guide: 120 words. Quality matters: make the reasoning, evidence or design decision clear.MATHS
Build the Game Numbers
04 · Number CoreWork through one maths question at a time. Your answers will be checked before the next mission unlocks.
WHAT AM I LEARNING?
I can describe chance, identify possible outcomes and use a 0–1 scale to compare likelihood.
1) On a 0–1 likelihood scale, where does an even chance belong? 2) A fair coin is flipped 20 times and lands heads 13 times. Does that prove heads is more likely on the next flip?
Chance experiments can give different results each time. List the possible outcomes, use words such as impossible, unlikely, even chance, likely and certain, and place likelihood on a scale from 0 to 1.
- STEP 1Read the question and decide what you need to find.
- STEP 2Notice the important numbers and units.
- STEP 3Choose a strategy and work it out.
- STEP 4Type the answer, then check that it makes sense.
Build the Game Numbers
Solve the score calculations. Every correct answer becomes a real value in your final game.
Altogether can signal addition. Times as many can signal multiplication. Remain can signal subtraction.
WE DO ONE: 2 groups of 4 → 2 × 4 = 8.
Do the main mission first, then complete this section. It is deliberately more independent than Year 4 and is part of your weekly homework workload.
CORE YEAR 5 QUESTIONS
MATHS · TECHNOLOGY
Probability Power-Up
05 · Chance LabThis is your real-world Level Up: Game Master challenge. Work out what the problem asks you to find or make.
WHAT AM I LEARNING?
I can plan or interpret an investigation and explain what makes the evidence fair.
Plan a 30-trial chance experiment for one game mechanic. State expected result, what you will record and how the result could change the game.
A fair investigation changes one main variable while keeping important conditions consistent. Measurements should be repeatable and recorded clearly.
- STEP 1Read the whole challenge once.
- STEP 2Find the numbers, facts or rules you need.
- STEP 3Choose a useful strategy.
- STEP 4Show your solution clearly enough that someone else could follow it.
Probability Power-Up
Chance makes games exciting, but designers need to understand what is likely to happen.
This prototype has 8 equal outcomes. More sections means an outcome is more likely, but a short test can still vary.
OUTCOMES
Which outcome do you think will appear most often across 10 trials? A prediction is what you expect before collecting the data.
Each trial is drawn independently from the same 8-outcome chance tool. Your results can change each time you test.
Do the main mission first, then complete this section. It is deliberately more independent than Year 4 and is part of your weekly homework workload.
YOU TRY
Plan a 30-trial chance experiment for one game mechanic. State expected result, what you will record and how the result could change the game.
Minimum guide: 90 words. Quality matters: make the reasoning, evidence or design decision clear.MATHS
Playtest & Balance
06 · Playtest ZoneRun repeated turns on your prototype, watch the event counts, then use evidence to make one balance decision. Your final game will use the choice you make here.
Playtest & Balance
Real designers test, collect evidence and change one thing at a time.
Predict → Test → Record → Compare → Improve. A game does not become fairer just because we say it is. Use what happened in the test.
WE DO ONE: “I predict MOVE will happen most because it has 4 of the 8 chance sections.” After testing, compare that prediction with the event counts.
Choose one claim to test during your 8-turn prototype.
Choose one design decision after your playtest. Any of these can work because the final game keeps hazards safe and recoverable.
Do the main mission first, then complete this section. It is deliberately more independent than Year 4 and is part of your weekly homework workload.
YEAR 5 GAME CHECK
Finish the game first, then use the learning from this week to clear these three final rounds.
Build My Game
07 · Build ChamberThis part is about your own learning. There are no right or wrong feelings.
WHAT AM I LEARNING?
Reflect on independence, challenge level and the next useful Year 5 practice step.
What did playtesting reveal that you could not know from the first idea alone?
Choose what feels true for you, then write one thing you understand better now.
- STEP 1Choose how the week felt.
- STEP 2Write one thing you understand better now.
Build My Game
Your English and maths have been creating this all week. Now assemble the pieces and play it.
MY GAME
Designed by you · powered by English + maths

Your game works because every mission contributed one part of the design.
How did this week feel?
There are no right or wrong answers. Choose what feels true for you.
