Instruction Set

Instruction Set DIY Game Files Description Video How to Play Video




Math Farming is a game where players learn to translate mathematical word problem phrases into mathematical symbols that they collect and stockpile to win the game.

Players work through the operations field to uncover and identify the following mathematical symbols: Multiplication (•), Division (/), Addition (+), Subtraction (-), & Equals (=).

Players stockpile these symbols in their Math Farm silos. The game board consists of rows of short terms side up with their related symbols illustrated on the underside of each card. Players must identify the symbol on the token in order to collect it for their silo. All of this would be hard enough – but there is a thief in your midst! Avoid the thief in order to keep your operations and be the first to win the game. The thief is represented by the single biggest piece.


  • 1 Board
  • 285 Tokens
  • 1 Bandit Piece
  • 4 Farmer Pieces
  • 1 Six Sided Die (d6)
  • 1 Twenty Sided Die (d20)
  • 1 Draw Pouch


Players will take cards from the draw pouch (plastic bag) and set them on the board, face down. Each person playing will put their game piece (farmers) on their barn representing their home base. The bandit goes into the middle of the board. Once the board is set up, players will roll the die to see who goes first and afterwards take turns going clockwise from the first player. {fig. 1}.


  1. The player will roll the die to see how many spaces they move. Players can move freely in any direction on the board’s path through the operation field. All moves in Math Farming, however, require exact roll of the die. A player may not move more or less spaces than the resulting number rolled. Nor can a player switch direction in the midst of a move. {fig. 2}.
  2. Once a player lands on a token, they must try and identify the correct symbol. If they are correct, they collect the token, and a new token is drawn to replace the empty space. However if they are wrong, they remove the token, place it at the bottom of the draw pouch and replace the empty space with a new token as well as an additional token.

Whenever a player fails at identifying a card’s operation, that card will be replaced by two new cards.

  1. If a player lands on one of these positions with more than one card, they have the opportunity to collect more operations in a single turn. They must identify the uppermost operation, and collect it in order to move on to the card beneath.

In this way certain positions on the board become more valuable, and players compete to land on them first.

  1. Players can collect more than one token before they deposit it into their silo.
  2. The bandit is a piece that moves around the board. If it passes or lands on a player, they lose one of the tokens they have collected. The token is blindly selected and removed from their hand. Every player gets a chance to control the movement of the bandit. The bandit will have its own turn, in which the controlling player will roll to see how many spaces they can move it. Control is rotated to another player at the end of each round. {fig. 3}.
  3. If a player is forced to land on the bandit, they have been ‘ambushed’ and lose a token that is blindly picked from their hand.
  4. If a player lands on another player’s token, however, the two may trade tokens from either their silos or their hands.
  5. Players return to their silo to deposit the operations tokens that they have collected. These silos are not vulnerable to theft. {fig. 4}.


Once a player has deposited 2 of each operation symbol in their silos, they win the game

MathFarm fig02

fig. 1 /// Board assembled with player tokens at base

MathFarm fig01

fig. 2 /// Player movement according to roll on the die

MathFarm fig04

fig. 3 /// Bandit token

MathFarm fig03

fig. 4 /// Depositing operation tokens to silo