Name & Purpose: Stix is a two-to-six-player hand-counting strategy game. Players use finger arithmetic to eliminate opponents’ hands. It builds number sense, turn-taking, and quick mental math in a zero-equipment format.
a.k.a.: Chopsticks, Finger Count, Split or Bust, Hands
Age Band / Group Size / Time / Space: Ages 8–16. 2–6 players. 5–15 minutes per round. Any space — works at a table, on the floor, or in a standing circle. No running or open field required.
Materials: None. Hands only.
Quick-Run Card: Everyone starts with one finger up on each hand. On your turn, tap one of your hands against one of an opponent’s hands. The opponent adds your finger count to theirs on that hand. Reach exactly 5 — that hand is out, close the fist. Go over 5 — subtract 5 from the total (e.g., 3 + 4 = 7, keep 2). Instead of tapping, you may split an even number between your two hands on your turn (e.g., transfer fingers so a hand with 4 becomes 2 and 2). Lose both hands — you’re out. Last player with any hand still in wins.
Setup & Boundaries: No physical space needed. Players sit or stand in a circle. Agree on player order before starting. For groups of 3+, play clockwise — each player takes one turn before the next goes.
How to Play: 1. Everyone starts with one finger extended on each hand. 2. On your turn, choose one of your active hands and tap it against one of an opponent’s active hands. 3. The opponent raises that many extra fingers on the hand that was tapped. 4. If a hand hits exactly 5, that hand is out — fist it and keep it behind your back. 5. If a hand goes over 5, subtract 5 from the total to find the new count. 6. Instead of tapping, on your turn you may split: redistribute fingers across your two hands in any even division (e.g., a hand with 4 can send 2 to your other hand, giving both hands 2). You cannot split odd totals. 7. A player with both hands out is eliminated. 8. Last active player wins.
I-OPt Roles: Three roles work simultaneously. Player: takes turns tapping and splitting, actively tries to eliminate opponents. Spotter: watches the board state, calls out totals to keep everyone honest (great for younger or newer players watching a round). Coach: a player who has just been eliminated advises a newer player on strategy for the next round without touching their hands. All three roles are active at the same time.
Inclusion Supports: Players who cannot use both hands can play with one hand and track count verbally — call out the number instead of displaying it. Players who struggle with the arithmetic can use a small whiteboard or use their fingers with a partner counting aloud. Allow extra thinking time without rushing. The game requires no mobility, no running, and works in wheelchairs or seated positions. Adapt the elimination number (use 4 instead of 5 for younger players).
Stewardship: Before play, collect a stray piece of litter from your space — one action for a cleaner environment. Reflection prompt: ‘In this game, small moves stack up. Where in your day do tiny choices add up to something big?’
Consent: Pre-brief script — ‘We’re playing a hand game. You’ll tap hands with other players — gentle taps only, no slapping. If you don’t want your hand tapped, just fold your arms and we’ll skip you. You can step out at any round and jump back in next game.’ Mid-game check-in — after 5 minutes: ‘Everyone good? Anyone need a break or a rule recap?’ Opt-out/re-entry — any player can sit out a round with no explanation needed. Re-enter at the start of the next round as a fresh player.
Risks & Mitigation:
| Risk | Likelihood | Mitigation |
|---|---|---|
| Overly hard tapping escalates to slapping | Low–Medium | Model and enforce gentle taps; restart the round if it escalates |
| Arithmetic disputes cause frustration | Medium | Count aloud together; assign a Spotter role from the start |
| Faster players dominate, discouraging newer ones | Medium | Pair experienced with new players; use Coach role for eliminated players |
| Boredom with small groups | Low | Add a ‘lightning round’ timer (30 sec per turn) to speed up play |
Warm-Up Suggestions: Play two rounds of Rock Paper Scissors to warm up hand focus and fast decision-making. Try a quick round of counting to 10 using only fingers with a partner, to practise the arithmetic.
Debrief: What? — ‘What strategy did you try? Did splitting ever save you, or did tapping feel more powerful?’ So what? — ‘Why does it matter to think ahead in this game? What happened when you reacted quickly versus planned?’ Now what? — ‘Can you think of a moment this week where you had to make a fast calculation or decision? How did that go?’
Cleanup & Reset: No materials to put away. Ask players to shake out their hands and reset to ‘one finger each’ as a signal the round is over. Take 20 seconds to count fingers together if younger players need grounding.
