12 random number games to play with a number wheel
A wheel of numbers is about the most flexible game prop there is. With no preparation at all it can call bingo, run a maths warm-up, draw a raffle or settle who does the washing up. All you need is a screen and a range.
Here are twelve games, grouped by where they work best, each with the range to set and the rules in a few lines. They all use the Random Number Wheel; a couple work just as well with the Dice Roller.
Before you start: pick the right range
| Range | Chance of each number | Good for |
|---|---|---|
| 1 to 6 | 16.67% | Replacing a lost die |
| 1 to 10 | 10% | Quick games, young children |
| 1 to 12 | 8.33% | Times tables, months, clock faces |
| 1 to 20 | 5% | Number bonds, small raffles |
| 1 to 75 or 1 to 90 | 1.33% or 1.11% | Bingo |
| 1 to 100 | 1% | Higher or lower, raffles, hundred squares |
Type the lowest and highest numbers into the From and To boxes and press Generate. Use Elimination mode whenever a number must not come up twice.
Games for the classroom
- Times table spin. Set 1 to 12 and spin twice. The class multiplies the two numbers, and the first correct answer wins a point. For one table only, spin once and multiply by that table.
- Number of the day. Set 1 to 100 and spin once. Pupils write everything they can about the number: odd or even, its factors, ten more, ten less, double, half, and how to make it with coins.
- Target number. Set 1 to 10 and spin four times, then set 10 to 50 and spin once for the target. Using each of the four numbers once with any operations, pupils try to reach the target or get as close as possible.
- Place value builder. Set 0 to 9 and spin three times. After each spin, every pupil must decide whether the digit goes in the hundreds, tens or ones column, with no changes afterwards. Highest number wins.
- Odds and evens race. Split the class in two, one side odd and one side even. Spin 1 to 100 fifteen times in Tally-style scoring on the board, with a point to whichever side matches each number.
Games for families and parties
- Higher or lower. Set 1 to 100 and spin for a starting number. Each player in turn guesses whether the next spin will be higher or lower. A wrong guess and you are out; the last player left wins.
- Bingo. Set 1 to 75 or 1 to 90, switch to Elimination mode and spin to call each number. Players mark their cards, and the Results tab lists every number called so far for checking a winning card.
- Closest guess. Everyone writes down a number from 1 to 100 before the spin. The closest guess wins the round. It is a good way to choose who goes first in another game.
- Lucky number forfeit. Give each player a number. Spin, and whoever owns that number does a forfeit from the Punishment Wheel or picks the next song.
- Spin to twenty-one. Set 1 to 10. Players take turns spinning and adding to their own total, and can stop whenever they like. Closest to 21 without going over wins the round.
Draws and decisions
- Raffle draw. Number the tickets, set the range to match and switch to Elimination mode. Spin once per prize, starting with the smallest prize and finishing with the biggest.
- Order of play. Give each person or team a number and spin in Elimination mode. The order the numbers come out is the running order, which works for presentations, sports fixtures and turns on the trampoline.
If you are drawing names rather than numbers, the Random Name Picker saves you the step of handing out numbers first.
Wheel or dice: which to use
Reach for the wheel when you want one number from a range with every number equally likely. Reach for dice when you want a total. Two dice do not give an even spread: 7 comes up six times as often as 2 or 12, which is a feature in board games and a problem if you wanted a fair pick from 2 to 12.
Our guide to dice probability has the full table of two-dice odds if you want to use that unevenness in a lesson.
Tips for running number games on a screen
- Use full-screen mode on a projector or television so the back of the room can read the slices.
- For ranges above about 50 the slices get thin, but the result popup shows the number at full size.
- Let players spin. Tapping or flicking the wheel is half the fun, and it stops anyone suspecting the person at the keyboard.
- Keep rounds short. Ten spins is a game; thirty is a chore.
Frequently asked questions
How do I use a number wheel for bingo?
Set the range to 1 to 75 or 1 to 90, press Generate and switch to Elimination mode. Each spin calls a number and removes it, and the Results tab keeps a list of every number called.
What is a good number game for a whole class?
Number of the day needs no equipment: spin once from 1 to 100 and have pupils write down everything they know about the number. Times table spin is a good alternative for a faster warm-up.
Is a number wheel fairer than rolling two dice?
For picking one number from a range, yes. A wheel gives every number the same chance, while the totals of two dice are uneven, with 7 six times as likely as 2 or 12.
Can I draw raffle numbers without repeats?
Yes. Switch to Elimination mode before the first spin, and each number is removed from the wheel as soon as it has been drawn.