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Progress track

Spaces from start to finish, a piece per player, move by steps or by a roll. First to the end wins.

20 spaces, nobody playing yet

Add names in the Players tab. Everybody gets a piece on the start line, and takes it in turns to roll.

    How long the track is

    Between 5 and 50 spaces. Ten is a warm-up, twenty is a school lesson, fifty is an afternoon.

    Labelled spaces

    Or write your own

    One line per space, up to 60 of them, used in place of the set above. A line that reads exactly "Move forward two spaces." or "Move back two spaces." is carried out for you. Everything else is read out and the table does it.

    Space roll and move · R new game

    No signup · No accounts · Free forever

    Turning a lesson into a board game

    The oldest trick in a classroom is to put a path on the wall and let the class move along it. What makes it work is not the path, it is that progress is visible: everybody can see how far the group has come and how far is left, which is the thing a list of ticks never manages. A track of twenty spaces covers a lesson, and a question answered is a space moved.

    The labelled spaces are where a plain track turns into a game. Write your own list and the board becomes the lesson: a spelling word on every third space, a times table, a line of a poem, a question about the chapter you have just read. Because the lines are yours and there are up to sixty of them, the same board runs a different lesson every week without anything being printed, cut out or laminated.

    A first board game for younger players

    For a five year old, the whole of a board game is the roll and the move. Ten spaces is enough, the die does the counting, and the piece lands where it lands. There is no reading to do, no scoring to hold in your head, and nothing to knock off the table. It is also a decent way to teach the shape of a turn: you roll, you move, you hand it on, and the screen says whose go it is so nobody has to be the referee.

    The two move instructions are carried out for you, and the rest are deliberately not. A screen that quietly swapped two pieces would leave the table arguing about what just happened, so anything beyond a simple step forward or back is printed, read out, and left to the room. A landing never chains into a second space either, which keeps a turn to one move and stops a bad board from sending a piece round in circles.

    Where it sits beside the other trackers

    This is the one to use when landing somewhere should mean something: the spaces are labelled and the path has an end. For a loop with laps and a running order instead, the race track counts distance rather than position. When what you want is a number rather than a place, the scoreboard is faster to read and easier to correct, and for hit points that go up and down all game the health bars say their band in words.

    The names come from the same shared list every tool here with players uses, so a roster typed into one of them is already there in the next. The list stays in this browser: it is never put into a share link, and a link only ever carries how long the track is and which set of labelled spaces it uses.

    Nothing to install, nothing to sign up for

    The tool runs entirely in your browser. There is no account, nothing you make is uploaded, and nothing you type is sent anywhere or put into a link.

    The page itself is not silent, though: it carries advertising code and a visit counter that sets no cookie, and the cookie page says exactly what each of those does.

    This page remembers your settings in your browser under pph.track.state, pph.track.labels and pph.track.muted, and nowhere else. Clearing your site data for papercarnival.com removes it.

    Player names are kept under pph.players so every tool with players reads the same list. They stay in this browser and never reach a link.

    Questions

    Do I need real dice?
    No. The Roll and move button rolls a six-sided die for whoever is up next and moves their piece for them. It uses the browser's cryptographic random source, the same one behind the dice roller and the wheel, so it is as fair as a die on a table and a good deal harder to lose under the sofa. If you would rather use your own dice, move pieces with the plus and minus buttons instead and ignore the roll.
    What do the labelled spaces do?
    Every third space carries a line, either from the ready-made set of board spaces or from your own list. When somebody lands on one it appears under the die and is read out. Two of them move your piece for you, the ones that say move forward or move back a number of spaces. Everything else is an instruction for the table: miss a turn, swap places, answer a question. The screen says it, the room does it.
    Can I write my own spaces?
    Yes. The Track tab has a box for your own lines, one per line, up to sixty of them, and they replace the ready-made set entirely. Spelling words, times tables, questions about a book, forfeits for a party: anything short enough to read from across the room. What you type stays in this browser and is never put into a link.
    Does it remember the game if I close the tab?
    Yes. The track length, where every piece is and whose turn it is are all kept in this browser, so a game survives a refresh, a locked phone or a closed tab. Nothing is uploaded and nothing is tied to an account. Clearing your site data for papercarnival.com clears the board.
    How many people can play?
    Up to thirty, which is a class rather than a family, though a board that wide gets busy to look at. Pieces are drawn in their player colour with the first two letters of the name, and the list under the board always spells out who is on which space in full.

    More from Trackers and meters

    Everything in Trackers and meters, and every family on the tools page.