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Problem Solving Games for Kids: 16 No-Prep Games

Creativity Drills··16 min read

The best problem solving games for kids give a child a goal, a rule that gets in the way, and a few minutes to find a way through. How Many Ways Across, River Crossing, Take the Last One, Lava Crossing and Make 10 are five you can play right now with nothing more than a room, a few household objects and a timer.

Below are 16 problem solving games for children aged 5 to 12, grouped by age and then by setting: games for groups and classrooms, and games for the car or the kitchen table. Each one lists the number of players, the time box, the rules and the problem solving skill it practises. Where a game has a right answer, the answer is on its own line after the rules so you can keep it from the kids.

What Makes a Game a Problem Solving Game

Plenty of games are fun without asking a child to solve anything. A game earns a place on this list when it makes a child do at least one of these:

  • Find more than one way. The first idea is rarely the only one, and often not the best.
  • Work inside a limit. A rule that blocks the obvious move forces a new one.
  • Plan ahead. Think two or three moves before acting, instead of trying things at random.
  • Work backward. Start from the goal and ask what has to be true one step earlier.
  • Recover from a wrong move. Notice it didn't work, change the plan, and go again.

Games suit this because a wrong move costs nothing. A child stuck in River Crossing just puts the goat back and tries a different order.

How to Use These Games

  1. Play one game per session. Ten minutes of one game beats a rushed tour of five.
  2. Set a timer you can both see. A time box turns a puzzle into a game and stops it dragging.
  3. Wait before you hint. Give at least 30 seconds of quiet thinking before offering help, and when you do, ask a question ("What has to happen last?") instead of giving a move.
  4. Ask "How did you figure that out?" after every win. Saying the strategy out loud is what makes it stick.
  5. Replay with a twist. The second round of the same game, with one rule changed, is where most of the learning happens.

Problem Solving Games for Kids Ages 5 to 7

Younger kids solve problems best with their bodies and with stories. Keep rounds short and celebrate unusual answers as much as correct ones.

1. How Many Ways Across?

Players: 1 or more. Time: 5 minutes. Practises: finding more than one solution.

  1. Mark a start line and a finish line on opposite sides of a room or yard.
  2. The child has to get from start to finish without walking.
  3. After each crossing, they have to find a new way: hopping, crawling, rolling, walking backward on tiptoe, crab-walking.
  4. Count the ways. Next time, try to beat the record.

Twist for round two: add a rule, such as "one hand must always touch the floor" or "you have to carry a cushion."

2. Fix the Story

Players: 1 or more. Time: 5 to 10 minutes. Practises: generating and choosing solutions.

  1. Tell a short story that ends in a problem: "Teddy was having a picnic, and the wind blew his blanket into a tree."
  2. The child gives three different ways Teddy could fix it.
  3. Ask which fix is best and why. "Because it's fastest" and "because nobody gets hurt" are both good reasons.
  4. Let the child tell the next problem story for you to fix.

What to listen for: a jump from small variations ("climb the tree, climb a ladder") to a different kind of answer ("wait for the wind to blow it back").

3. What Else Could It Be?

Players: 1 or more. Time: 3 minutes per object. Practises: flexible thinking about the tools you have.

  1. Hold up an ordinary object, such as a spoon, a sock or a cardboard box.
  2. Set a 3-minute timer. The child names as many other uses for it as they can: a spoon could be a drumstick, a mirror, a shovel for a toy digger, a catapult.
  3. Write the ideas down and count them together.
  4. Pick a favorite and act it out.

This is a child-sized version of the Alternative Uses Test, and it is the same task as the Divergent Thinking drill, where you list as many uses as you can for an everyday object against a timer.

4. Pack Three Things

Players: 1 or more. Time: 5 minutes. Practises: working inside a limit.

  1. Announce a trip: "We're going to the beach and you can only pack three things."
  2. The child chooses three items and says why each one made the cut.
  3. Change one fact: "Oh no, it's started raining." They can swap one item.
  4. Change another: "The car is full, so now you can only take two."

What it builds: the idea that the best choice depends on the situation, and that a good plan can change when the facts do.

5. Finish the Pattern

Players: 2. Time: 5 minutes. Practises: spotting a rule and predicting the next step.

  1. Clap and stomp a pattern: clap, clap, stomp, clap, clap, stomp, clap, clap...
  2. The child does the next move.
  3. Make the patterns longer or trickier: clap, stomp, stomp, clap, stomp, stomp, stomp...
  4. Swap roles so the child invents a pattern for you.

The second pattern grows by one stomp each time, so next comes clap, then four stomps.

Problem Solving Games for Kids Ages 8 to 12

Older kids can handle games with a hidden best strategy. Let them lose a few rounds before they find it.

6. River Crossing

Players: 1 or 2. Time: 10 minutes. Practises: planning ahead and undoing a move.

Use three small objects (toys, salt shakers, anything) to stand for a wolf, a goat and a cabbage, and a strip of floor or table as the river.

A farmer has to get the wolf, the goat and the cabbage across a river. The boat can carry the farmer and only one of them at a time. If the farmer leaves the wolf alone with the goat, the wolf eats the goat. If the farmer leaves the goat alone with the cabbage, the goat eats the cabbage. How does everything get across safely?

Answer:

Take the goat across. Go back alone. Take the wolf across, and bring the goat back with you. Take the cabbage across and leave it with the wolf. Go back alone and take the goat across. The trick most kids miss is that bringing something back is allowed.

7. Coin Tower

Players: 1. Time: 10 minutes. Practises: breaking a big problem into smaller ones.

  1. Draw three circles on a sheet of paper and label them A, B and C.
  2. Stack three coins of different sizes on circle A, largest at the bottom. A quarter, a nickel and a dime work.
  3. Goal: move the whole stack to circle C.
  4. Rules: move one coin at a time, and never put a bigger coin on a smaller one.

How many moves does it take?

Answer:

Seven. Dime to C, nickel to B, dime onto the nickel, quarter to C, dime to A, nickel onto the quarter, dime onto the nickel. Once that clicks, add a fourth coin (a penny sits between the dime and the nickel in size). The best solution then takes 15 moves, and the child should notice that the first seven moves look a lot like the three-coin puzzle.

8. Take the Last One

Players: 2. Time: 10 minutes. Practises: working backward from the goal.

  1. Put 15 small objects in a row: coins, buttons, crackers.
  2. Players take turns removing 1, 2 or 3 objects.
  3. Whoever takes the last object wins.
  4. Play several rounds, swapping who goes first.

Is there a way to always win?

Answer:

Yes, if you go first. Take 3, leaving 12. After that, whatever your opponent takes, take enough to make 4 together (they take 1, you take 3; they take 2, you take 2). The pile goes 12, 8, 4, 0, and you take the last one. The reason: whoever faces 4 objects loses, so you want to hand over 4, and before that 8, and before that 12.

9. Higher or Lower in Seven

Players: 2. Time: 5 minutes. Practises: narrowing down choices with a strategy.

  1. One player thinks of a whole number from 1 to 100.
  2. The other guesses. After each guess, the first player says "higher," "lower" or "got it."
  3. The guesser has seven guesses to find the number.

Is seven always enough?

Answer:

Yes, if each guess splits what's left in half. Start at 50. If the answer is "higher," guess 75; if "lower," guess 25, and keep halving. Each guess cuts the possibilities roughly in half, and seven halvings get from 100 numbers down to one.

10. Two Cups, Four Scoops

Players: 1 or 2. Time: 10 minutes. Practises: testing steps and tracking what changed.

You have a small cup that holds exactly 3 scoops of water and a big cup that holds exactly 5. Neither has any markings. How can you end up with exactly 4 scoops in the big cup?

This works as a pure thinking puzzle, or as a real one at the sink or in the bath with two containers.

Answer:

Fill the big cup (5). Pour from it into the small cup until the small one is full, which leaves 2 in the big cup. Empty the small cup. Pour the 2 from the big cup into the small cup. Fill the big cup again. Pour from the big cup into the small cup until it's full; that takes only 1 scoop. The big cup now holds exactly 4.

11. Silly Problem Inventors

Players: 1 to 4. Time: 15 minutes. Practises: the full problem solving cycle.

  1. Pick a silly everyday problem: socks lose their partners, the dog steals toast, nobody can find the TV remote.
  2. Say it three ways (2 minutes). "How might we stop socks getting lost?" "How might we make lost socks easy to find?" "How might we make odd socks fine to wear?"
  3. Invent (5 minutes). List as many inventions as possible for any of the three versions. Wild ones count.
  4. Improve (5 minutes). Pick one invention. What could go wrong with it? Change it to fix that.
  5. Pitch (3 minutes). Explain the invention in one minute, with a name.

These steps mirror the Creative Problem Solving drill, which walks adults through the same loop: clarify the challenge by reframing it, ideate, develop a favorite with pros and cons, then plan how to put it into practice.

Problem Solving Games for Groups and Classrooms

These need 4 or more players and some floor space. The group has to agree on a plan, not just find one.

12. Lava Crossing

Players: 5 to 12. Time: 15 minutes. Practises: planning together under a constraint.

  1. Mark two lines about 5 meters (15 feet) apart. The space between is lava.
  2. Give the group sheets of paper, one fewer than the number of players. These are stepping stones.
  3. The whole group must get from one side to the other. Feet can only touch stones, never the lava.
  4. Any stone that isn't touched by a foot or hand, even for a second, is lost to the lava. Take it away.
  5. If anyone steps in the lava, everyone starts again.

Debrief question: "What did you change after your first try?"

13. Shrinking Island

Players: 4 to 8. Time: 10 minutes. Practises: adapting a plan as the problem gets harder.

  1. Lay a towel or a large sheet of newspaper on the floor.
  2. Everyone must stand on it, with no feet touching the floor, for a count of five.
  3. Fold it in half and try again.
  4. Keep folding until the group can't do it.

Groups find surprising answers as the island shrinks, such as standing on one foot or sitting with only their feet on it. Count the folds and try to beat the record. Keep it safe: no stacking people, and stop if anyone is uncomfortable.

14. Count to Twenty

Players: 5 to 15. Time: 10 minutes. Practises: solving a coordination problem without a leader.

  1. The group stands in a circle, eyes closed or looking at the floor.
  2. Goal: count from 1 to 20 out loud, one number per person, with no set order.
  3. If two people say a number at the same time, the group starts again at 1.
  4. Nobody may plan an order or signal each other.

It sounds easy and isn't. Let the group talk between attempts about what's going wrong, but not set a speaking order, which would remove the problem.

Problem Solving Games for the Car or at Home

No floor space, no equipment. These work on a long drive, in a waiting room or at the dinner table.

15. Make 10

Players: 1 or more. Time: 2 minutes per round. Practises: trying combinations systematically.

  1. Pick four digits: from a license plate, a house number, or the last four digits on a receipt.
  2. Using each digit exactly once, with adding, subtracting, multiplying or dividing, make 10.
  3. The first player to say a correct answer wins the round.

Try these:

2, 3, 4, 8

Answer:

2 × 3 + 8 − 4 = 10.

1, 2, 6, 7

Answer:

6 ÷ 2 + 7 × 1 = 10. Multiplying by 1 is a handy way to use up a spare digit.

Some sets have no answer (1, 1, 1, 1 can't get past 4). If nobody has one after two minutes, call it and move on. Deciding when a problem is not worth more time is a real problem solving skill too.

16. Plan B

Players: 2 or more. Time: 5 minutes. Practises: thinking of a backup when the first plan fails.

  1. One player describes a small everyday problem: "You get to school and realize you left your lunch at home."
  2. The other gives a plan.
  3. The first player blocks it: "The office phone is broken, so you can't call home."
  4. The second player gives Plan B. Keep blocking until Plan D or E, then swap roles.

What it builds: staying calm when the first idea fails.

How to Choose the Right Game

Match the game to the skill you want to grow:

  • Finding more than one answer: How Many Ways Across, Fix the Story, What Else Could It Be?
  • Working inside limits: Pack Three Things, Lava Crossing, Shrinking Island.
  • Planning ahead: River Crossing, Coin Tower, Lava Crossing.
  • Working backward: Take the Last One, Coin Tower.
  • Using a strategy instead of guessing: Higher or Lower in Seven, Make 10, Take the Last One.
  • Recovering from a failed plan: Plan B, Two Cups, Four Scoops, Count to Twenty.
  • The whole process, start to finish: Silly Problem Inventors.

If your child likes the puzzle games best, the riddles for kids list has more with answers, and older kids can move up to brain teasers for middle school. For games that focus on reasons and evidence rather than solutions, try the critical thinking activities for kids. For teenagers and adults, the problem solving activities list covers the same skills with harder material.

How to Make Up Your Own Problem Solving Games

Every game above follows the same recipe:

  1. Pick a goal a child can understand in one sentence: get across, move the stack, make 10.
  2. Add one rule that blocks the obvious way. No walking. One coin at a time. Only three things.
  3. Add a timer so there's a little pressure and a clear end.
  4. Change one rule for round two.

Then ask your kids to invent one for you with the same recipe.

Frequently Asked Questions

What are problem solving games for kids? They are short games with a goal and a rule that gets in the way, so a child has to find a new route, plan ahead or try again after a wrong move. Good ones take 5 to 15 minutes, need little or no equipment and work for one child or a whole class.

What are good problem solving games for 5 to 7 year olds? Games that use the body or a story work best at this age: How Many Ways Across, Fix the Story, What Else Could It Be?, Pack Three Things and Finish the Pattern. Keep rounds to about five minutes and praise unusual answers as much as correct ones.

What problem solving games work for a whole class? Lava Crossing, Shrinking Island and Count to Twenty all need a group, and each forces the class to agree on a plan rather than one child solving it alone. Follow each game with one debrief question, such as "What did you change after your first try?"

Are there problem solving games for kids with no equipment? Yes. How Many Ways Across, Fix the Story, Higher or Lower in Seven, Count to Twenty, Make 10 and Plan B need nothing at all. Most of the others need only coins, paper or a towel.

How do problem solving games help children? They give kids practice at habits that are hard to teach with worksheets: trying more than one idea, planning ahead, working backward from a goal and staying calm when a plan fails.


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