The Trolley Maths Trophy: A Christmas Toy Catalogue Budget Game
It happens earlier every year. Some time in late October the toy catalogues start landing on the doormat, the children begin circling with a felt tip, and by Bonfire Night you are being read a list of items with prices attached. "This one's half price, though. It says so."
That sentence is a maths problem wearing a Santa hat. Rather than treating the catalogue as a pestering device to be hidden in the recycling, turn it into the game board. What follows is a budgeting challenge that works at the kitchen table on a wet Sunday and equally well on the last week of term, when nobody in the class can concentrate on fractions for their own sake.
The set-up: five minutes, one table
You need two or three paper catalogues per team (paper is better than a screen here — you want spread-out, side-by-side comparing), a pencil, and a scorecard. Split into teams of two or three. Set a notional budget for the game — £50 per team works nicely for KS1, £100 for upper KS2 — and explain the one rule that matters: nobody is actually buying anything today. The catalogue is a pile of numbers, not a wish list.
If you are doing this in class, keep the tone light and the framing clear. This is a game about spotting a dodgy deal, not a lesson in wanting less. Some of the best rounds end with the whole group agreeing that the flashiest item on the page is the worst value in the catalogue — which is a genuinely useful conclusion to reach at seven, never mind eleven.
Round 1: the estimate sprint
Open a catalogue at a random page. Give each team thirty seconds to add up three items with the totals hidden (use a sticky note if you are feeling theatrical).
KS1: round each price to the nearest pound, then to the nearest ten pounds, and see how close the rounded answer gets.
KS2: estimate to the nearest pound and then check with a written method. Award a point for the closest estimate and a bonus point for anyone who can explain how they estimated.
This round does more for number sense than a page of column addition, because the numbers are messy and the children care whether they're right.
Round 2: the multi-buy trap
Now for the interesting bit. Find every offer on the page — three for two, buy one get one half price, "save £5 when you spend £30". Ask the teams to work out the price of a single item under each deal.
Five minutes in, most groups discover the same thing: a three-for-two is only cheap if you wanted three. If the maths works out at £6.66 per item but you only need one, the saving is imaginary and the outlay is real. That moment — the small, satisfying click of understanding — is the whole point of the game.
For KS1, simplify to "which is cheaper: one for £8 or two for £12?" and let them argue it out with counters or coins.
Round 3: the percentage puzzle
"Was £40, now £30." Ask what has actually happened. Work it out as a fraction first, because fractions are friendlier than percentages when you are nine: a quarter off. Then convert.
KS1 version: "It was £10, now it's £8. Is that a big saving or a small saving?"
KS2 version: rank five offers on the page from biggest to smallest percentage saving, then check the ranking against the actual money saved. A 50% cut on a £4 pack of stickers beats a 20% cut on a £60 scooter in percentage terms — and loses badly in pounds. Both answers are right; the conversation about which one matters is the learning.
Round 4: the fifty-pound basket
Here is the main event. Each team gets £50 and must assemble three presents for a named imaginary child — say a six-year-old who likes building, or a nine-year-old who is into football.
Add constraints to taste:
- At least one item must cost under £8.
- At least one must come from a different page of the catalogue.
- The basket must include any delivery charge you can find.
- Teams must keep a running total as they go, not add it all up at the end.
The delivery charge catches out nearly everybody on the first attempt, which is exactly why it is there.
Round 5: the value verdict
Final round, no calculators. Each team picks the "bargain" they think is genuinely good value and defends it in thirty seconds. Judges score on three things: was the maths right, was the reasoning clear, and would the imaginary child actually play with it in March?
That last criterion is where the conversation gets good. A giant plastic set that needs six batteries, a £4 stocking filler that gets played with daily, and a discounted board game that the whole family can use all score very differently once durability enters the equation.
The scorecard
| Round | What's being scored | Points |
|---|---|---|
| 1. Estimate sprint | Closest estimate | 3 |
| 2. Multi-buy trap | Correct unit price | 4 |
| 3. Percentage puzzle | Correct ranking with working | 4 |
| 4. Fifty-pound basket | Under budget, all constraints met | 6 |
| 5. Value verdict | Clear reasoning | 3 |
| Total | 20 |
Deduct a point for a team that goes over budget without noticing, and award a bonus point to anyone who spots a genuine pricing error on the page. There is nearly always one.
Adapting it for the classroom
In a lesson, run the five rounds across a single afternoon with catalogues from three different shops, so teams have to compare across retailers rather than within one. Swap the imaginary child for a real scenario — a class reward, a present for a sibling — and the reasoning sharpens immediately. If you want a written outcome, ask each team for a short "which deal would you recommend and why" paragraph. It is a far better assessment of reasoning than a worksheet of percentage questions, because the numbers came from the real world.
A note on fair play
Prices move fast in November and December, and catalogues go out of date quickly — which is itself a useful lesson about how advertising works. Keep the game inside the catalogue and off the live checkout page, resist the pull of a real basket, and remember that the aim is numeracy, not a lesson in wanting less. Some children will be shopping for real this year and some will not; keep the imaginary budget generous and the tone light.
Ten minutes, a felt tip and a pile of catalogues. Cheaper than a worksheet, and considerably more likely to be remembered in January.