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Caribou Cadences Chord Progression Game - Printable

Adapted from a Monopoly-style game, your students will travel around the board and collect cadences ... but in order to purchase them, they have to "spend" the correct chords!

Don't worry - if you or your students are rusty on which chords belong in which cadence, we have a guide to help you out!

A look inside Caribou Cadences Chord Progression Game:

Here’s what you’ll get with the Caribou Cadences printable download:
  • Caribou Cadences game in 2 sizes: US letter & A4
  • Caribou Cadences game board
  • 64 chord bills ($1x40, $3x20, $5x24)
  • 20 wild cards
  • 64 territory markers (16 per player)
  • 4 caribou tokens
  • Caribou Cadences success poster
  • Print release
  • How to Play tutorial video
You will get the digital file to print and laminate (optional) for your music studio in both letter size (US) and A4 size (international).

How to Play Caribou Cadences Chord Progression Game

GAMEPLAY (2-4 PLAYERS)
  1. Set up the bank: place all $1 in a pile, all $3 in a pile, and all $5 in a pile. It is not necessary to separate different chords out within a given bill value. Shuffle the wild cards and place them face down next to the board.
  2. Each player chooses their caribou token and takes the 16 territory markers of the same color. Place all caribou game pieces at the Start location on the board. Every player receives the following money from the bank to start: 3 x $1 Gmaj, 3 x $1 Cmaj, 2 x $3 Dmaj, 3 x $5 of choice.
  3. Player 1 begins by rolling the die and moving the given number of spaces forward (board moves clockwise). If they land on a cadence space, they may purchase the territory by paying the bank the exact chords of the cadence in the key they landed on. (Example: If a player lands on G major deceptive, they would purchase it by paying a D major (V) and e minor (vi) chord.) When a player purchases a space, they will place one of their territory markers next to or on the space.
  4. The player to the right of Player 1 goes next; continue in this order. If a player lands on a territory owned by another player, they must pay the owner the rent amount stated on that space. The rent does not need to be the chords for a particular cadence, just the correct amount.
A. If a player does not have any money and does not own any territory, they do not have to pay rent. B. If a player does not have enough money to pay rent but does own territory, they must return one (or more, if necessary) of their properties to the bank. When a territory is returned to the bank, a player removes their territory marker and receives the chords of the given cadence in return. The player will use this money to pay the rend owed. 5. During a player's turn they may exchange money for other bills. (Example: $3 Fmaj, $1 Cmaj, and $1 Gmaj could be exchanged for $5 Amaj.) A player may also break down a larger bill (Ex: $5 a minor becomes $3 Dmaj and 2 $1 Cmaj bills). 6. If a player wants to purchase a territory and has the correct denomination of money but not the right chord, they must exchange the money before purchasing the territory. (Ex: A player wants to purchase C major plagal but has a $3 Fmaj and $1 Gmaj. They must exchange $1 Gmaj for $1 Cmaj and then may purchase the space.) 7. When a player lands on a corner space (besides Start), they will draw a Wild Card and follow the instructions. Once done with the card, place it at the bottom of the deck. 8. Every time a player passes Start, they receive $3 of their choice. 9. Game ends when the first person achieves the selected goal. GOAL OPTIONS
  • Set a timer. Whoever owns the most territory at the end of ___ (5min, 10 min, etc.) is the winner.
  • Get 4 properties (of any type).
  • Reach a net worth of $30 (Territory Value + Cash = Net Worth). Each territory is worth 2x its rent payment.
  • Get 4 properties of the same kind (all 4 plagal cadences, all 4 cadences from a key signature, etc.)
  • Have the most territory once all properties on the board have been purchased.
  WAYS TO SPEED UP GAMEPLAY
  • Don't pay rent
  • Each player gets $5 when they pass Start

Music Game Club members will also get:

  • Caribou Cadences activity sheets in 2 sizes: US Letter & A4
  • A3 & Poster-sized game boards
  • Tutorial videos with bonus gameplay ideas
Membership is only open twice a year. Check out our membership page here for more details.

Why Your Students Will Love This: Your students will have fun with this chord progression game that will teach them half, deceptive, plagal, and authentic cadences.

Levels: Intermediate, Advanced

Pages: 30

Theory Concepts: Major Keys, Authentic Cadences, Plagal Cadences, Deceptive Cadences, Half Cadences, Roman Numerals, Chord Progressions

Product Type: simple, downloadable, virtual, MGC_Member

  • Product description

    A look inside Caribou Cadences Chord Progression Game:

    Here’s what you’ll get with the Caribou Cadences printable download:
    • Caribou Cadences game in 2 sizes: US letter & A4
    • Caribou Cadences game board
    • 64 chord bills ($1x40, $3x20, $5x24)
    • 20 wild cards
    • 64 territory markers (16 per player)
    • 4 caribou tokens
    • Caribou Cadences success poster
    • Print release
    • How to Play tutorial video
    You will get the digital file to print and laminate (optional) for your music studio in both letter size (US) and A4 size (international).
  • How to play

    How to Play Caribou Cadences Chord Progression Game

    GAMEPLAY (2-4 PLAYERS)
    1. Set up the bank: place all $1 in a pile, all $3 in a pile, and all $5 in a pile. It is not necessary to separate different chords out within a given bill value. Shuffle the wild cards and place them face down next to the board.
    2. Each player chooses their caribou token and takes the 16 territory markers of the same color. Place all caribou game pieces at the Start location on the board. Every player receives the following money from the bank to start: 3 x $1 Gmaj, 3 x $1 Cmaj, 2 x $3 Dmaj, 3 x $5 of choice.
    3. Player 1 begins by rolling the die and moving the given number of spaces forward (board moves clockwise). If they land on a cadence space, they may purchase the territory by paying the bank the exact chords of the cadence in the key they landed on. (Example: If a player lands on G major deceptive, they would purchase it by paying a D major (V) and e minor (vi) chord.) When a player purchases a space, they will place one of their territory markers next to or on the space.
    4. The player to the right of Player 1 goes next; continue in this order. If a player lands on a territory owned by another player, they must pay the owner the rent amount stated on that space. The rent does not need to be the chords for a particular cadence, just the correct amount.
    A. If a player does not have any money and does not own any territory, they do not have to pay rent. B. If a player does not have enough money to pay rent but does own territory, they must return one (or more, if necessary) of their properties to the bank. When a territory is returned to the bank, a player removes their territory marker and receives the chords of the given cadence in return. The player will use this money to pay the rend owed. 5. During a player's turn they may exchange money for other bills. (Example: $3 Fmaj, $1 Cmaj, and $1 Gmaj could be exchanged for $5 Amaj.) A player may also break down a larger bill (Ex: $5 a minor becomes $3 Dmaj and 2 $1 Cmaj bills). 6. If a player wants to purchase a territory and has the correct denomination of money but not the right chord, they must exchange the money before purchasing the territory. (Ex: A player wants to purchase C major plagal but has a $3 Fmaj and $1 Gmaj. They must exchange $1 Gmaj for $1 Cmaj and then may purchase the space.) 7. When a player lands on a corner space (besides Start), they will draw a Wild Card and follow the instructions. Once done with the card, place it at the bottom of the deck. 8. Every time a player passes Start, they receive $3 of their choice. 9. Game ends when the first person achieves the selected goal. GOAL OPTIONS
    • Set a timer. Whoever owns the most territory at the end of ___ (5min, 10 min, etc.) is the winner.
    • Get 4 properties (of any type).
    • Reach a net worth of $30 (Territory Value + Cash = Net Worth). Each territory is worth 2x its rent payment.
    • Get 4 properties of the same kind (all 4 plagal cadences, all 4 cadences from a key signature, etc.)
    • Have the most territory once all properties on the board have been purchased.
      WAYS TO SPEED UP GAMEPLAY
    • Don't pay rent
    • Each player gets $5 when they pass Start
  • Membership info

    Music Game Club members will also get:

    • Caribou Cadences activity sheets in 2 sizes: US Letter & A4
    • A3 & Poster-sized game boards
    • Tutorial videos with bonus gameplay ideas
    Membership is only open twice a year. Check out our membership page here for more details.
  • More details

    Why Your Students Will Love This:

    Your students will have fun with this chord progression game that will teach them half, deceptive, plagal, and authentic cadences.

    Levels: Intermediate, Advanced

    Pages: 30

    Theory Concepts: Major Keys, Authentic Cadences, Plagal Cadences, Deceptive Cadences, Half Cadences, Roman Numerals, Chord Progressions

    Product Type: simple, downloadable, virtual, MGC_Member