A Steampunk Reading Comprehension Board
Game
Airships · Sky Pirates · Academic Vocabulary · Literary
Adventure
────────────────────────────────────
Complete Game Guide
Four Grade-Band Editions: Primary ·
Intermediate · Middle School · High School
Created
by Sean Taylor — The Dyslexic Reading Teacher
Reading
Sage Blog
Complete Printable Game Materials
GAME OVERVIEW
The Legendary Lands is a steampunk-themed
board game designed to build Tier 1, Tier 2, and Tier 3 academic vocabulary
through exciting territory conquest, airship travel, and scholarly adventure.
Playing similarly to the classic strategy game Risk, players command professors
and scholars across 18 mythical lands, using their knowledge of academic
vocabulary — not just dice rolls — to conquer territories, accumulate florins,
and build sky villages, libraries, and universities.
The game was created by Sean Taylor, a
dyslexic reading teacher, specifically to give students a fun, novel, and
competitive way to master the "Jackpot Vocabulary" — the tier 2 and
tier 3 academic words that appear most frequently on state End-of-Grade (EOG)
and End-of-Course (EOC) reading assessments, including CCSS ELA, STAAR, NC EOC,
NYS Exams, FCAT, Stanford 10, and others.
Why It Works
•
Students are motivated to learn vocabulary because
knowledge directly determines success in the game.
•
Repeated, low-stress exposure to academic terms builds
lasting retention.
•
The game scales from Grades 2–10 through four
grade-band editions.
•
Multiple play modes keep the experience fresh across
the school year.
•
Cooperative learning roles build classroom community
alongside academic skills.
The World
The game board is a map of The Legendary
Lands — 18 mythical territories surrounding a central ocean. Lands vary in
value from 5 to 100 florins based on their strategic location and development.
Players travel between territories using airships, steam trains, clippers,
steamships, and ferries. Each conveyance has different movement range and
passenger capacity, adding a layer of strategic resource management to the
academic challenge.
GAME COMPONENTS
The Legendary Lands includes the following
components. Print and laminate for repeated use.
|
Component |
Quantity / Description |
|
Map Sections |
4 sections (assemble into full
game board) |
|
Character Sheets |
8 pre-made steampunk/literary
characters |
|
ELA Reading Knowledge Cards |
12 per grade-band deck (+
expanded sets) |
|
Money / Florin Sheets |
6 denomination sheets |
|
Civilization Sheets |
2 (track buildings and
development) |
|
Conveyance Vouchers |
1 sheet (airship, train,
clipper, steamship, ferry) |
|
Sky Library Poster (small) |
1 |
|
Sky Pirate Poster (small) |
1 |
|
Game Cover (front & back) |
1 (double-sided) |
|
Sky Village Bookmark |
1 |
Vocabulary Card Decks
Each grade band uses a specific vocabulary
card deck. Cards are double-sided: one side shows the definition (player reads
this aloud); the other shows the term (player gives the definition). This
Jeopardy-style format can be reversed depending on lesson goals.
|
Grade Band |
Deck Name |
Concepts Covered |
|
Grades 2–3 (Primary) |
Vocabulary Cards 1st–2nd / Sight
Words |
300+ Sight Words · 60+ Primary
ELA Concepts |
|
Grades 4–6 (Intermediate) |
Vocabulary Cards 3rd–5th / Power
Words |
130+ Intermediate ELA Concepts |
|
Grades 7–9 (Middle School) |
Vocabulary Cards 6th–8th /
Literary Device / Poetry |
90+ Advanced ELA Concepts · 60+
Poetry, Greek/Latin Roots |
|
Grades 9–10 (High School) |
Power Words / Idioms / Metaphor
& Simile / Science |
Full EOC/EOG Tier 2–3 Academic
Vocabulary |
CHARACTERS
Each player selects one Main Character and
up to five Companions to start the game. Characters are literary and steampunk
figures who inhabit the world of The Legendary Lands. Teachers may have
students create their own characters, which makes an excellent creative writing
activity.
Pre-Made Characters
|
Character |
Title & Role |
|
Lady
Alice Amelia Wonderland |
Airship
Designer and Captain |
|
Lord
Jack "The Bean" Quick |
Steampunk
Mechanic and Engineer |
|
Mr.
Wolf |
Sky
Pirate (Antagonist Role) |
|
Miss
Red R. Hood |
Wolf
Hunter, Geographer, and Cartographer |
|
Mr.
P. N. Boots |
Retired
Ships Captain |
|
Kate
"Bonny Lass" Crackernuts |
Restaurateur,
Airship Caterer, and Chef |
|
Baron
Von Rum Pelstiltskin |
Time
Bandit and Part-Time Gold Weaver |
|
Mr.
Harry "Mad" Hatter |
Tea
Monger and Clockwork Engineer |
|
Count
Harry Beast |
Barrister
of Enchantments and Curses |
|
Teacher
Tip: Creative Writing Connection Have students design their own characters before
the game begins. A character sheet with name, title, backstory, and special
skill is an excellent narrative writing activity and makes students more
invested in the game. |
CORE RULES (ALL
EDITIONS)
These rules apply to all four grade-band
editions. Edition-specific variations follow in subsequent sections.
Starting the Game
1.
All players roll one die. The player with the highest
roll places first and takes the first turn. Reroll ties.
2.
Each player receives: 1 Main Character, 5 Scholar
companions, 250 florins, and 1 randomly drawn Conveyance Ticket (face-down).
3.
Players deploy their scholars to any territory with a
value of 5 florins. Each player must start in a different territory.
4.
Determine cooperative roles if playing in groups (see
Cooperative Learning Roles).
Turn Sequence
Each turn proceeds in four phases:
|
Phase |
Action |
|
1 —
Hire |
Optionally
hire new scholars (25 florins each) or a new professor (200 florins or 4
scholars traded). Maximum: 5 scholars and 1 professor per reinforcement
phase. New recruits must be placed immediately on territories you control. |
|
2 —
Move / Explore |
Move
your professor and companions to an adjacent territory (no conveyance needed)
or use your conveyance ticket to travel farther. You must keep at least 1
scholar in every territory you control. Declare your intended invasion or
migration target clearly. |
|
3 —
Knowledge Phase |
Answer
a vocabulary card to resolve movement, invasions, or explorations. The card
reader (challenger) reads the definition aloud; the answering player gives
the correct term. Dice break ties — high roll wins. |
|
4 —
Pay & Reinforce |
Collect
florins for newly conquered territories. The defender may also reinforce from
adjacent territories after attacks conclude. |
The Knowledge Phase — How Vocabulary Determines
Victory
The core mechanic that makes The Legendary
Lands an educational powerhouse: instead of (or in addition to) rolling dice,
players answer vocabulary questions to determine the outcome of invasions,
explorations, and migrations.
•
The attacker draws a vocabulary card and chooses their
preferred difficulty level (5, 15, or 30 florin question) before the card is
read. State the preference aloud.
•
If no preference is stated, the defender may ask any
question from any card.
•
A correct answer = success (invasion proceeds,
territory is captured, florins are collected).
•
An incorrect answer = failure (attack is repelled;
attacker may retreat or try again next turn).
•
Any tie is broken by a dice roll — high roll wins.
•
Players may choose to use reading passages instead of
vocabulary cards. Correct comprehension answers resolve the conflict. Note:
this slows gameplay.
|
Jeopardy
Style Cards are played Jeopardy-style: the reader reads
the DEFINITION, and the player must provide the TERM. This can be reversed —
reader says the TERM, player gives the DEFINITION — depending on lesson
objectives. |
Movement Rules
•
Scholars and professors may move to any adjacent,
contiguous territory without a conveyance.
•
At least 1 scholar must remain in every controlled
territory at all times.
•
You may choose not to move on your turn.
•
Water cannot be crossed without a conveyance (airship,
clipper, or steamship).
•
Conveyances are drawn randomly at the start and may be
purchased during play.
Conveyance Chart
|
Conveyance |
Range |
Capacity |
Disaster
Roll |
Pirate/Bandit
Roll |
|
Airship |
6 territories |
10 scholars |
Roll 1 = lose
half scholars |
Roll 1 |
|
Steam Train |
3 territories |
30 scholars |
Roll 6 =
disaster |
Roll 1 |
|
Clipper |
3 sea miles |
5 scholars |
Roll odd =
disaster |
Roll odd |
|
Steamship |
6 sea miles |
30 scholars |
Roll 6 =
disaster |
Roll 1 |
|
Ferry |
Ferry crossing |
30 scholars |
No disaster |
— |
Natural Disasters cause loss of half your
scholars. Sky Pirate / Time Bandit / Sea Pirate encounters cause loss of half
your money OR loss of 2 turns (player's choice).
Trade Values
|
Item |
Value |
|
1 Scholar |
25 florins |
|
1 Professor |
200 florins OR 4 scholars |
COOPERATIVE
LEARNING ROLES
The Legendary Lands is designed to support
cooperative learning groups. When playing in groups of 3–5, assign these roles
to keep the game organized and students engaged. Rotate roles after several
rounds.
|
Role |
Responsibilities |
|
The
Boss |
Leads
the group, makes final game decisions, ensures everyone is included and on
task. |
|
The
Banker (Scribe) |
Manages
all florin transactions, tracks player balances, records game events, keeps
cards in good condition. |
|
The
Ticket Master (Gopher) |
Manages
conveyance tickets, distributes materials, handles cleanup and setup tasks. |
|
The
Geographer (Praiser) |
Tracks
territory ownership on the map, monitors time, keeps the game moving forward,
maintains a positive and encouraging atmosphere. |
WIN CONDITIONS
& SCENARIOS
The Legendary Lands supports multiple win
conditions. Choose one scenario before the game begins, or combine scenarios
for longer play. Each scenario emphasizes different academic skills and
strategic thinking.
Scenario 1 — Territory Control (Limited Rounds)
Agree on a round limit of 3, 5, or 7 rounds
before the game starts. At the end of the final round, the player who controls
the most territories wins. If a player controls fewer territories but has more
total points from florins, airships, and trains, they may still win. Best for
shorter class periods.
Scenario 2 — Sky Ship Port Control
The first player to control all 4 Sky Ship
Ports on the map wins. This scenario rewards strategic movement and consistent
academic knowledge performance. Best for intermediate and middle school
players.
Scenario 3 — Build a Sky Library
The first player to accumulate 5,000
florins and build a Sky Library wins. Players who prefer economic strategy over
military conquest will thrive in this scenario. Best for collaborative or
quieter class environments.
Scenario 4 — Castle Colleges
The first player to build two Universities
(at a cost of 2,500 florins each) wins. This is the longest and most
academically demanding scenario, requiring sustained vocabulary mastery across
many turns.
|
Building
Options (Cost in Florins) Railway Spur · Sky Ship · Train Station · Aerodrome
· University · Sky Village · Library · Sea Port · Government · Sky Library.
Costs and availability are set by the teacher. Encourage students to create
their own building types and costs as a math and creative writing activity. |
PLOT &
MISSION CARDS
Plot cards add narrative excitement and a
shared objective to the game. The teacher or students write the plot scenario
on a card before play begins. Having students write their own plot cards is an
outstanding creative writing activity that reinforces narrative elements,
characterization, and conflict.
Example Plot: Rescue Red!
|
Mission
Briefing Miss Red has been kidnapped by the Sky Pirates! All
players must work together to rescue her. The Sky Pirate player is limited to
10–20 henchmen (adjusted for ability). Each correct vocabulary answer earns
25 florins. The Sky Pirate wins by defeating any single player. The rescue
team wins by reducing the pirate's forces by half. |
Creating Your Own Plots
Students can write plot scenarios using any
of the following frameworks:
•
A beloved character is captured and must be rescued
(conflict: rescue mission).
•
A kingdom is under siege and must defend itself
(conflict: defense strategy).
•
Two civilizations compete to build the greatest
university (conflict: resource race).
•
A rare artifact is hidden in one of the territories and
must be found (conflict: exploration).
|
Writing
Standards Connection Plot card writing targets: Narrative Writing
(W.3–W.7), Story Elements (RL.3), Setting, Conflict, and Resolution. This
activity pairs naturally with reading units on adventure stories, myths, and
legends. |
PRIMARY EDITION
— Grades 2 & 3
The Primary Edition introduces young
learners to academic vocabulary in a gentle, game-based format. The core
mechanics are simplified to keep the game moving quickly and to ensure all
students can participate regardless of reading level.
What's Different in the Primary Edition
•
Vocabulary cards use Tier 1 sight words and 60+
foundational ELA concepts.
•
Card sets: Vocabulary Game Cards 1st, 1st B, 2nd.
•
Students may ask for either the term OR the definition
— choose whichever is more accessible.
•
The teacher or a designated Reader reads all cards
aloud to support developing readers.
•
Game rounds are shorter — recommended 3 rounds maximum.
•
Florins are simplified: use only 5 and 25 florin
denominations.
•
Win Condition: Scenario 1 (Territory Control) only.
First player to control 5 territories wins.
ELA Concepts Covered
•
300+ High-Frequency Sight Words (Dolch / Fry lists)
•
Beginning, Middle, End (Story Structure)
•
Characters, Setting, Problem, Solution
•
Author's Purpose (PIE: Persuade, Inform, Entertain)
•
Fact and Opinion
•
Main Idea and Supporting Details
•
Compare and Contrast
•
Cause and Effect
Cooperative Setup for Primary
Recommended group size: 2–3 students.
Assign the Boss and Banker roles only. The teacher circulates to serve as the
Geographer and to support vocabulary card reading. Consider playing the first
game as a whole-class demonstration on the projector before small-group play.
|
Quick
Start for Primary Use only 1 of the 4 map sections for Primary
Edition games. This creates a smaller board that younger students can manage
easily and allows games to conclude within a single class period. |
INTERMEDIATE
EDITION — Grades 4, 5 & 6
The Intermediate Edition is the
"full" core game experience. Students now use the complete 4-section
map and all game mechanics including conveyances and the full building system.
Vocabulary cards target the most common words found on 4th–6th grade
standardized reading assessments.
What's Different in the Intermediate Edition
•
Vocabulary cards cover 130+ intermediate ELA reading
concepts.
•
Card sets: Vocabulary Cards 3rd, 3rd B, 4th, 4th B,
5th, 5th B, 5th–6th; Power Words 4th Grade I & II.
•
All four conveyances are available from the start of
the game.
•
All three win scenarios are available. Scenario 3 (Sky
Library) is recommended.
•
Math Vocabulary Game Cards can be added to reinforce
cross-curricular vocabulary.
•
Building costs use the full florin system (5, 10, 25,
50, 100, 500 denominations).
ELA Concepts Covered
•
Tier 2 Academic Vocabulary (words common across content
areas)
•
Tier 3 Content-Specific Vocabulary (science, social
studies, math terms)
•
Drawing Conclusions and Making Inferences
•
Text Structures (compare/contrast, cause/effect,
sequence, description, problem/solution)
•
Text Features (headings, captions, graphs, diagrams,
glossary, index)
•
Figurative Language (simile, metaphor, hyperbole,
personification, idiom, alliteration)
•
Author's Purpose and Point of View
•
Summarizing and Paraphrasing
•
Literary Elements (plot, setting, character, theme,
conflict, resolution)
Reading Passage Variant (Intermediate)
Instead of individual vocabulary cards,
players may answer a short reading comprehension passage to resolve an
invasion. The teacher reads the passage aloud; the attacking student answers
one comprehension question. Correct = success. This variant is slower but
provides richer ELA assessment and discussion opportunities.
|
Sample
Reading Passage (High School Level — used for challenge rounds) "A solar cell (also called a photovoltaic
cell) is an electrical device that converts the energy of light directly into
electricity by the photovoltaic effect... The term 'photo-voltaic' has been
in use in English since 1849." — Question: Which statement is correct?
(A) A solar cell generates electricity using heat. (B) The term
'photovoltaic' comes from Italian. (C) A photovoltaic cell works without an
outside power source. Correct Answer: C |
MIDDLE SCHOOL
EDITION — Grades 7, 8 & 9
The Middle School Edition adds advanced
literary vocabulary, poetry analysis, and Greek and Latin root/affix study to
the core game. Students are now expected to give precise, complete definitions
— not just recognize terms — during the Knowledge Phase.
What's Different in the Middle School Edition
•
Vocabulary cards cover 90+ advanced ELA concepts plus
60+ poetry, Greek/Latin affix and root concepts.
•
Card sets: Vocabulary Cards 6th–8th; Literary Device;
Poetry; Idioms; Metaphor & Simile.
•
Full game mechanics apply, including all four
scenarios.
•
Players must give a complete definition (denotation AND
connotation) to earn full florins.
•
Partial credit option: 50% florins for
incomplete-but-correct definitions (teacher discretion).
•
Science Vocabulary Cards (4th–5th Grade) may be added
for cross-curricular reinforcement.
•
Plot cards become required — students write their own
mission scenarios.
ELA Concepts Covered
•
Advanced Tier 2 & Tier 3 Academic Vocabulary
(EOG/EOC level)
•
Literary Devices (foreshadowing, irony, allusion,
symbolism, mood, tone, diction, syntax)
•
Elements of Poetry (meter, rhyme scheme, stanza,
couplet, sonnet, free verse, ode, ballad)
•
Greek and Latin Affixes and Roots (bio-, geo-, -ology,
-graph, trans-, sub-, inter-, etc.)
•
Characterization (direct vs. indirect, dynamic vs.
static, protagonist vs. antagonist)
•
Elements of Argument (claim, evidence, reasoning,
counterargument, rebuttal)
•
Grammar and Conventions (syntax, clause types, parallel
structure, punctuation for effect)
Advanced Knowledge Phase Rules
Middle School players may challenge any
definition given by an opponent. The challenging player offers an alternative
definition. The teacher (or Geographer) rules on which definition is more
precise. Winner earns a 10-florin bonus. This mechanic rewards deep vocabulary
knowledge and encourages academic discussion.
HIGH SCHOOL
EDITION — Grades 9 & 10
The High School Edition is the full
competitive academic challenge. Students engage with the complete vocabulary
system — including all literary device, poetry, figurative language, science,
and math vocabulary cards — in a strategic game environment designed to prepare
them for EOC and AP-level reading assessments.
What's Different in the High School Edition
•
All vocabulary card sets are available and can be mixed
into a single master deck.
•
Card sets: Power Words I & II; Literary Device;
Idioms; Metaphor & Simile; Poetry; Science I–IV; Math Vocabulary Cards
6th–8th.
•
All four win scenarios are available. Scenario 4
(Castle Colleges / Two Universities) is recommended.
•
The University Graduation Simulation variant is
available (see below).
•
Students may write and submit original CCSS ELA test
questions on index cards. Correct questions earn 50 florins. All
student-created questions are added to the class card deck.
•
Reading passage questions may be used exclusively, with
no dice mechanic — pure knowledge determines all outcomes.
ELA Concepts Covered
•
Full Tier 2 & Tier 3 Academic EOC/EOG Vocabulary
(No Excuses Testing Vocabulary / Stanford 10 Level)
•
Advanced Literary Analysis (critical lenses, textual
evidence, authorial intent)
•
Rhetoric and Argumentation (ethos, pathos, logos,
fallacy types, rhetorical strategies)
•
Extended Metaphor, Allegory, Satire, Parody
•
Advanced Greek and Latin Morphology
•
Cross-Curricular Academic Language (science, history,
economics, philosophy)
University Graduation Simulation Variant
Instead of a single game session, The
Legendary Lands can be run as an extended simulation across multiple class
periods or the entire semester. Students work toward "graduating"
from different colleges by demonstrating mastery in specific vocabulary
domains. Each college represents a content area (College of Letters, College of
Sciences, College of Mathematics, College of Arts). Graduates earn a diploma
card. The first student to earn diplomas from all four colleges wins the grand
simulation.
|
Assessment
Connection The University Simulation variant aligns with
standards-based grading. Teachers can use diploma cards as evidence of
vocabulary mastery in specific domains, replacing or supplementing
traditional vocabulary quizzes. Students who earn a diploma have demonstrably
mastered 25+ academic terms in that domain. |
Student-Created Test Questions
To earn a free digital copy of the full
Legendary Lands materials, Sean Taylor asks that teachers submit 5 grade-level
CCSS ELA test questions (multiple choice or extended response). All submissions
are added to the Reading Sage Blog and shared freely with teachers nationwide.
Submit to: seansart@hotmail.com
VARIANTS &
ADAPTATIONS
The Legendary Lands is intentionally
flexible. Teachers and students are encouraged to invent new rules, scenarios,
and variants. Below are the most popular teacher-tested adaptations.
Pure Dice Mode
Use standard dice (Risk rules) to resolve
all battles. Vocabulary cards are used for bonus florins only — correctly
answering a card earns 25 extra florins per turn. This mode is useful for
introducing the game before vocabulary cards are prepared, or for early-year
review when foundational rules are the focus.
Pure Knowledge Mode
Eliminate dice entirely. All invasions,
explorations, and defenses are resolved exclusively through vocabulary card
answers. If a player cannot answer, the action fails. This is the highest-rigor
mode and the most powerful for test preparation.
Vocabulary + Dice Hybrid Mode
The standard recommended mode. Vocabulary
cards determine the primary outcome; dice break ties only. This maintains
academic challenge while keeping the game moving when two players have equally
strong vocabulary knowledge.
Parcheesi Variant
Use the Parcheesi board instead of the
Legendary Lands map. Each player selects four pieces of the same color and
places them in their starting nest. Use 25–30 vocabulary cards per deck. Move
pieces by answering cards correctly rather than rolling dice. The goal: move
all four pieces home to the center space. Excellent for small groups of 2–4 who
prefer a shorter game.
Chutes & Ladders / Snakes & Ladders
Variant (Alien Vocabulary Game)
Use the Alien Vocabulary Game Board. CAMO
Aliens function as ladders (correct answer = beam up to next highest CAMO Alien
plus card bonus). Blue Aliens function as chutes (wrong answer = beam down to
next lowest Blue Alien). Landing on a Blue Alien and answering correctly = stay
in place until next turn. Ideal for Primary Edition players or as a warm-up
activity.
STANDARDS
ALIGNMENT
The Legendary Lands is aligned to Common
Core State Standards (CCSS) ELA reading standards and supports preparation for
a wide range of state-specific assessments.
Assessments Supported
|
Assessment |
Grade Bands Supported |
|
CCSS ELA Reading Standards |
K–10 |
|
NC End-of-Grade (EOG) / EOC |
3–10 |
|
STAAR (Texas) |
3–10 |
|
NYS ELA Exams |
3–10 |
|
FCAT (Florida) |
3–10 |
|
Stanford 10 |
K–10 |
|
STAR Reading |
K–10 |
|
CRCT (Georgia) |
3–8 |
CCSS ELA Standards Targeted
•
CCSS.ELA-LITERACY.L.K-10.4 — Determine or clarify the
meaning of unknown words (Tier 2 & 3 vocabulary)
•
CCSS.ELA-LITERACY.L.K-10.5 — Demonstrate understanding
of figurative language, word relationships, and nuances
•
CCSS.ELA-LITERACY.L.K-10.6 — Acquire and use accurately
grade-appropriate academic and domain-specific words
•
CCSS.ELA-LITERACY.RL.K-10.1–10 — Key ideas, craft,
structure, and integration of knowledge for literary texts
•
CCSS.ELA-LITERACY.RI.K-10.1–10 — Key ideas, craft,
structure, and integration of knowledge for informational texts
•
CCSS.ELA-LITERACY.W.K-10.3 — Write narratives
(supported by plot card creation activity)
QUICK REFERENCE
CARD
Cut out and laminate one copy per group.
|
Turn
Sequence 1. HIRE — Pay 25 florins/scholar or 200
florins/professor (max 5 scholars + 1 professor). 2. MOVE — Move to adjacent
territory or use conveyance ticket. 3. KNOWLEDGE — Answer vocabulary card to
resolve action. Ties broken by dice. 4. PAY — Collect florins for conquered
territories. Defender may reinforce. |
|
Knowledge
Phase Attacker draws card & states difficulty (5, 15,
or 30 florin level). Reader reads DEFINITION. Player gives TERM. Correct =
action succeeds + florins. Incorrect = action fails. Ties = dice, high roll
wins. |
|
Win
Conditions (choose one) Scenario 1: Most territory at end of agreed rounds.
Scenario 2: Control all 4 Sky Ship Ports. Scenario 3: Build a Sky Library
(5,000 florins). Scenario 4: Build 2 Universities (2,500 florins each). |
|
Trade
Values Scholar = 25 florins. Professor = 200 florins OR 4
scholars. Natural Disaster = lose half scholars. Pirate/Bandit = lose half
money OR lose 2 turns. |
— The Legendary Lands — Reading Sage Blog
— Sean Taylor, The Dyslexic Reading Teacher —
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