Goldfish
Take a piece of paper and draw 12 squares that are each about 3/4 inch in diameter. Above each square, write the numbers 2 through 12. Break kids up into pairs and give each pair a set of two foam dice. Allow each child to put a Goldfish cracker or equivalent on each square. Have the kids take turns rolling the dice. If they roll a 1 and a 4, they count up the numbers and look for square that is labeled 5. If there is a Goldfish still on that square, they get to eat it. Sometimes the Goldfish will already be gone, so they should pass the dice to the next person. The first child to eat all of their fish wins.
Stick Man
Draw a stick man on a piece of paper with a head, body, legs, arms, face and a hat or shoes. On the side of the paper, draw the individual body parts and assign each one a number, 1 through 6. Make enough copies for each child. Give each child a foam die or pair the children off. Ask a child to roll the die. If he gets a 2, for example, he gets to circle the body part that is assigned that number. Sometimes a child will roll a number that already is circled. In this case, the child should pass the die to the next player or roll again. The first person to circle all of the body parts wins.
Cubes
Grab a box of multi-colored Unifix cubes and one foam die for every one to three children. The children should take turns rolling the die. Whatever number they roll is the number of cubes they get to select from the box. The child gets to connect the cubes to the cubes of the previous player. They can affix the cubes on top of each other. When they get to connect them vertically, usually kids get excited as the tower starts to grow tall. Keep going until the cubes fall over. Then have the students start over again.
Counting
This game is appropriate for kids in first or second grade. Break up the kids into groups of two to four and give each child two dice. Write each child's name on a piece of paper. Each child should take turns rolling the two dice. They should add the amount shown on the dice and write that number under their name. As they write the numbers, they must add it to their previous score. The first person to get exactly 100 wins the game. If a student hits 96, she must roll a 4 or less to add to her points; otherwise, she must pass the dice without any points added to the 96.