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Electro scie dama

to win a sci-dama game: if you are the first player- you should move 70 to the right
first if you are the second player- you should move the 95 near to the 70

2. Set the position of the chips


according to the level of the game.
Damath MATHEMATICS
Counting Damaths
Whole Damaths
Fraction Damaths
Integer Damaths
Rational Damaths
Radical Damaths
Polynomial Damaths
Binary Damathan
Sci Dama SCIENCE
Water patrol Dama
Power patrol sci dama
Electro sci dama
Dama Sci notation
THI Sci Dama
Thermo Sci Dama

3. Touch move shall be observed in the


game. A player who touches a chip is
required to move unless it is illegal to
do so.
4. After making a move, a player shall
record his move in one score sheet
only.
SCI- DAMATHS SCORESHEET
Player : _______________________ :
Move Score Total :
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________

3. Fill up the score sheet.

_______:__________:____________

SCI DAMATHS SCORESHEET

_______:__________:____________
_______:__________:____________

4. Follow the sci- damaths rules.

_______:__________:____________

RULES OF THE SCI DAMATHS

_______:__________:____________

TO BEGIN THE GAME


1. Toss a chip/coin to decide who move
first.

_______:__________:____________
_______:__________:____________
_______:__________:____________

2. The two players alternately take turn


in moving a piece. ( Pass is not
allowed)

_______:__________:____________
_______:__________:____________

_______:__________:____________
_______:__________:____________

stops terminally in any of the


following squares:
(0,7) (2,7) ( 4,7) ( 6,7)

_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
Player
Signature:___________________
Signature of Teacher/ Arbiter:
________________________
Win:_______ Lose: _______

5. Only one score sheet will be used by


the two players in a game.
6. Each player is only allowed one
minute to move including the
recording. However in taking or
capturing the chip or chips one minute
rule will not use.
7. A warning is given to player by the
arbiter if no move is made after one
minute, and consequently, he is forced
to move a chip.
8. Continuous violation of this rule # 7
will disqualify the player even if he is
leading in the score sheet at the time of
the violation, 4th violation means
disqualification.
9. All moves should be in the forward
direction except taking a chip ( forward
or backward) of if a chip is already a
dama.
10. A chip is declared a dama if it
reaches and stops terminally in any of
the following squares of the opposing
player:
(1,0) (3,0) (5,0) ( 7,0)
similarly , the opposing players chip is
declared a dama if it reaches and

11. Once a chip is declared a dama,


it could slide diagonally forward in any
vacant square provided no opposing
chip blocks it. It could take a chip or
chips and double the score.
12. Similarly, if any ordinary chip
takes a dama or a dama takes
another dama the score in both
situations is doubled . ( x two ) x
( four)
13. A player can take one chip or more
than one chips with the required option
to take the greater number of chips.
14. Between a dama taking a chip
and a chip taking another chip, the
former is obliged. Between a dama
taking a chip and a dama takes two
or more chips, the later prevails.
15. Dama chip should be identified
by encircling the chip in the score
sheet.
16. The game ends after 20 minutes.
17. The game also ends if:
a. the moves are repetitive.
b. A player has no more move.
c. A player has no more chip.
d. A chip is cornered.
e. A player resign
f. Both players agree to a draw
18. The remaining chips or chip of
player is added to his total score.
19. If the remaining chip is a dama,
the value of the chip is doubled.
20. The player with the greater
accumulated total wins the games
except sci-dama.
21. If both players have the same score
or tie is recorded as - , essentially
half a point rather than the full point
for a win.
22. The player may or may not use a
calculator.
23. Only players are allowed to raise
questions during the game through the
arbiter and should be solved

immediately.
24. Arbiter is always right in his
decisions.
SPECIAL MOVES AND SCORES
DAMA chip can move or takes a
piece to any unoccupied square along
the diagonal path.
DAMA takes Ordinary, times 2.
Ordinary takes Dama , times 2.
Dama takes Dama, times 4.
Dama remaining chip, times 2.
Mayor tatlo or dalawa, mayor tatlo,
prevail.
Mayor tatlo, dalawa over dama prevail.
Illegal or incorrect move-entries must
be corrected.
The taker chip is always the addend
( addition ), minuend ( subtraction )
multiplicand (multiplication), dividend
( division) and augend ( binary ).
DRAWS
Between evenly matched opponents,
damath games will sometime end in
draws. So what's a draw? That's when
nobody wins. In tournaments, draws
are recorded as - , essentially half
a point rather than the full point for a
win. There are two kinds of draws to
discuss briefly.
1. Draws by agreement
This kind of draw is the most common.
At any time in the game, you can offer
a draw to your opponent. Be mindful
of good etiquette, however. Don't offer
a draw on every move! And be sure to
offer the draw correctly. Make your
move, offer the draw ("I offer a draw"
is fine) and only then inform your
arbiter (assuming that you have arbiter.
An offer of a draw without making a
move is NOT a legal offer and can be
ignored by arbiter.

2. Threefold repetition regardless of


score
You or your opponent can claim a draw
if the same position occurs fourth times
in the same game, all with the same
player to move. Such repetitions can
easily occur in endgames when one
player is using DAMA chips. To claim
such a draw, you need to have an
accurate scoresheet and demonstrate to
the tournament arbiter that the claim is
valid. To claimed such a draw both
players must be correct, agreed to the
draw!
FOR TEACHERS
Addition and subtraction of binary
numbers
When adding binary number A B . A is
called the augend and B is called the
addend.
When subtracting binary number A, I,
e. A B = C, A is called the minuend,
B is called the subtrahend and C is
called the difference.
When multiplying A by B to give C,
i.e. A x B = C, A is called the
multiplicand, B the multiplier and C
the product.
When dividing number a is called the
dividend, B the divisor and C the
qoutient.
What is Sci- Damaths?
SciDamaths ( Sci = Science, Dama =
Pinoy game checker board, maths =
mathematics) is a line of attact and
sound addition, subtraction,
multiplication and division game
between two players that is enjoyed by
pupils and students, from classroom to
home. Though the game of sci-damaths
has taken many variations over its long
time, today's form entered the digital
age, as games and tournaments are
played online and via email. Using a

Pinoy checker board composed of


grids and diagonal lines , the game
against another's involves the use of
strategic moves and techniques using
the chips. Using the chips, players
execute tactics to remove the
challenger's chips thru mathematical
operations. Its significance to
dramatize the importance of Science
and Mathematics using the typical
game of Pinoy called DAMA. It is
played by two players who move by
turns diagonally.

The first example illustrates how the


chip moves. It can move to any square
marked with an "X"
The chips can move to any vacant
square.
The chip can capture the opposing
chip.
The chip can move or capture in a
diagonal
way unless it is obstructed by a chip.

How to play Sci-Damaths?


Basically the rules in playing the
Filipino checker board game DAMA
will be used.
CONSTRUCTION OF STANDARD
SCI DAMATHS BOARD AND
CHIPS
The Board
the Sci-damaths board measures 32 cm
x 32 cm with 8 x8 squares. It contains
24 chips in two colors ( 12 chips of
each color). Each chip measure 2 cm in
diameter.

The chip moves to square by going one


square
diagonally but not in a horizontal or
vertical or
form the square it occupies.
The chip can jump over other chips in
the course
Of its move ( Pass is not allowed.)
The chip can capture diagonally
forward or backward to the left or to
the right.
How to use the board?

Notation
Set the starting position of the chips.
Sci- Damath notation has its own
system. Each row of squares across the
board is numbered as 0,1,2,3,4,5,6,7
staring from left and right side of the
board. Each column of squares running
up the board is also numbered as
0,1,2,3,4,5,6,7 starting from left to
right side of the board.
Polynomial damath has its own
notation ( 0,0), ( 0,0 ) ( 7,7) , ( 7,7) for
corners of the sci-damath board.
POWERS OF THE CHIPS

Note that the chips must be arranged


According to position and the level of
game.
A move is the transfer of a chip
diagonally
From one square to another. A capture
is the
Removal of an opposing chip for the
board;
Mathematical operation will be used
depending
On the vacant squares operation

symbol where
The taker chips land b jumping over
the
taken chip; it is accomplished by
actually
removing the taken chip. ( You
cannot
capture your own chip).

_______:__________:____________
_______:__________:____________
______:__________:____________
_______:__________:____________
_______:__________:____________

Sci-Damath Operation Used

_______:__________:____________
_______:__________:____________

) will be used.Mathematical
operations ( + , -, x ,
Elementary Sci dama and counting
damaths, plus and minus only.
Secondary Sci Dama . THI only ( plus
and minus).

_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________

WRITING MOVES
Suppose in the diagram below the
white chips at ( 5,2) moves ( 6,3 ). This
would be written 2 ( 6,3)

Player
Signature:___________________
Signature of Teacher/ Arbiter:
________________________

Player : _______________________ :

Win:_______ Lose: _______

Move Score Total :


_______:__________:____________

Notes

_______:__________:____________

WHICH OPENING IS BEST:

_______:__________:____________

There is no answer to that question, its


all a matter of style and personal fancy,
its just the same with choice of
defense, whatever actual openings you
choose you must have a deep
understanding of the ideas behind the
opening play. Learning opening
principle is easy it is really just a
matter of knowing what not to do.
Learning in a series of opening moves
wont make you better damath player.
There is no point in studying the
opening if you dont understand the

_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________

middle game and if you dont


understand he end game.
WHAT MAKES A DAMATH
PLAYER?
1. The ability to calculate accurately
and quickly will be useful.
2. A good memory will also be used.
3. The ability to think logically must
help.
4. The ability to concentrate.
HOW TO HANDLE TIME
TROUBLE?
1. Concentrate on the position alone.
2. Time spent writing cant be spent
thinking.
3. Dont keep looking at the clock.
4. Dont panic.

YOU CANT SAY ANYTHING


MAKES A GOOD PLAYER EXCEPT
HARD WORK.
FINDING THE RIGHT MOVE
The answer is to select one of the
moves straight away, toss a coin if
necessary! Check that it is good ,and
play it.
TAKING YOUR OPPONENTS
SERIOUSLY
Remember , you may not think your
opponent is good enough to beat you,
but you can always play badly enough
to lose him!
AVOIDING BLUNDERS

To avoid making mistakes you should


first understand why you make them.
Blunders on the damath board are
usually the result of carelessness or
muddled thinking. You make mistake
when you are tired or bored or when
you have just win through the
excitement of a complicated series of
moves. Never relax and always stay
calm.

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