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T U E S D A Y, J A N U A R Y 2 7 , 2 0 0 9

How To play Sci Damaths


HOW TO PLAY SCI DAMATHS ?

FOR TOMORROWS CHAMPIONS

( SCI = Science, DAMA = Pinoy checker board, MATHS = Mathematics )

This is intended for pupils and students who do not know how to play Sci - damaths or for those who need to
review the rules.

By NELSON B. ABSIN, Ph.D.

TABLE OF CONTENTS

Introduction 1

Rules of the Sci - Damaths 3

Special moves and score 4

What is Sci - Damaths? 5

Construction of standard Board Sci - damaths board and chips 6

Notation 7

Powers of the chips 8

How to use the board? 11

Sci-Damaths operation 12

Writing moves 13

Scoresheets 14

Notes 15

Chips 17

Counting Damaths 21

Whole Damaths 23

Fraction Damaths 25

Integer Damaths 27

Rational Damaths 29

Radical Damaths 31

Polynomial Damaths 33

Binary Damathan 35

Best move Water patrol Dama 37

Power patrol sci - dama 39

Electro sci - dama 41

Dama Sci - notation 43

THI Sci - Dama 45

Thermo Sci - Dama 47

Introduction

Board games used for a number of educational purposes, as have been proven to help stimulate the minds of
children in a fun and informative way. Learning things like conservation of energy, mathematical operations
can be difficult for young children, usually depending on their age and the amount of attention they have
received on the object. It has also been long proven that most children have a better time learning skills
when they are presented in a fun, interactive format, and giving educational math board games on which to
make their stand. Sci - Damaths ( Sci = Science, Dama = Pinoy game checker board, maths = mathematics) is
one such board game which helps children to easily begin to master the skills of basic math and energy
conservation. The game plays out across a table, much like Pinoy typical game DAMA . There are 24 chips in
each set of the game, which come in editions for each basic math & science skill. Some set focus on
addition, while others help players learn their addition, subtraction, multiplication, and division skills. The
easy format helps any player to adapt quickly to the game and with a fun, slightly competitive atmosphere;
the learning aspect of the game may even go entirely unseen. Sci - Damaths can help children learn how to
complete their math and science skills more quickly. This teaches children to think fast, trying to encourage
them to learn how to complete the skills within a short time limit. However, players must be careful about
the game, for if they end up with accumulated score in any turn. This game is incredibly popular, as it
encourages quick thinking in an easy to learn, fun setting, and many children have greatly benefited from
playing with it. Sci - Damaths is a great example of a game that gives children the chance to learn a number
of basic math & science skills and the order of operations potentially without them even realizing it. Racing
across a board made of different numbers, the players try to correctly solve variations. However, the game is
not as simple as just taking chips by solving variations, for other players have the chance to either steal or
swap chips, helping to complete their own and control another. This game raises the level of challenge,
making the game excited, tough experience for any players participating. With such an exciting environment
provided by the game, it is no wonder that Sci-Damaths game help players to learn their techniques so
quickly. Teaching math and science to young children has never been easier or more enjoyable. Sci-damaths
is a Mathematical board game invented by five time national awardee Jesus L. Huenda. It is coined from the
Filipino checker board game Dama. It started in Sorsogon national High School. There were series of

National Sci-Damaths competition sponsored by DepEd and other private firm. Sci-Damaths is a game
designed for elementary pupils and high school students. It is a game of mind, which is governed by the
moves of the players. It characterized a mental competition between two opposing players where the one
with an alert mind and strength to achieve something, wins this battle of minds. It is a board game played by
two players, with one player having 12 chips and the other player having 12 chips have individual uniqueness
and can move only in a specific way. The decisive objective of the game Sci-Dama is to build up lesser points
and for Damath game is to accumulate greater points. HOW TO PLAY SCI-DAMATHS?

1. Prepare the following:

a. Sci- dama board for science and damath board for mathematics

b. 24 chips

C. Scoresheet
SCI- DAMATHS SCORESHEET

Player : _______________________ :

Move Score Total :


_______:__________:____________
_______:__________:____________

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

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

Win:_______ Lose: _______

c. calculator ( optional)

d. arbiter/teacher

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. 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)
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 :
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________

_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
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 stops terminally in any of the
following squares:
(0,7) (2,7) ( 4,7) ( 6,7)

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.

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.

Notation
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

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.

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?


Set the starting position 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

Mathematical operations ( + , -, x , ) will be used.


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 : _______________________ :
Move Score Total :
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________

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

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.

GAINING EXPERIENCE
At every sci-damath club and contest there will be players keen to help and encourage you so long
as you play and behave sensibly. Join a club, play in every contest you can, and dont worry about
losing by playing you gain experience. With experience you gain knowledge and become a better
players good enough perhaps to become tomorrows champion!

THE CHIPS

ELECTRO SciDama
ELECTRO SCI-DAMA \
Target Learners: First Year Students
Science Concept: Electric Power Consumption

Playing Electro Sci-Dama


(Refer to the General Rules in Playing SciDama below)

ELECTRO SCI-DAMA BOARD

ARRANGEMENT OF DAMA CHIPS FOR ELECTRO SCI-DAMA

General Rules in Playing SciDama


BasicallytherulesinplayingtheFilipinocheckerboardgamecalleddama
willbeusedwithsomemodificationsinintegratingmathematicsandscienceas
follows:

1. Setthestartingpositionsofthechips
2. Afterthestarttingpositionofthechipshavebeenset,thefirstplayerisdetermined
bydrawinglots.
3. Achipisallowedtomoveddiagonallyforwardonlytoanadjoiningvacantsquare.
4. Achiphastotaketheopponentschipdiagonallyforwardorbackwardthuspassis
notallowed.Mathematicaloperations(x,,+,-) willbeuseddependingonthevacant
squaresoperationsymbolwherethetakerchiplandsbyjumpingoverthetaken
chip(thelatterchiphastoberemovedfromtheboardafterperformingtheindicated
mathematicaloperationandrecordingsameinthescoresheet).

5. Intakingmorethanonechip,thetakerchipisalwaystheaddend,minuend,
multiplicand,ordividendasthecasemaybe.
6. Intakingachipormorethanonechip,thedamarulesondama,mayordalawaor
mayortatlo,mayortatlooverdalawa,andmayordalawaortatlo,overdama
prevail.
7. Achipisdeclareddamauponreachingterminallyonthefollowingdesignated
squares:
ForRedchips:(0,7)(2,7)(4,7)(6,7)
ForBluechips:(1,0)(3,0)(5,0)(7,0)
8. Adamachipisallowedtotakeachipormorethanonechip,ormovetoany
unoccupiedsquarealongitsdiagonalpath.Moreover,adamasscoreisdoubledin
takingachiporchips,andquadrapledifittakestheopponentsdamachip.Similarly,
anordinarychipsscoreisdoubledifittakesadamachip.
9. Amove(e.g.2(6,3)isgoodonlyatthemostforoneminuteincludingits
correspondingentriesinthescoresheet;whilethegamesdurationistwenty(20)
minutes.
10. Thegameendswhenanyofthefollowingsituationsoccur:

If no show of one player is declared after ten minutes.

Repetitive moves of any or both players

A player resigns

A players chip is cornered

A player has no more chip to move

The 20 minute game duration ended

11. Theremainingchipshavetobeaddedtotherespectiveplayerstotalscore.
12. Theplayerwithalessertotalscoreisdeclaredwinnerforwhichhe/sheisentitledtoonepointinthetally
sheetofcontestantsor(0.5)incaseofadraw.
13. Onlyonescoresheetisallowedtobeaccomplishedalternatelybythetwoplayerswherebyincorrect
entriesinthescoresheet,shallbetheirresponsibility.

Incaseofincorrectentriesinthescoresheet,aplayerhastocalltheattentionofthecompetition
facilitatorbyraisingoneshand,thatis,afterstoppingthetime.Asdeterminedbythesaid

arbiter/facilitator,theappropriatecorrectionswillbedonebytheerringplayerinasmuchasthe
formersdecisionisfinalandunappeasable.

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