damath
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How to play Whole Number DaMath
· Set the starting position of the chips as follows: 'Red Chip' Player whole nos. 'blue chip' player 'red player 'red chip' player 9 (1,2) (6,5) 2 5 8 11 6 (3,2) (4,5) 7 10 3 0 1 (5,2) (2,5) 4 1 6 9 4 (7,2) (0,5) 0 (0,1) (7,6) 3 (2,1) (5,6) 9 6 1 4 10 (4,1) (3,6) 0 3 10 7 7 (6,1) (1,6) 11 8 5 2 11 (1,0) (6,7) 8 (3,0) (4,7) 'Blue Chip' Player 5 (5,0) (2,7) 2 (7,0) (0,7) · Toss a coin to determine which player pl ayer will have the first 'move'. · Moving a chip means sliding it diagonally in the forward direction only except when taking an opponent's chip or if a 'dama' chip takes an opponent's chip. · The two players alternately take turns in moving a chip (pass is not allowed). · A player who touches a chip ('touch move') is required to move unless it is not possible to do so. · After each 'move', a player has to record his or her 'move' in a scoresheet (only one scoresheet will be used by the two pl ayers). · Each player is allotted one minute per 'move' including the recording of the 'move' and the corresponding score in the scoresheet. Inasmuch as taking a chip or chips is mandatory, then the one-minute per 'move' does not apply in this situation. · In taking an opponent's chip, the 'taker' chip jumps over the 'taken' chip and uses any of the four operation symbols of +, -, x, and -:- where the taker chip l ands. · A chip is declared 'dama' if it stops in any of the following squares of the opposing player: (1,0) (3,0) (5,0) (7,0) Similarly, the opposing player's chip is declared ' dama' if it stops in any of the following squares: (0,7) (2,7) (4,7) (6,7) · A 'dama' chip can slide diagonally di agonally forward or backward in any unoccupied square as long as no opponent's chip blocks its path. It could take a chip or chips whereby i ts corresponding sum, difference, product or quotient is doubled. Similarly, if an ordinary chip takes an opponent's 'dama' chip, its score is also doubled. · Correspondingly, if a 'dama' chip takes an opponent's 'dama' chip, then its score is quadrupled. · A 'taker' chip can take one chip or more than one chips with the required option to take the greater number of chips. · Between "a 'dama' chip taking an opponent's chip" and "a chip taking an opponent's chip", the former prevails. · A 'taker' or 'taken dama' chip should be identified by encircling it in the scoresheet. · The game ends if: · the 20-minute game period lapsed; · the moves are repetitive; · a player has no more chip to move; · an opponent's chip is 'cornered'. · The remaining chip or chips of the players are to be added to t o their respective scores. If the remaining chip is a 'dama', then its score is also doubled. · The player with the greater accumulated total score wins the game. How to play Intege play Integer r DaMath
· Set the starting position of the chips as follows: 'Red Chip' Player integers 'blue chip' player 'red player 'red chip' player
-9 (1,2) (6,5) 2 - 5 8 -11 6 (3,2) (4,5) -7 10 -3 0 -1 (5,2) (2,5) 4 - 1 6 -9 4 (7,2) (0,5) 0 (0,1) (7,6) -3 (2,1) (5,6) -9 6 -1 4 10 (4,1) (3,6) 0 -3 10 -7 -7 (6,1) (1,6) -11 8 -5 2 -11 (1,0) (6,7) 8 (3,0) (4,7) 'Blue Chip' Player -5 (5,0) (2,7) 2 (7,0) (0,7) · Toss a coin to determine which player pl ayer will have the first 'move'. · Moving a chip means sliding it diagonally in the forward direction only except when taking an opponent's chip or if a 'dama' chip takes an opponent's chip. · The two players alternately take turns in moving a chip (pass is not allowed). · A player who touches a chip ('touch move') is required to move unless it is not possible to do so. · After each 'move', a player has to record his or her 'move' in a scoresheet (only one scoresheet will be used by the two pl ayers). · Each player is allotted one minute per 'move' including the recording of the 'move' and the corresponding score in the scoresheet. Inasmuch as taking a chip or chips is mandatory, then the one-minute per 'move' does not apply in this situation. · In taking an opponent's chip, the 'taker' chip jumps over the 'taken' chip and uses any of the four operation symbols of +, -, x, and -:- where the taker chip l ands. · A chip is declared 'dama' if it stops in any of the following squares of the opposing player: (1,0) (3,0) (5,0) (7,0) Similarly, the opposing player's chip is declared 'dama' if i t stops in any of the following squares: (0,7) (2,7) (4,7) (6,7) · A 'dama' chip can slide diagonally di agonally forward or backward in any unoccupied square as long as no opponent's chip blocks its path. It could take a chip or chips whereby i ts corresponding sum, difference, product product or quotient is i s doubled. Similarly, if an ordinary ordin ary chip takes an opponent's 'dama' chip, its score is also doubled. · Correspondingly, if a 'dama' chip takes an opponent's 'dama' chip, then its score is quadrupled. · A 'taker' chip can take one chip or more than one chips with the required option to take the greater number of chips. · Between "a 'dama' chip taking an opponent's chip" and "a chip taking an opponent's chip", the former prevails. · A 'taker' or 'taken dama' chip should be identified by encircling it in the scoresheet. · The game ends if: · the 20-minute game period lapsed; · the moves are repetitive; · a player has no more chip to move; · an opponent's chip is 'cornered'. · The remaining chip or chips of the players are to be added to their respective scores. If the remaining chip is a 'dama', then its score i s also doubled. · The player with the greater accumulated total score wins the game. How to play Fraction DaMath
· Set the starting position of the chips as follows: 'Red Chip' Player fractions 'blue chip' player 'red player 'red chip' player 10/10 (1,2) (6,5) 3/10 6/10 9/10 12/10 7/10 (3,2) (4,5) 8/10 11/10 4/10 1/10 2/10 (5,2) (2,5)
5/10 2/10 7/10 10/10 5/10 (7,2) (0,5) 1/10 (0,1) (7,6) 4/10 (2,1) (5,6) 10/10 7/10 2/10 5/10 11/10 (4,1) (3,6) 1/10 4/10 11/10 8/10 8/10 (6,1) (1,6) 12/10 9/10 6/10 3/10 12/10 (1,0) (6,7) 9/10 (3,0) (4,7) 'Blue Chip' Player 6/10 (5,0) (2,7) 3/10 (7,0) (0,7) · Toss a coin to determine which player pl ayer will have the first 'move'. · Moving a chip means sliding it diagonally in the forward direction only except when taking an opponent's chip or if a 'dama' chip takes an opponent's chip. · The two players alternately take turns in moving a chip (pass is not allowed). · A player who touches a chip ('touch move') is required to move unless it is not possible to do so. · After each 'move', a player has to record his or her 'move' in a scoresheet (only one scoresheet will be used by the two pl ayers). · Each player is allotted one minute per 'move' including the recording of the 'move' and the corresponding score in the scoresheet. Inasmuch as taking a chip or chips is mandatory, then the one-minute per 'move' does not apply in this situation. · In taking an opponent's chip, the 'taker' chip jumps over the 'taken' chip and uses any of the four operation symbols of +, -, x, and -:- where the taker chip l ands. · A chip is declared 'dama' if it stops in any of the following squares of the opposing player: (1,0) (3,0) (5,0) (7,0) Similarly, the opposing player's chip is declared 'dama' if i t stops in any of the following squares: (0,7) (2,7) (4,7) (6,7) · A 'dama' chip can slide diagonally di agonally forward or backward in any unoccupied square as long as no opponent's chip blocks its path. It could take a chip or chips whereby i ts corresponding sum, difference, product product or quotient is i s doubled. Similarly, if an ordinary chip takes an opponent's 'dama' chip, its score is also doubled. · Correspondingly, if a 'dama' chip takes an opponent's 'dama' chip, then its score is quadrupled. · A 'taker' chip can take one chip or more than one chips with the req uired option to take the greater number of chips. · Between "a 'dama' chip taking an opponent's chip" and "a chip taking an opponent's chip", the former prevails. · A 'taker' or 'taken dama' chip should be identified by encircling it in the scoresheet. · The game ends if: · the 20-minute game period lapsed; · the moves are repetitive; · a player has no more chip to move; · an opponent's chip is 'cornered'. · The remaining chip or chips of the players are to be added to their respective scores. If the remaining chip is a 'dama', then its score is also doubled. · The player with the greater accumulated total score wins the game. How to play Binary DaMath
· Set the starting position of the chips as follows: 'Red Chip' Player whole nos. 'blue chip' player 'red player 'red chip' player 0 (1,2) (6,5) 1 0 1 0 1 (3,2) (4,5) 0 1 0 1 0 (5,2) (2,5) 1 0 1 0 1 (7,2) (0,5) 1 (0,1) (7,6)
0 (2,1) (5,6) 0 1 0 1 1 (4,1) (3,6) 1 0 1 0 0 (6,1) (1,6) 0 1 0 1 0 (1,0) (6,7) 1 (3,0) (4,7) 'Blue Chip' Player 0 (5,0) (2,7) 1 (7,0) (0,7) · Toss a coin to determine which pl ayer will have the first 'move'. · Moving a chip means sliding it diagonally in the forward direction only except when taking an opponent's chip or if a 'dama' chip takes an opponent's chip. · The two players alternately take turns in moving a chip (pass is not allowed). · A player who touches a chip ('touch move') is required to move unless it is not possible to do so. · After each 'move', a player has to record his or her 'move' in a scoresheet (only one scoresheet will be used by the two players). · Each player is allotted one minute per 'move' including the recording of the 'move' and the corresponding score in the scoresheet. Inasmuch as taking a chip or chips is mandatory, then the one-minute per 'move' does not apply in this situation. · In taking an opponent's chip, the 'taker' chip jumps over the 'taken' chip and uses any of the four operation symbols of +, -, x, and -:- where the taker chip l ands. · A chip is declared 'dama' if it stops in any of the following squares of the opposing player: (1,0) (3,0) (5,0) (7,0) Similarly, the opposing player's chip is declared 'dama' if i t stops in any of the following squares: (0,7) (2,7) (4,7) (6,7) · A 'dama' chip can slide diagonally di agonally forward or backward in any unoccupied square as long as no opponent's chip blocks its path. It could take a chip or chips whereby i ts corresponding sum, difference, product product or quotient is i s doubled. Similarly, if an ordinary chip takes an opponent's 'dama' chip, its score is also doubled. · Correspondingly, if a 'dama' chip takes an opponent's 'dama' chip, then its score is quadrupled. · A 'taker' chip can take one chip or more than one chips with the required option to take the greater number of chips. · Between "a 'dama' chip taking an opponent's chip" and "a chip taking an opponent's chip", the former prevails. · A 'taker' or 'taken dama' chip should be identified by encircling it in the scoresheet. · The game ends if: · the 20-minute game period lapsed; · the moves are repetitive; · a player has no more chip to move; · an opponent's chip is 'cornered'. · The remaining chip or chips of the players are to be added to their respective scores. If the remaining chip is a 'dama', then its score is also doubled. · The player with the greater accumulated total score wins the game.
Read more: http://wiki.answers.c http://wiki.answers.com/Q/What_are_the_r om/Q/What_are_the_rules_of_Damath# ules_of_Damath#ixzz21NvaNfmB ixzz21NvaNfmB
These are the rules in playing Thermo Sci-Dama: 1. The object of the game is to have the lowest possible score to be able to win. 2. When you capture a piece, the symbol on the spot where you landed will be used to perform the operation.(Example: You have 37 g. You captured 19 g and you landed on a spot with a + sign. Now you must add 37 g with 19 g. Your piece number is the one who is always first in your calculations. Example again: When your piece is 50 C and you captured a piece which has 69 C and you landed on a spot with a minus sign, you will compute 50 C - 69 C which is NS(No Score) since the answer is negative.) 3. The allotted time for playing the game is 20 minutes ONLY. Each player is given 1 minute to make a move. When the time is over, the remaining pieces will be
tallied and diminished from the player who has the l eftover piece/s. 4. The units used in the t he game are: g(grams), C(degree Celsius) and g.C(grams degrees Celsius). Scoring: Here are examples: When two different units have met that must be either added, subtracted or divided, you have no score.(An exception is g x C.When you encounter this you must multiply the value of your y our piece to your enemies' piece that you captured. Example: Your piece is 37 C and you captured c aptured a piece which is 10 g(which you would never do, given the opportunity.) Then you must multiply 37 C and 10 g. 37 C x 10 g 370 g.C) 5. When you and your opponent finish pl aying, make a table with three columns.(You can do this before the start of the game.) On the first column, write g(the symbol for gram). On the second one, write C(degree Celsius) and on the third, g.C(grams degree Celsius.) Everytime you capture a piece, record the value computed.Then place the computed values in the appropriate columns. Afterwards, add the total of the g and C columns and add their sum. Then, when you finish computing, multiply the total value with the g.C column(if you placed a value in this column. Otherwise, that is t he total score. 6. The player with the lowest l owest score wins. ==
Read more: http://wiki.answers.co http://wiki.answers.com/Q/Rules_on_how m/Q/Rules_on_how_to_play_therm _to_play_thermo_sci_dama# o_sci_dama#ixzz21NyegC ixzz21NyegCrS rS
Unfortunately there is not too much information about electro sci-dama however I can inform you of the rules to play thermo sci-dama which may be similar. Rules
The aim of the game is to try and get the lowest score possible in order to win. Each game is 20 minutes long and each player involved only has 1 minute each to make a decision on the board.
Once you've caught a piece you will need to do whatever the square you landed on is telling you to do. For example, if the sign on the square is a plus or o r subtract sign then you will have to either add or subtract the number you captured to the number you began with. If you find that the number you need to subtract is significantly larger than your original number, then you will be recorded as NS which is 'no score'.
You'll notice that the units involved in this game are degree Celsius (C), grams and d egree Celsius (g.C) and grams (g). You are not permitted to do any calculations on two numbers that are not of the same unit. However, if you capture a piece that is a C and your original piece is a g, then you must multiply the numbers together to get g.C. However, this is quite rare.
During the game you should be recording in columns how many of the units and their values you have collected along the way. Once the game has finished you'll need to add the amounts in each column and then add the g and C total together. If you have any in the g.C column you should multiply that number with the sum of the two other columns. The player with the lowest score will win the game.
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