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SCI-DAMATH GAME

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.
What is Sci-Damath
Sci–Damaths ( Sci = Science, Dama = Pinoy game
checker board, maths = mathematics) is a line of
attack 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.
RULES OF THE GAME
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.
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) 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)
10. Similarly , the opposing player’s 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 ½ - ½
, 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 ½ - ½,
essentially half a point rather than the full
point for a win. There are two kinds of draws
to discuss briefly.
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!
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.
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 square’s operation symbol where
The “ taker” chips land by 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)
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
don’t understand the middle game and if you don’t
understand the 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 can’t be spent thinking.
3. Don’t keep looking at the clock.
4. Don’t panic.

“ YOU CAN’T 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 don’t 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!
Electro Scidama Chips

P10 7KWH P2 5KWH

1KWH P4 11KWH P8

P12 9KWH P6 3KWH


Sci-Notation Sci Dama

1.01x1010 7.7 x 10-7 2.2 x 102 5.5 x 10-5

1.1 x10-1 4.4x104 1.111x10-11 8.8x108

1.212 x10 11 9.9x10-9 6.6x102 3.3 x10-3


THI Sci-dama

25% 70F 30% 75F

80F 35% 85F 40%

45% 120F 50% 110F


Thermo SCi-Dama

29g 17C 3g 11C

2C 7g 31C 19g

37g 23C 13g 5C


THE BOARD

 DAMATH BOARD

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