HOW TO PLAY SCI – DAMATHS ?
FOR TOMORROW’S 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
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
_______:__________:____________
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 : _______________________ :
________________________
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 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.
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 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.
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?
Sci–Damaths ( 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 square’s 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 don’t understand the middle game and if you don’t 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 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!
THE CHIPS
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 don’t understand the middle game and if you don’t 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 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!
THE CHIPS