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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. SciDamaths 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 SciDama 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 scidamath 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!
DAMA Sci-Notation

DAMA SCI-NOTATION

Target Learners: Second Year Students


Science Concept: Scientific Notation
Playing Dama Sci-Notation
(Refer to the General Rules in Playing SciDama below)
Note: Odd numbers will have negative exponent, while even numbers will have
positive exponent.
*EQUIVALENT OF CHIPS NUMBER IN*
SCIENTIFIC NOTATION

CHIPS
1
2
3
4
5
6
7
8
9
10
11
12

SCIENTIFIC NOTATION
1.1 x 10-1
2.2 x 10
3.3 x 10-
4.4 x 10
5.5 x 10-
6.6 x 10
7.7 x 10-
8.8 x 10
9.9 x 10-
1.01 x 1010
1.111 x 10-11
1.212 x 1012

*POSITION OF CHIPS*
...Cartesian Coordinate...

CHIPS
1
2
3
4
5
6
7
8
9
10
11
12

COORDINATES
(0,1)
(5,2)
(7,0)
(2,1)
(7,2)
(5,0)
(3,2)
(6,1)
(3,0)
(1,2)
(4,1)
(1,0)
First player

CHIPS
1
2
3
4
5
6
7
8
9
10
11
12

COORDINATES
(7,6)
(2,5)
(0,7)
(5,6)
(0,5)
(2,7)
(4,5)
(1,6)
(4,7)
(6,5)
(3,6)
(6,7)
Second player

DAMA SCI-NOTATION BOARD

ARRANGEMENT OF DAMA CHIPS FOR DAMA


SCI-NOTATION
General Rules in Playing SciDama
Basically the rules in playing the Filipino checkerboard game called dama will
be used with some modifications in integrating mathematics and science as follows:

1.
2.
3.
4.

Set the starting positions of the chips


After the startting position of the chips have been set, the first player is determined by
drawing lots.
A chip is allowed to moved diagonally forward only to an adjoining vacant square.
A chip has to take the opponents chip diagonally forward or backward thus pass is
not allowed. Mathematical operations (x,,+,-) will be used depending on the vacant
squares operation symbol where the taker chip lands by jumping over the taken chip
(the latter chip has to be removed from the board after performing the indicated
mathematical operation and recording same in the score sheet).

5.

In taking more than one chip, the taker chip is always the addend, minuend,
multiplicand, or dividend as the case may be.

6.

In taking a chip or more than one chip,the dama rules on dama,mayor dalawa or
mayor tatlo,mayor tatlo over dalawa,and mayor dalawa or tatlo,over dama prevail.

7.

A chip is declared dama upon reaching terminally on the following designated


squares:
For Red chips:

(0,7) (2,7) (4,7) (6,7)

For Blue chips:

(1,0) (3,0) (5,0) (7,0)

8.

A dama chip is allowed to take a chip or more than one chip,or move to any
unoccupied square along its diagonal path.Moreover, a damas score is doubled in taking
a chip or chips,and quadrapled if it takes the opponents dama chip.Similarly, an ordinary
chips score is doubled if it takes a dama chip.

9.

A move (e.g. 2 (6,3) is good only at the most for one minute including its
corresponding entries in the score sheet; while the games duration is twenty (20)
minutes.

10. The game ends when any of the following situations occur:

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. The remaining chips have to be added to the respective players total score.
12. The player with a lesser total score is declared winner for which he/she is entitled to one
point in the tally sheet of contestants or (0.5) in case of a draw.
13. Only one score sheet is allowed to be accomplished alternately by the two players
whereby incorrect entries in the score sheet,shall be their responsibility.

In case of incorrect entries in the score sheet,a player has to call the attention of the
competition facilitator by raising ones hand, that is, after stopping the time. As
determined by the said arbiter/facilitator,the appropriate corrections will be done by the
erring player in as much as the
formers decision is final and unappeasable.