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


( 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.



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

while others help players learn their addition. the learning aspect of the game may even go entirely unseen. it is no wonder that Sci-Damaths game help players to learn their techniques so quickly. maths = mathematics) is one such board game which helps children to easily begin to master the skills of basic math and energy conservation. slightly competitive atmosphere. Learning things like conservation of energy.Dama 45 Thermo Sci . and division skills. subtraction. This game is incredibly popular. However. Sci . the game is not as simple as just taking chips by solving variations. However. players must be careful about the game.Power patrol sci . which come in editions for each basic math & science skill. Teaching math and science to young children has never been easier or more enjoyable. as it encourages quick thinking in an easy to learn. The game plays out across a table. Dama = Pinoy game checker board. It is coined from the Filipino checker board game “Dama”. Huenda. and giving educational math board games on which to make their stand. Sci-damaths is a Mathematical board game invented by five time national awardee Jesus L.Dama 47 Introduction Board games used for a number of educational purposes. the players try to correctly solve variations.dama 41 Dama Sci . It started in Sorsogon national High School. much like Pinoy typical game DAMA .Damaths ( Sci = Science.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. This teaches children to think fast. There are 24 chips in each set of the game. Sci . interactive format.Damaths can help children learn how to complete their math and science skills more quickly. trying to encourage them to learn how to complete the skills within a short time limit. Racing across a board made of different numbers.dama 39 Electro sci . Sci . usually depending on their age and the amount of attention they have received on the object. This game raises the level of challenge. fun setting. mathematical operations can be difficult for young children. helping to complete their own and control another. It has also been long proven that most children have a better time learning skills when they are presented in a fun. multiplication. for if they end up with accumulated score in any turn. and many children have greatly benefited from playing with it. The easy format helps any player to adapt quickly to the game and with a fun. as have been proven to help stimulate the minds of children in a fun and informative way.notation 43 THI Sci . tough experience for any players participating. for other players have the chance to either steal or swap chips. Some set focus on addition. making the game excited. There were series of . With such an exciting environment provided by the game.

dama board for science and damath board for mathematics b. Sci. 24 chips C. Sci-Damaths is a game designed for elementary pupils and high school students. which is governed by the moves of the players. It is a game of mind. It is a board game played by two players. The decisive objective of the game Sci-Dama is to build up lesser points and for Damath game is to accumulate greater points. It characterized a mental competition between two opposing players where the one with an alert mind and strength to achieve something. with one player having 12 chips and the other player having 12 chips have individual uniqueness and can move only in a specific way.DAMATHS SCORESHEET Player : _______________________ : Move Score Total : _______:__________:____________ _______:__________:____________ . wins this battle of minds. HOW TO PLAY SCI-DAMATHS? 1. Prepare the following: a. Scoresheet SCI.National Sci-Damaths competition sponsored by DepEd and other private firm.

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

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 . arbiter/teacher 2.Win:_______ Lose: _______ c. Set the position of the chips according to the level of the game. calculator ( optional) d.

After making a move. Follow the sci. Toss a chip/coin to decide who move first.damaths rules. SCI. Fill up the score sheet. RULES OF THE SCI DAMATHS TO BEGIN THE GAME… 1. Touch move shall be observed in the game. The two players alternately take turn in moving a piece.3. a player shall record his move in one score sheet only. 2. SCI DAMATHS SCORESHEET 4. A player who touches a chip is required to move unless it is illegal to do so. ( Pass is not allowed) 3.DAMATHS SCORESHEET Player : _______________________ : Move Score Total : _______:__________:____________ _______:__________:____________ _______:__________:____________ _______:__________:____________ _______:__________:____________ _______:__________:____________ . 4.

6. Only one score sheet will be used by the two players in a game. However in taking or capturing the chip or chips one minute rule will not use. A warning is given to player by the arbiter if no move is made after one minute. and consequently. 7. he is ._______:__________:____________ _______:__________:____________ _______:__________:____________ _______:__________:____________ _______:__________:____________ _______:__________:____________ _______:__________:____________ _______:__________:____________ _______:__________:____________ _______:__________:____________ _______:__________:____________ _______:__________:____________ _______:__________:____________ _______:__________:____________ _______:__________:____________ Player’ Signature:___________________ Signature of Teacher/ Arbiter: ________________________ Win:_______ Lose: _______ 5. Each player is only allowed one minute to move including the recording.

c. “Dama” chip should be identified by encircling the chip in the score sheet. 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.0) ( 7. 17. 4th violation means disqualification. All moves should be in the forward direction except taking a chip ( forward or backward) of if a chip is already a dama.7) 11.7) ( 6. 9. 16. A chip is declared a “dama” if it reaches and stops terminally in any of the following squares of the opposing player: (1. 10. essentially half a point rather than the full point for a win. The remaining chips or chip of player is added to his total score. ( x two ) x ( four) 13. The player with the greater accumulated total wins the games except sci-dama. The game ends after 20 minutes. the later prevails. 12. It could take a chip or chips and double the score. e.0) similarly .½ . 19. A player resign f. A chip is cornered. 15. 14.forced to move a chip. the value of the chip is doubled. Only players are allowed to raise questions during the game through the arbiter and should be solved immediately. A player has no more chip. Arbiter is always right in his decisions. the former is obliged.0) (3. Similarly. Between a “dama” taking a chip and a “dama” takes two or more chips. A player has no more move. The player may or may not use a calculator. 21. 23.7) ( 4. if any ordinary chip takes a “dama” or a “dama” takes another “dama” the score in both situations is doubled . the moves are repetitive. 24. Between a “ dama” taking a chip and a chip taking another chip. 22. 8. The game also ends if: a. b. A player can take one chip or more than one chips with the required option to take the greater number of chips. If both players have the same score or tie is recorded as ½ . Both players agree to a draw 18. d. . 20.0) (5. Once a chip is declared a “dama”. If the remaining chip is a “dama”. SPECIAL MOVES AND SCORES “DAMA” chip can move or takes a piece to any unoccupied square along the diagonal path. the opposing player’s chip is declared a ‘dama” if it reaches and stops terminally in any of the following squares: (0.7) (2. it could slide diagonally forward in any vacant square provided no opposing chip blocks it.

There are two kinds of draws to discuss briefly. Make your move.e. Ordinary takes Dama . agreed to the draw! FOR TEACHERS Addition and subtraction of binary numbers When adding binary number A B . To claim such a draw. you can offer a draw to your opponent. I. 1. Such repetitions can easily occur in endgames when one player is using DAMA chips. Draws by agreement This kind of draw is the most common. minuend ( subtraction ) multiplicand (multiplication). In tournaments. B the multiplier and C the product. To claimed such a draw both players must be correct. A x B = C. B is called the subtrahend and C is called the difference. An offer of a draw without making a move is NOT a legal offer and can be ignored by arbiter. Be mindful of good etiquette. draws are recorded as ½ . times 2. Mayor tatlo or dalawa. all with the same player to move. B the divisor and C the qoutient. When dividing number a is called the dividend. At any time in the game. essentially half a point rather than the full point for a win. you need to have an accurate scoresheet and demonstrate to the tournament arbiter that the claim is valid. times 4. dalawa over dama prevail.DAMA takes Ordinary. When subtracting binary number A. A is called the minuend. Dama takes Dama. Don't offer a draw on every move! And be sure to offer the draw correctly. mayor tatlo. dividend ( division) and augend ( binary ). DRAWS Between evenly matched opponents. times 2. offer the draw ("I offer a draw" is fine) and only then inform your arbiter (assuming that you have arbiter. times 2. Dama remaining chip. damath games will sometime end in draws. When multiplying A by B to give C. Threefold repetition regardless of score You or your opponent can claim a draw if the same position occurs fourth times in the same game.Damaths? . What is Sci. 2.½. prevail. So what's a draw? That's when nobody wins. The ‘taker’ chip is always the addend ( addition ). Illegal or incorrect move-entries must be corrected. however. A is called the multiplicand. A is called the augend and B is called the addend. e. Mayor tatlo. i. A – B = C.

7 starting from left to right side of the board.0). today's form entered the digital age.Sci–Damaths ( Sci = Science.6.5. .1. Each column of squares running up the board is also numbered as 0.0 ) ( 7. players execute tactics to remove the challenger's chips thru mathematical operations. as games and tournaments are played online and via email.6.1.7 staring from left and right side of the board. from classroom to home. ( 7. Though the game of sci-damaths has taken many variations over its long time. Polynomial damath has its own notation ( 0. Using the chips. How to play Sci-Damaths? Basically the rules in playing the Filipino checker board game DAMA will be used.7) for corners of the sci-damath board. the game against another's involves the use of strategic moves and techniques using the chips.Damath notation has its own system. Dama = Pinoy game checker board. Its significance to dramatize the importance of Science and Mathematics using the typical game of Pinoy called DAMA.2.5.4. subtraction. Each row of squares across the board is numbered as 0.3. multiplication and division game between two players that is enjoyed by pupils and students. It is played by two players who move by turns diagonally. ( 0.2.7) . CONSTRUCTION OF STANDARD SCI DAMATHS BOARD AND CHIPS ‘The Board’ the Sci-damaths board measures 32 cm x 32 cm with 8 x8 squares. Notation Sci.4.3. Each chip measure 2 cm in diameter. Using a Pinoy checker board composed of grids and diagonal lines . maths = mathematics) is a line of attact and sound addition. It contains 24 chips in two colors ( 12 chips of each color).

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.

Note that the chips must be arranged According to position and the level of game.The chip can move or capture in a diagonal way unless it is obstructed by a chip.) The chip can capture diagonally forward or backward to the left or to the right. The chip moves to square by going one square diagonally but not in a horizontal or vertical or form the square it occupies. . How to use the board? Set the starting position of the chips. The chip can jump over other chips in the course Of its move ( Pass is not allowed.

Secondary Sci Dama .3 ).A move is the transfer of a chip diagonally From one square to another. This would be written 2 ( 6. plus and minus only. Elementary Sci dama and counting damaths. A capture is the Removal of an opposing chip for the board. x . Sci-Damath Operation Used Mathematical operations ( + . THI only ( plus and minus). Mathematical operation will be used depending On the vacant square’s operation symbol where The “ taker” chips land b jumping over the “taken” chip. -. WRITING MOVES Suppose in the diagram below the white chips at ( 5.2) moves ( 6. it is accomplished by actually removing the “ taken “ chip.3) . ( You cannot capture your own chip). ) will be used.

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

The ability to concentrate. Learning opening principle is easy it is really just a matter of knowing what not to do. whatever actual openings you choose you must have a deep understanding of the ideas behind the opening play. Don’t panic. 2. WHAT MAKES A DAMATH PLAYER? 1. Don’t keep looking at the clock. “ YOU CAN’T SAY ANYTHING MAKES A GOOD PLAYER EXCEPT HARD WORK. The ability to think logically must help. Learning in a series of opening moves wont make you better damath player. 4. 4. A good memory will also be used. 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. The ability to calculate accurately and quickly will be useful. its all a matter of style and personal fancy._______:__________:____________ Player’ Signature:___________________ Signature of Teacher/ Arbiter: ________________________ Win:_______ Lose: _______ Notes WHICH OPENING IS BEST: There is no answer to that question. 3. its just the same with choice of defense.” . Time spent writing can’t be spent thinking. Concentrate on the position alone. 2. HOW TO HANDLE TIME TROUBLE? 1. 3.

FINDING THE RIGHT MOVE The answer is to select one of the moves straight away.and play it. You make mistake when you are tired or bored or when you have just win through the excitement of a complicated series of moves. With experience you gain knowledge and become a better players… good enough perhaps to become tomorrows champion! THE CHIPS . Join a club. TAKING YOUR OPPONENTS SERIOUSLY Remember . Blunders on the damath board are usually the result of carelessness or muddled thinking. 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. but you can always play badly enough to lose him! AVOIDING BLUNDERS To avoid making mistakes you should first understand why you make them. and don’t worry about losing by playing you gain experience. you may not think your opponent is good enough to beat you. play in every contest you can. toss a coin if necessary! Check that it is good .

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 .

 Mathematical operations (x. A chip has to take the opponent’s chip diagonally forward or backward thus “pass” is  not allowed.+. A chip is allowed to moved diagonally forward only to an adjoining vacant square.÷. the first player is  determined  by drawing lots.-)  will be used depending on the vacant  square’s 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). 3.ARRANGEMENT OF DAMA CHIPS FOR ELECTRO SCI-DAMA 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. Set the starting positions of the chips 2. . 4. After the startting position of the chips have been set.

The game ends when any of the following situations occur:  If no show of one player is declared after ten minutes.0) 8.7) For Blue chips:                         (1.Similarly. after stopping the time.the dama rules on ‘dama’.or move to any  unoccupied square along its diagonal path.3) is good only at the most for one minute including its  corresponding entries in the score sheet.  Repetitive moves of any or both players  A player resigns  A player’s chip is cornered  A player has no more chip to move  The 20 minute game duration ended 11.0)  (7.’mayor dalawa or  mayor tatlo’. that is.5) in case of a draw. A ‘dama’ chip is allowed to take a chip or more than one chip. the “taker” chip is always the addend.  an ordinary chip’s score is doubled if it takes a dama chip. 7.and ‘mayor dalawa or tatlo’. 12.shall be their responsibility. A ‘move’ (e.’mayor tatlo over dalawa’. In taking a chip or more than one chip. 9.5. 6. 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. As determined by the said  .a player has to call the attention of the competition  facilitator by raising one’s hand.g.7)  (4.and quadrapled if it takes the opponent’s dama chip. or dividend as the case may be. The remaining chips have to be added to the respective players’ total score.7)  (2.0)  (5. 2→ (6. minuend.   In case of incorrect entries in the score sheet. a dama’s score is doubled in  taking a chip or chips.7)  (6. while the game’s duration is twenty (20)  minutes.  multiplicand. In taking more than one chip. Only one score sheet is allowed to be accomplished alternately by the two players whereby incorrect  entries in the score sheet.over ‘dama’  prevail. 13.Moreover.0)  (3. A chip is declared ‘dama’ upon reaching terminally on the following designated  squares: For Red chips:                         (0. 10.

the appropriate corrections will be done by the erring player in as much as the  formers decision is final and unappeasable. ... Back to SciDama 101.arbiter/facilitator.