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DAMATH GAME
What is Damath
Damaths (Dama and Math )= 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 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.
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. (Minor Violation)
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. And
in taking or capturing the chip or chips one minute rule will use.
(Major Vioalation)
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. (Major Violation)
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.
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 IS NOT allowed to 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.
(Major Violation)
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!
POWERS OF THE CHIPS

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 capture diagonally forward or
backward to the left or to the right.
Damath Operation Used
will be used. Mathematical operations ( + , -, x , )
Elementary dama and counting damaths, plus and
minus only.
WRITING MOVES
Suppose the white chips (2) moves at ( 6,3 ).
This would be written
2 ( 6,3)
And if white chip (-5) takes red chip (8) at
addition square, then it will be written -5 + 8
WRITING MOVES
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.
(Major Violation) any act that would be
detrimental to the smooth conduct of the
game.
DAMATH CHIPS POSITION
-9 6 -1 4
0 -3 10 -7
-11 8 -5 2
Single Elimination Tournament
DAMATH
GAMMAD NATIONAL HIGH SCHOOL
Gammad NHS Gymnasium
16-Team Single Elimination Playoff Bracket
Team 1 Team 3
1 3
TABLE 1 TABLE 5
Team 16 Team 14
16
TABLE 1 TABLE 5
14
Team 8 Team 11
8 11
TABLE 2 TABLE 6
Team 9 Team 6
9 6
TABLE 1 TABLE 1 TABLE 5
Team 5 Team 7
5 7
TABLE 3 TABLE 7
Team 12 Team 10
12
TABLE 3 TABLE 7
10
Team 13 Team 15
13 15
TABLE 4 Room B TABLE 8
Team 4 Team 2
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
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.
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).
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.
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.
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
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.”
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.
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.
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!
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.

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53252470-SCI-DAMATH-GAME.ppt

  • 2. What is Damath Damaths (Dama and Math )= 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 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.
  • 3. 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. (Minor Violation) 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. And in taking or capturing the chip or chips one minute rule will use. (Major Vioalation)
  • 4. 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. (Major Violation) 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)
  • 5. 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.
  • 6. 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
  • 7. 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. 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 IS NOT allowed to 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.
  • 8. 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.
  • 9. Illegal or incorrect move-entries must be corrected. (Major Violation) The ‘taker’ chip is always the addend ( addition ), minuend ( subtraction ) multiplicand (multiplication), dividend ( division) and augend ( binary ).
  • 10. 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.
  • 11. 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.
  • 12. 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!
  • 13. POWERS OF THE CHIPS  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.
  • 14. 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 capture diagonally forward or backward to the left or to the right.
  • 15. Damath Operation Used will be used. Mathematical operations ( + , -, x , ) Elementary dama and counting damaths, plus and minus only.
  • 16. WRITING MOVES Suppose the white chips (2) moves at ( 6,3 ). This would be written 2 ( 6,3) And if white chip (-5) takes red chip (8) at addition square, then it will be written -5 + 8
  • 18. 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. (Major Violation) any act that would be detrimental to the smooth conduct of the game.
  • 19. DAMATH CHIPS POSITION -9 6 -1 4 0 -3 10 -7 -11 8 -5 2
  • 20. Single Elimination Tournament DAMATH GAMMAD NATIONAL HIGH SCHOOL Gammad NHS Gymnasium 16-Team Single Elimination Playoff Bracket Team 1 Team 3 1 3 TABLE 1 TABLE 5 Team 16 Team 14 16 TABLE 1 TABLE 5 14 Team 8 Team 11 8 11 TABLE 2 TABLE 6 Team 9 Team 6 9 6 TABLE 1 TABLE 1 TABLE 5 Team 5 Team 7 5 7 TABLE 3 TABLE 7 Team 12 Team 10 12 TABLE 3 TABLE 7 10 Team 13 Team 15 13 15 TABLE 4 Room B TABLE 8 Team 4 Team 2
  • 21. THI Sci-dama 25% 70F 30% 75F 80F 35% 85F 40% 45% 120F 50% 110F
  • 22. Thermo SCi-Dama 29g 17C 3g 11C 2C 7g 31C 19g 37g 23C 13g 5C
  • 24. 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.
  • 25. 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).
  • 26. 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.
  • 27. 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.
  • 28. 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
  • 29. 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.”
  • 30. 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.
  • 31. 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.
  • 32. 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!
  • 33. 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.