Basically the rules in playing the Filipino checkerboard game called dama will be used with some modifications in intergrating Mathematics and Science as follows:Set the starting positions of the chips (refer to the given standard for each sci-dama).After the starting positions of the chips have been set , the first player is determined by drawing lots.A chip is allowed to move diagonally forward only to an adjoining vacant square.A chip has to take the opponent\'s chip diagonally forward or backward thus "pass" is not allowed. Mathematical operations (+,-, x,/) will be used depending on the vacant square\'s operation symbol where the "taker" chip lands by jumping over after performing the indicated mathematical operation and recording same in the score sheet.In taking more than one chip, the "taker" chip is always the addend, minuend, multiplicand or dividend as the case may be.In taking a chip or more than one chip, the "dama rules on "dama", "mayor dalawa" or tatlo", "mayor tatlo over dalawa", "mayor dama" and "mayor dalawa or tatlo over dama" prevail.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)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 dama\'s score is doubled in taking a chip or chips, and quadrupled if it takes the opponent\'s dama chip. Similarly, an ordinary chips score is doubled id it takes a dama chip.A "move" (eg -> (6,3) is good only at the most for one minute including its corresponding entries in the score sheet; while the game\'s duration is twenty minutes.The game ends when any of the situation occur: Repetitive moves of any or both players A player resigns A player has no more chip to move The 20 minutes game duration endedThe remaining chips have to be added to the respective player\'s total scores.The player with the lesser total score is declared winner for which he/she is entitled of one point in the tally sheet of contestants or (0.5) point in case of a draw. However , after the round-robin, the payer with the most accumulated points in the tally sheet will be declared the champion.Only one score sheet is allowed to be accomplished alternately by the two players whereby incorrect entries shall be their responsibility.For further questions or clarifications, ask your Science teacher about it.For the Sci dama board illustration
Answersci-dama is a game like chess. Answersci-dama is a game like chess. sci dama is a game. i tis like dama but the rules are opposite. we must let our opponent eat our chips.. there are some cooresponding numbers or values in every chip. have a plan and don't take it easy.. GOOD LUCK!!
How to play Whole Number DaMath · Set the starting position of the chips as follows: 'Red Chip' Playerwhole nos. 'blue chip' player 'red chip' player 9 (1,2) (6,5) 2 5 8 11 6 (3,2) (4,5) 7 10 3 0 1 (5,2) (2,5) 4 1 6 9 4 (7,2) (0,5) 0 (0,1) (7,6) 3 (2,1) (5,6) 9 6 1 4 10 (4,1)(3,6) 0 3 10 7 7 (6,1) (1,6) 11 8 5 2 11 (1,0) (6,7) 8 (3,0) (4,7) 'Blue Chip' Player 5 (5,0) (2,7) 2 (7,0) (0,7) · Toss a coin to determine which player will have the first 'move'. · Moving a chip means sliding it diagonally in the forward direction only except when taking an opponent's chip or if a 'dama' chip takes an opponent's chip. · The two players alternately take turns in moving a chip (pass is not allowed). · A player who touches a chip ('touch move') is required to move unless it is not possible to do so. · After each 'move', a player has to record his or her 'move' in a scoresheet (only one scoresheet will be used by the two players). · Each player is allotted one minute per 'move' including the recording of the 'move' and the corresponding score in the scoresheet. Inasmuch as taking a chip or chips is mandatory, then the one-minute per 'move' does not apply in this situation. · In taking an opponent's chip, the 'taker' chip jumps over the 'taken' chip and uses any of the four operation symbols of +, -, x, and -:- where the taker chip lands. · A chip is declared 'dama' if it stops 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 'dama' if it stops in any of the following squares: (0,7) (2,7) (4,7) (6,7) · A 'dama' chip can slide diagonally forward or backward in any unoccupied square as long as no opponent's chip blocks its path. It could take a chip or chips whereby its corresponding sum, difference, product or quotient is doubled. Similarly, if an ordinary chip takes an opponent's 'dama' chip, its score is also doubled. · Correspondingly, if a 'dama' chip takes an opponent's 'dama' chip, then its score is quadrupled. · A 'taker' chip can take one chip or more than one chips with the required option to take the greater number of chips. · Between "a 'dama' chip taking an opponent's chip" and "a chip taking an opponent's chip", the former prevails. · A 'taker' or 'taken dama' chip should be identified by encircling it in the scoresheet. · The game ends if: · the 20-minute game period lapsed; · the moves are repetitive; · a player has no more chip to move; · an opponent's chip is 'cornered'. · The remaining chip or chips of the players are to be added to their respective scores. If the remaining chip is a 'dama', then its score is also doubled. · The player with the greater accumulated total score wins the game. How to play Integer DaMath · Set the starting position of the chips as follows: 'Red Chip' Player integers 'blue chip' player 'red chip' player -9 (1,2) (6,5) 2 - 5 8 -11 6 (3,2) (4,5) -7 10 -3 0 -1 (5,2) (2,5) 4 - 1 6 -9 4 (7,2)(0,5) 0 (0,1) (7,6) -3 (2,1) (5,6) -9 6 -1 4 10 (4,1) (3,6) 0 -3 10 -7 -7 (6,1) (1,6) -11 8 -5 2 -11 (1,0) (6,7) 8 (3,0) (4,7) 'Blue Chip' Player-5 (5,0) (2,7) 2 (7,0) (0,7) · Toss a coin to determine which player will have the first 'move'. · Moving a chip means sliding it diagonally in the forward direction only except when taking an opponent's chip or if a 'dama' chip takes an opponent's chip. · The two players alternately take turns in moving a chip (pass is not allowed). · A player who touches a chip ('touch move') is required to move unless it is not possible to do so. · After each 'move', a player has to record his or her 'move' in a scoresheet (only one scoresheet will be used by the two players). · Each player is allotted one minute per 'move' including the recording of the 'move' and the corresponding score in the scoresheet. Inasmuch as taking a chip or chips is mandatory, then the one-minute per 'move' does not apply in this situation. · In taking an opponent's chip, the 'taker' chip jumps over the 'taken' chip and uses any of the four operation symbols of +, -, x, and -:- where the taker chip lands. · A chip is declared 'dama' if it stops 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 'dama' if it stops in any of the following squares: (0,7) (2,7) (4,7) (6,7) · A 'dama' chip can slide diagonally forward or backward in any unoccupied square as long as no opponent's chip blocks its path. It could take a chip or chips whereby its corresponding sum, difference, product or quotient is doubled. Similarly, if an ordinary chip takes an opponent's 'dama' chip, its score is also doubled. · Correspondingly, if a 'dama' chip takes an opponent's 'dama' chip, then its score is quadrupled. · A 'taker' chip can take one chip or more than one chips with the required option to take the greater number of chips. · Between "a 'dama' chip taking an opponent's chip" and "a chip taking an opponent's chip", the former prevails. · A 'taker' or 'taken dama' chip should be identified by encircling it in the scoresheet. · The game ends if: · the 20-minute game period lapsed; · the moves are repetitive; · a player has no more chip to move; · an opponent's chip is 'cornered'. · The remaining chip or chips of the players are to be added to their respective scores. If the remaining chip is a 'dama', then its score is also doubled. · The player with the greater accumulated total score wins the game. How to play Fraction DaMath · Set the starting position of the chips as follows: 'Red Chip' Player fractions 'blue chip' player 'red chip' player 10/10 (1,2) (6,5) 3/10 6/10 9/10 12/10 7/10 (3,2) (4,5) 8/10 11/10 4/10 1/10 2/10 (5,2) (2,5) 5/10 2/10 7/10 10/10 5/10 (7,2) (0,5) 1/10 (0,1) (7,6) 4/10 (2,1) (5,6) 10/10 7/10 2/10 5/10 11/10 (4,1) (3,6) 1/10 4/10 11/10 8/10 8/10 (6,1) (1,6) 12/10 9/10 6/10 3/10 12/10 (1,0)(6,7) 9/10 (3,0) (4,7) 'Blue Chip' Player 6/10 (5,0) (2,7) 3/10 (7,0) (0,7) · Toss a coin to determine which player will have the first 'move'. · Moving a chip means sliding it diagonally in the forward direction only except when taking an opponent's chip or if a 'dama' chip takes an opponent's chip. · The two players alternately take turns in moving a chip (pass is not allowed). · A player who touches a chip ('touch move') is required to move unless it is not possible to do so. · After each 'move', a player has to record his or her 'move' in a scoresheet (only one scoresheet will be used by the two players). · Each player is allotted one minute per 'move' including the recording of the 'move' and the corresponding score in the scoresheet. Inasmuch as taking a chip or chips is mandatory, then the one-minute per 'move' does not apply in this situation. · In taking an opponent's chip, the 'taker' chip jumps over the 'taken' chip and uses any of the four operation symbols of +, -, x, and -:- where the taker chip lands. · A chip is declared 'dama' if it stops 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 'dama' if it stops in any of the following squares: (0,7) (2,7) (4,7) (6,7) · A 'dama' chip can slide diagonally forward or backward in any unoccupied square as long as no opponent's chip blocks its path. It could take a chip or chips whereby its corresponding sum, difference, product or quotient is doubled. Similarly, if an ordinary chip takes an opponent's 'dama' chip, its score is also doubled. · Correspondingly, if a 'dama' chip takes an opponent's 'dama' chip, then its score is quadrupled. · A 'taker' chip can take one chip or more than one chips with the required option to take the greater number of chips. · Between "a 'dama' chip taking an opponent's chip" and "a chip taking an opponent's chip", the former prevails. · A 'taker' or 'taken dama' chip should be identified by encircling it in the scoresheet. · The game ends if: · the 20-minute game period lapsed; · the moves are repetitive; · a player has no more chip to move; · an opponent's chip is 'cornered'. · The remaining chip or chips of the players are to be added to their respective scores. If the remaining chip is a 'dama', then its score is also doubled. · The player with the greater accumulated total score wins the game.How to play Binary DaMath · Set the starting position of the chips as follows: 'Red Chip' Playerwhole nos. 'blue chip' player 'red chip' player 0 (1,2) (6,5) 1 0 1 0 1 (3,2) (4,5) 0 1 0 1 0 (5,2) (2,5) 1 0 1 0 1 (7,2) (0,5) 1 (0,1) (7,6) 0 (2,1) (5,6) 0 1 0 1 1 (4,1)(3,6) 1 0 1 0 0 (6,1) (1,6) 0 1 0 1 0 (1,0) (6,7) 1 (3,0) (4,7) 'Blue Chip' Player 0 (5,0) (2,7) 1 (7,0) (0,7) · Toss a coin to determine which player will have the first 'move'. · Moving a chip means sliding it diagonally in the forward direction only except when taking an opponent's chip or if a 'dama' chip takes an opponent's chip. · The two players alternately take turns in moving a chip (pass is not allowed). · A player who touches a chip ('touch move') is required to move unless it is not possible to do so. · After each 'move', a player has to record his or her 'move' in a scoresheet (only one scoresheet will be used by the two players). · Each player is allotted one minute per 'move' including the recording of the 'move' and the corresponding score in the scoresheet. Inasmuch as taking a chip or chips is mandatory, then the one-minute per 'move' does not apply in this situation. · In taking an opponent's chip, the 'taker' chip jumps over the 'taken' chip and uses any of the four operation symbols of +, -, x, and -:- where the taker chip lands. · A chip is declared 'dama' if it stops 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 'dama' if it stops in any of the following squares: (0,7) (2,7) (4,7) (6,7) · A 'dama' chip can slide diagonally forward or backward in any unoccupied square as long as no opponent's chip blocks its path. It could take a chip or chips whereby its corresponding sum, difference, product or quotient is doubled. Similarly, if an ordinary chip takes an opponent's 'dama' chip, its score is also doubled. · Correspondingly, if a 'dama' chip takes an opponent's 'dama' chip, then its score is quadrupled. · A 'taker' chip can take one chip or more than one chips with the required option to take the greater number of chips. · Between "a 'dama' chip taking an opponent's chip" and "a chip taking an opponent's chip", the former prevails. · A 'taker' or 'taken dama' chip should be identified by encircling it in the scoresheet. · The game ends if: · the 20-minute game period lapsed; · the moves are repetitive; · a player has no more chip to move; · an opponent's chip is 'cornered'. · The remaining chip or chips of the players are to be added to their respective scores. If the remaining chip is a 'dama', then its score is also doubled. · The player with the greater accumulated total score wins the game.
its where like ah DAMA w/ the math solving each chips has a number and each white tiles has an operation(addition,subtraction,multiplication,division) if your chips has value of 20 and your opponent has ah 15 valued chip and when you eat the chip of your opponent and your chip landed on addition you need to add it it means equals to 35
7.7x10-7
Dama Dramani was born in 1944.
Dama gazelle was created in 1766.
THi sci-dama
Crna dama was created in 1977-04.
how to make sci dama
hindi
Dama de compañía was created in 1940.