Damath Rules
Damath Rules
Damath Rules
Set the starting position of the chips as follows: 'Red Chip' Player whole 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 score sheet 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. In as much 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;
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 20minute 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'
Player whole 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.
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.
(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.
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.