RULES OF THE SCI-DAMATH
1. Toss a 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.
5. Only one score sheet will be used by the players in a game.
6. Each player is only allowed one minute to move including the recording . Except in takes or captured.
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 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:
the moves are repetitive.
A player has no more move.
A player has no more chip.
A chip is cornered.
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. The player may or may not use a calculator.
22. Only players are allowed to raise questions during the game through the arbiter and should be solved immediately.
23. Arbiter is always right in his decisions.
Tuesday, February 5, 2008
damath game
RULES OF THE SCI-DAMATH
1. Toss a 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.
5. Only one score sheet will be used by the players in a game.
6. Each player is only allowed one minute to move including the recording . Except in takes or captured.
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 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:
the moves are repetitive.
A player has no more move.
A player has no more chip.
A chip is cornered.
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. The player may or may not use a calculator.
22. Only players are allowed to raise questions during the game through the arbiter and should be solved immediately.
23. Arbiter is always right in his decisions.
1. Toss a 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.
5. Only one score sheet will be used by the players in a game.
6. Each player is only allowed one minute to move including the recording . Except in takes or captured.
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 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:
the moves are repetitive.
A player has no more move.
A player has no more chip.
A chip is cornered.
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. The player may or may not use a calculator.
22. Only players are allowed to raise questions during the game through the arbiter and should be solved immediately.
23. Arbiter is always right in his decisions.
damath game
RULES OF THE SCI-DAMATH
1. Toss a 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.
5. Only one score sheet will be used by the players in a game.
6. Each player is only allowed one minute to move including the recording . Except in takes or captured.
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 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:
the moves are repetitive.
A player has no more move.
A player has no more chip.
A chip is cornered.
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. The player may or may not use a calculator.
22. Only players are allowed to raise questions during the game through the arbiter and should be solved immediately.
23. Arbiter is always right in his decisions.
1. Toss a 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.
5. Only one score sheet will be used by the players in a game.
6. Each player is only allowed one minute to move including the recording . Except in takes or captured.
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 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:
the moves are repetitive.
A player has no more move.
A player has no more chip.
A chip is cornered.
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. The player may or may not use a calculator.
22. Only players are allowed to raise questions during the game through the arbiter and should be solved immediately.
23. Arbiter is always right in his decisions.
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