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Basically the rules in playing the Filipino checkerboard game called dama will be used with
some modifications in integrating Mathematics and Science as follows:
After the starting positions of the chips have been set, the first player is determined by drawing
lots. The first player will occupy the side of the DAMATH board where (0, 0) is located.
A chip is allowed to move diagonally forward only to an adjoining vacant square.
A chip has to take the opponents chip diagonally forward or backward, thus, pass is not
allowed. Mathematical operations (+, -, x, ) will be used depending on the vacant squares
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 the same in the scoresheet).
A chip has to take the opponents chip diagonally forward or backward, thus, pass is not
allowed.
In taking a chip or 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.
When two dama chips will take same number of chips, its up for the player to decide which to
move.
When two dama chips will take same number of chips, its up for the player to decide which to
move.
A chip is declared as dama upon reaching terminally on the following designated squares.
Situations where a chip is not declared as dama
A dama chip is allowed to move to any unoccupied square along its diagonal path. It can take a
chip or more than one chip.
Moreover, a damas score is doubled in taking a chip or chips.
Damas score is quadrupled if it takes the opponents dama chip.
Similarly, an ordinary chips score is doubled if it takes a dama chip.
OTHER RULES
Use of calculator is allowed.
A move [e.g. 25 (6, 3)] is good only at the most for one (1)
minute including its corresponding entries in the scoresheet; while
the games duration is twenty (20) minutes.
It will be the responsibility of the arbiter to remind the player to
make a move and write entries in the scoresheet. This will be done
10 seconds before the 1-minute time frame.
If in case a player did not finish writing the entries in the
scoresheet after 1 minute, the time will be stopped by the arbiter.
SCI-DAMA
DAMATH RULES
1. Games for Damath Competitions
Grades I II . . . . . . . . . Counting Damaths
b) Whole Damaths
c) Fraction Damaths
9
6
1
4
10/10 7/10 2/10 5/10
0
3
10
7
1/10 4/10 11/10 8/10
11
8
5
2
2/10
9/10 6/10 3/10
17. The remaining chip(s) shall be added to the total score of the respective players. If the remaining chip is a
dama, its value is doubled.
18. The player with the greater accumulated total score wins the game.
19. Players are allowed to use calculator.
20. Only players are allowed to raise questions during the game through the arbiter and should be solved
immediately.
21. No questions shall be entertained after the game.
22. Arbiters decision is final.
References:
DECS Memo. No. 348,s.1996 (Enclosure No. 1)
DECS Memo. No. 361, s. 2001(Enclosure A)
Damath Games for Secondary
a) Integer Damaths
-9
6
0
-3
-11
8
-1
10
4
-7
-5
b) Rational Damaths
-9/10
6/10
-1/10
4/10
0/10
-3/10
10/10
-7/10
-11/10
8/10
-5/10
2/10
c) Radical Damaths
-9 2
- 8
4 18 16
18
32
- 49
-25
36
64 2
-121 18 -81 32 100 2 144
32
d) Polynomial Damaths
-3x 2 y -xy 2
6x
10y
2
2
-21xy -15x
28y
36x y
2
-55x
-45y
66x y
78xy 2