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Equations Stages Obtain Resources Set a Goal Qualify Resources until a Challenge is made or Force Out is called Resolve Challenge or Force Out Score the.

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Presentation on theme: "Equations Stages Obtain Resources Set a Goal Qualify Resources until a Challenge is made or Force Out is called Resolve Challenge or Force Out Score the."— Presentation transcript:

1 Equations Stages Obtain Resources Set a Goal Qualify Resources until a Challenge is made or Force Out is called Resolve Challenge or Force Out Score the Game

2 Resources Resources are used to make both sides of the equation. Resources are unitary: if there are two 3’s, each may be used once. The minus sign is used for subtraction only: a negative number can be made only by subtracting a larger number from a smaller number. The multiplication operation must use the multiplication sign. A 2 must precede the radical sign to make a root: 2 4=2 Space Resources to indicate parentheses in a Goal; include parentheses where necessary in written solutions. If parentheses are not present, the Order of Operations applies.

3 Requirements for Goal Special Use as many as 5 Resources Must be an integer May have two or three digit numbers General A solution must be possible using the remaining Resources Must not be possible to make a solution using just one Resource One minute to set the Goal Goal is set when “Goal” is stated or time runs out

4 Challenger’s Claims P-Flub: “prevents all solutions” with a previous move A-Flub: “allows a solution” in the next move or the solution is already on the board No Goal Flub: may be called when the Goal setter has called “No Goal” when a goal is possible

5 Burden of Proof P-Flub: The mover and all who side with the mover have the burden of proof and must write a valid equation to obtain points. A-Flub: The Challenger and all who side with the Challenger have the burden of proof and must write a valid equation using what is on the board and at most, one more Resource. No Goal Flub: The Challenger and all who side with the Challenger have the burden of proof and must write a valid equation (goal and solution) using any of the numbers and operations rolled.

6 Force Out Called by the Mover when there is no move that can be made that will avoid an A-Flub. Play ends and all players have 1 minute to write a solution. All with correct solutions receive 1 point. A Force Out may be challenged. If it is, the challenge is resolved in the same way as a P-Flub.


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