The Game of Creative
Mathematics!
Michele Krisher, Supervisor
Trumbull County ESC
OVERVIEW Game format designed to allow students to
use math skills and game strategies for
successful play.
Increases student awareness of the power of
mathematical equations.
Heightens student interest in mathematical
operations and equation formation.
Allows for creative manipulation of
mathematical operations and equation
formation.
Goal of the Game
To earn points either by:
1. correctly challenging
other players, or
2. being incorrectly
challenged by another
player.
Game Requirements
Playing Mat
Resource Cubes
Timing Device
Paper
Pencils
Score Sheet
RESOURCES
•24 Cubes—6 of each color;
black, red, blue, & green
•Numerals & operations on
the face of the cubes create
the RESOURCES.
•The resources change each
time the cubes are rolled.
•There are no symbols of
grouping on the cubes.
Operation Signs
Addition is indicated by use of the + .
Subtraction is indicated by use of the – .
Multiplication is indicated by use of the x .
Division is indicated by use of the
Exponents are indicated by the use of * .
Root is indicated by the use of the radical sign.
There are no grouping of symbols such as parentheses or brackets; however, when writing solutions, they must be used when necessary.
Playing Mat Contains 3 major sections:
Forbidden – indicates that this cube can no longer be used in forming the equation
Permitted – indicates that this cube may be used in forming the equation
Required – indicates that this cube must be used in forming the equation
Solution line – cubes should never be moved to this section during play
Goal line – cubes are placed here by the goal setter
Playing EQUATIONS 3 or 4 people may play together. • Each new roll is called a SHAKE.
In tournament play, a MATCH may be comprised by “a few” or “many” shakes. A match is generally determined by the length of time EQUATIONS is played.
To begin, each player rolls a red cube.
Operation signs are valued less than zero.
If all players roll operation signs, each player must re-roll a red cube.
The player with the highest numeral on the red cube, becomes the first GOAL SETTER.
A player by any other name…
1. Goal Setter - the person who sets the goal
for the shake. The person to the left of a
current goal setter becomes the next goal
setter.
2. Mover – the person whose turn it is to
make a move in the shake.
3. Player – the person who is waiting for
his/her turn to move. In a 4-player match,
there would be two players.
Basic Rules
GOAL
Rule
MOVE
Rule
SOLUTION
Rule
CHALLENGE
Rule
CORRECTNESS
Rule
SCORING
Rule
LAST CUBE
Rule
FORCE OUT
Rule
EQUATIONS
Goal Rule
The goal setter rolls the cubes for the shake.
Goal setter has up to 2 minutes to set the goal.
The goal may contain as few as 1 or as many as 5
cubes.
The goal may contain one- or two-digit numerals.
The goal must form a legal expression:
For example: 5 or 1x5+0 or 55-50
The goal is set when the goal setter states, “Goal”.
3
5 +
0
Move Rule
The person to the left of the goal setter
becomes the first mover.
Once the goal has been set, the mover may
either place a cube on the playing mat or call a
challenge.
The first mover has up to 2 minutes to make
the first move of the shake.
After the first move of the shake, each mover
has up to 1 minute to make a move.
Solution Rule
It must contain all cubes in required, may
contain cubes in permitted and none of the
cubes in forbidden.
May not contain two-digit numerals.
It must be written on paper.
Must contain at least two cubes.
Must use parentheses and/or brackets to
show the order of operations!
{5X [3X ( 1+2 ) ] } + 1 = 46
Challenge Rule
There are two kinds of challenges:
1. NOW Challenge – using no more than 1 additional
cube from the resources, all the cubes in required,
perhaps some cubes in permitted and no cubes
from forbidden-a player can create a solutions that
satisfies the goal; or
2. NEVER Challenge – given the resources in play, it
is not possible to create a solution that satisfies the
goal.
Challenge Rule Continued A player may make a challenge “out-of-turn” by
picking up the challenge block. Within 15 seconds, he/she must state which type of challenge is being made.
A player challenges the last mover.
A player cannot challenge himself/herself.
The third or fourth parties must either agree with the challenger’s choice, or side with the person who has been challenged – the most recent mover. These players must write their solutions independently.
ALL SOLUTIONS MUST BE WRITTEN ON PAPER!
Correctness Rule
A player is correct if his/her solution
satisfies the goal under the conditions of the stated challenge.
A player is correct if his/her move is being challenged and the player who called the challenge is unable to write a correct solution.
Solutions must be written on paper & form a legal mathematical expression.
Players must agree to the correctness of the solution and indicate their acceptance by initializing the score sheet at the end of the match.
Scoring Rule
If you are correct, you get 10
points;
unless you agree with the
Challenger-then you only get 8
points for being correct.
You get 6 points if you are
incorrect.
Last Cube Rule
If there is only 1 cube left in the resources, the only challenge that can be made is a NEVER.
If a NEVER challenge is not called, the mover must place the cube on to the mat.
All players must now write a solution.
Each player with a correct solution receives 8 points; incorrect solutions are worth 6 points.
5
Force Out Rule
When there are two or more cubes left in the resources, a mover may call, “force out”.
This indicates that the mover feels that no matter where he/she places a cube, a challenge will be called on him/her.
If the force out situation is valid (no move could be made) each player who can write a correct solution receives 8 points; incorrect solutions receive 6 points.
If play should have continued, the mover calling the force out receives 0 points, others score 6 points.
Tips & Tricks Ambiguous Goals
A goal setter must physically separate the
cubes when there is more than 1 operation
sign in the goal to indicate proper
interpretation.
Examples:
2x3 +1 = 7 2x 3+1 = 8
or
2x3+1 = 7 or 8!!
Tip & Tricks Continued
Once a cube touches the mat, it cannot be moved until the end of the shake.
The goal setter may “reorganize” cubes for the goal once they are placed on the mat, but they cannot be removed from the mat.
A “2” cube is not necessary in front of the radical sign to indicate the “square” root; however, any other indexes must be indicated by a numeral in front of the radical sign.
Solutions must use parentheses/brackets if the solution would otherwise be ambiguous.