Transcript
NATIONAL MATHEMATICS PENTATHLON® ACADEMIC TOURNAMENT HIGHLIGHT SHEETS for DIVISION I (Grades K-1) Highlights contain the most recent rule updates to the Mathematics Pentathlon® Tournament Rule Manual.
DIVISION I (Grades K-1) Common Rules CODE OF CONDUCT
A PentathleteTM is to treat adults and fellow Pentathletes with courtesy and respect and play by the rules that they know to be true. Any infraction of this Code, including intimidation of an opponent or other forms of disruptive and/or uncooperative behavior, will be handled by the Tournament Director. Such infractions can result in 0 points and/or being required to leave the tournament site.
ONE MINUTE TURNS
Each Pentathlete is to complete a turn within one minute. If a player exceeds this time limit, the Monitor issues a reminder to take the turn immediately. If the player does not do so, the player forfeits that turn. The third violation of this rule results in a forfeiture of the game.
FLAG CARD
A player must be in possession of the flag card while taking a turn. The player does not have to be holding the flag card when completing a turn.
SIGNING SCORE CARDS: THE OFFICIAL RECORD
The Score Card is THE ONLY Official Record of a Pentathlete’s score. After the game is complete, Pentathletes are to verify the information on their score card and sign their own score card. This signature means the information/score on the card was correctly recorded by the Monitor. Scores are also recorded on the Star and GM Record Sheet but are NOT the Official Record.
STAYING SEATED
Pentathletes are to remain seated at their game until their score cards are checked and picked up by a Game Leader.
PENTATHLETETM
DIVISION I (Grades K-1) ~ CHALLENGING - OVERVIEW NO CHALLENGE
START OF GAME, PASSING OF FLAG CARD, OR TIME
ANNOUNCING A CHALLENGE
OPINIONS 2ND & 3RD
INVOLVING MORE THAN ONE RULE CHALLENGING A DECLARED WIN
THREE “I”, “IA”, OR COMBINATION OF “I”S & “IA”, IS AN AUTOMATIC LOSS
Challenges can NOT be issued on the starting rules, passing of the flag card, or exceeding the one minute time limit. The Monitor oversees these issues. Players must challenge at the appropriate time. Time out is granted by the Game Monitor and the player must state the nature of their challenge before the Monitor rules Correct, Incorrect, or Inappropriate (see 2nd & 3rd opinions). Once play has resumed, changes of prior game rulings will NOT be considered. 2nd & 3rd Opinions: After the Game Monitor has made a ruling, either Pentathlete “may” hold up the Opinion Card to ask for a 2nd ruling from the Game Leader. After the Game Leader has ruled, either Pentathlete may then ask for a 3rd and FINAL OPINION from the Tournament Director. If a challenge situation involves more than one rule, each challenged rule is treated as a separate challenge. Each challenge is ruled on in the order announced by the player. A player may challenge a declared win without being in possession of the flag card. In doing so, the Monitor asks the player to state the nature of the challenge. If CORRECT, the Monitor implements the same results as a Correct Challenge. If INCORRECT, the declared win is confirmed. Three incorrect and/or inappropriate challenges, whether consecutive or not, result in a forfeiture of the game. The Monitor keeps record of the challenges on the Game Monitor Record Sheet. Once three have been obtained the Monitor stops the game and declares the winner. Monitors may warn Pentathletes of this rule after they receive their first and second “I” or “IA”.
© Copyright 2011, 2013, 2016, 2017; by Pentathlon Institute, Inc. These rule highlights are for tournament use only. These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
CALLATM Tournament Highlights GOAL
To win, a player must accumulate more cubes in the player’s Calla than the opposing player’s Calla by the end of game or when time is called. NOTE: If, at the end of a turn, a player accumulates 17 or more cubes in their Calla, the Monitor declares the win.
START
A player puts one cube in one hand and two cubes in another out of view. The other player chooses a hand. If one chooses the hand with one cube, that player begins. If not, the other player starts.
BEGINNING OF TURN
when player receives the flag card
END OF TURN
when player passes the flag card to opponent
END OF GAME
At the beginning of a turn or during an additional turn, if there are no cubes in any of the player’s shields, the game has ended.
2 WAYS TO WIN
Monitor declares winner
1) At the End of Game, the player with the greater number of cubes in their Calla is declared the winner by the Monitor. 2) The Monitor will declare a win if 17 or more cubes are accumulated in a player’s Calla before the end of game.
NOT A ROUND GAME
The first player to reach the goal of game wins. If the game has not ended when time is called and the beginning player has picked up a cube(s), both players are allowed to complete a turn.
GAME TIME LIMIT
The Monitor declares the WIN to the player whose Calla contains the most cubes. If both players have the same amount of cubes in their Callas, a TIE is declared by the Monitor.
EXCEPT GAME TIME LIMIT
OTHER RULES ~ CALLATM MOVE-IT USE-IT
Once a player removes any cubes from one of the five shields, those cubes must be distributed.
CAPTURE NOTE
The last cube placed in the empty shield on the player’s side of the gameboard remains in that shield. No additional turn is granted.
CHALLENGING ~ CALLATM WHEN TO CHALLENGE
(See NOTE) upon receiving the flag card and before touching a cube NOTE: If extra turns are involved, the player must immediately challenge (without being in possession of the flag card).
CORRECT - “C”
Cubes for that part of the challenged player’s turn are repositioned to their prior location and the challenger then begins a regular turn - Record “C” on Record Sheet
INCORRECT - “I”
loss of turn - Record “I” on Record Sheet. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
INAPPROPRIATE - “IA”
An Inappropriate Challenge is one that is made at the wrong time or is about a procedure that is not a tournament rule. Such a challenge DOES NOT result in loss of turn, but is recorded as an “IA” on the Record Sheet. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
© Copyright 1995, 1996, 1997, 1999, 2001, 2003, 2011; by Pentathlon Institute, Inc. These rule highlights are for tournament use only. These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
HEX-A-GONE!TM Tournament Highlights GOAL
To win, a player must be the last one to place a pattern block (or blocks) onto the gameboard. NOTE: This does not imply that the gameboard will be completely covered with pattern blocks.
START
A player places a triangle in one hand and a blue rhombus in another out of view. The other player chooses a hand. If the player chooses the hand with the green triangle, that player begins. If not, the other player starts.
BEGINNING OF TURN END OF TURN 3 WAYS TO WIN
Monitor may declare
DECLARING A WIN
NOT A ROUND GAME
EXCEPT GAME TIME LIMIT
GAME TIME LIMIT
when player receives the flag card when player passes the flag card to opponent 1) being the last player to place a block or blocks onto the gameboard; 2) correctly challenging an opponent’s error in placing a block across a line OR placing a block out of its’ designated region; 3) being unable to place all the selected blocks onto the gameboard (Monitor declares win.) A player should declare a win before releasing hold of the flag card. If the player does not declare a win, the Monitor will declare the player the winner since the opponent can not make a legal move. The first player to reach the goal of game wins. If the game has not ended when time is called and the beginning player has picked up a block from the bank, both players are allowed to complete a turn. If time runs out before a win, the Monitor announces a TIE.
OTHER RULES ~ HEX-A-GONE!TM SELECT-IT USE-IT
During a player’s turn, one, two, OR three DIFFERENT COLORED pattern blocks are to be selected. The player must pull out ALL desired blocks from the bank and keep them in their possession BEFORE placing the selected blocks onto the gameboard. Once a player places a block onto the gameboard, no other blocks may be selected from the bank.
SELECTED BLOCK PLACEMENT
If a player is unable to place all of the selected blocks onto the gameboard, the opposing player is declared the winner by the Monitor.
NO CROSSING LINES PIECE LAID IS PLAYED
Blocks may NOT be placed across a solid line. Once a player is no longer touching a placed block, it may not be moved to another location.
CHALLENGING ~ HEX-A-GONE!TM WHEN TO CHALLENGE
upon receiving the flag card and before touching a block
CORRECT - “C”
Challenger removes all, some, or none of the blocks placed by the challenged player within that turn and the challenger begins a turn (same for challenge to a win). NOTE: See “WIN #2” for winning on a challenge) - Record “C” on Record Sheet
INCORRECT - “I”
loss of turn - Record “I” on Record Sheet. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
INAPPROPRIATE - “IA”
An Inappropriate Challenge is one that is made at the wrong time or is about a procedure that is not a tournament rule. Such a challenge DOES NOT result in loss of turn, but is recorded as an “IA” on the Record Sheet. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
© Copyright 1995, 1996, 1997, 1999, 2001, 2003, 2011; by Pentathlon Institute, Inc. These rule highlights are for tournament use only. These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
KINGS & QUADRAPHAGESTM Tournament Highlights GOAL
To win, a player must succeed in trapping the opponent’s king so that at the beginning of a turn it can not move horizontally, vertically, or diagonally into an adjoining square. A TIE is declared if neither player wins.
START
Monitor places blue pawn in one hand and a red pawn in another. Ask one player to determine what the starting color will be and ask the other player to pick a hand. Player who has the starting color receives the flag card and play begins. when a player receives the flag card
BEGINNING OF TURN END OF TURN
when player passes the flag card to opponent
END OF GAME
The game has ended when a player has trapped the opponent’s king or when a player has no more chips to place onto the gameboard at the beginning of a turn.
DECLARING A WIN
A player should declare a win before releasing hold of the flag card. If the player does not declare a win, the Monitor will declare the player the winner since the opponent can not make a legal move.
NOT A ROUND GAME
EXCEPT GAME TIME LIMIT
The first player to reach the goal of game wins. If the game has not ended when time is called and the beginning player has touched or moved the king, both players are allowed to complete a turn. If time runs out before a win, the Monitor announces a TIE.
GAME TIME LIMIT
OTHER RULES ~ KINGS & QUADRAPHAGESTM Player must first move the king one space THEN place a chip.
KING THEN CHIP PIECE MOVED OR LAID IS PLAYED CREST-MARKED SQUARES
Once a player is no longer touching a piece, it may not be moved to another space. Players may move into or place chips upon crest-marked boxes during play.
CHALLENGING ~ KINGS & QUADRAPHAGESTM WHEN TO CHALLENGE
upon receiving the flag card and before touching the King
CORRECT - “C”
The king is returned to its prior position by the Monitor and the challenger can remove one of the opponent’s chips from the gameboard (the removed chip is placed into a discard pile and is no longer used for play). The challenger then begins a regular turn (same for challenge to a win) - Record “C” on Record Sheet
INCORRECT - “I”
loss of turn - Record “I” on Record Sheet. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
INAPPROPRIATE - “IA”
An Inappropriate Challenge is one that is made at the wrong time or is about a procedure that is not a tournament rule. Such a challenge DOES NOT result in loss of turn, but is recorded as an “IA” on the Record Sheet. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
© Copyright 1995, 1996, 1997, 1999, 2001, 2003, 2011; by Pentathlon Institute, Inc. These rule highlights are for tournament use only. These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
SHAPE-UPTM Tournament Highlights GOAL
BEST 2 OUT OF 3 GAMES - Unless time is called (see Game Time Limit) A player can win, if both chips of the same color are on spaces containing the same shape but with one being a large version and the other a small version of that same shape.
START
The player with the lower roll of the die selects chip color and begins play. Players alternate being the beginning player in sequential games.
BEGINNING OF TURN END OF TURN
when player receives the flag card when player passes the flag card to opponent
3 WAYS TO WIN
1) See GOAL 2) Player rolls a one and creates a win with the opponent’s chips. 3) If a player does not identify the winning position BEFORE ending a turn, the opponent can identify the win before ending a turn.
DECLARING A WIN
Player MUST declare a win while in possession of the flag card for each game. Player who wins the best 2 out of 3 games is declared the winner by the Monitor. NOTE: A player can declare a win on either color within a turn.
NOT A ROUND GAME
The first player to reach the goal of game wins. If the game has not ended when time is called and the beginning player has picked up the die, both players are allowed to complete a turn.
GAME TIME LIMIT
WIN: Monitor declares win if a player wins 2 out of 3 games OR wins 1 game and the second game is not completed. TIE: Monitor declares tie if both players win 1 game and have not completed a third game.
EXCEPT GAME TIME LIMIT
OTHER RULES ~ SHAPE-UPTM START SPACE
The Start Space is treated as one space. Chips can move into or through the Start Space.
ROLL OF ONE
On a roll of 1, the player must move one of their opponent’s chip one space.
MOVE-IT USE-IT NO BACK TRACKING 3 WAYS TO BUMP BACK AN OPPONENT’S CHIP TO START
If a player has moved a chip off of it’s space, that chip must be used to complete a turn. During a turn, a player may not change the direction of a chip’s movement. 1) moving a chip onto a space occupied by the opponent’s chip - opponent’s chip MUST be moved back to Start; 2) moving a chip onto a space containing a figure of the same shape and same size onto which an opponent’s chip(s) is positioned - opponent’s chip(s) MAY be moved back to Start; 3) ON A ROLL OF 1, moving an opponent’s chip to a space containing a figure of the same shape and same size onto which an opponent’s other chip is positioned - Both chips MAY be moved back to Start.
CHALLENGING ~ SHAPE-UPTM WHEN TO CHALLENGE CORRECT - “C”
INCORRECT - “I”
INAPPROPRIATE - “IA”
upon receiving the flag card and before rolling the die The Monitor moves both of the challenged player’s chips back to the Start Space and the challenger begins a regular turn (same for challenge to a win) - Record “C” on Record Sheet loss of turn - Record “I” on Record Sheet. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor An Inappropriate Challenge is one that is made at the wrong time or is about a procedure that is not a tournament rule. Such a challenge DOES NOT result in loss of turn, but is recorded as an “IA” on the Record Sheet. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
© Copyright 1995, 1996, 1997, 1999, 2001, 2003, 2011, 2012, 2014; by Pentathlon Institute, Inc. These rule highlights are for tournament use only. These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
STAR TRACKTM Tournament Highlights GOAL
To win a player must reach the last pentagon space when a round has been completed. A player does not have to exactly land on the last space and may go beyond it.
START
Monitor puts blue pawn in one hand and a red pawn in another. Ask one player to determine what the starting color will be and ask the other player to pick a hand. Player who has starting color receives the flag card and play begins.
BEGINNING OF TURN END OF TURN DECLARING A WIN
ROUND GAME GAME TIME LIMIT MORE THAN 5
when a player receives the flag card when player passes the selected chain and flag card to opponent A player may declare a win after landing on or going beyond the final pentagon space. However, the Monitor allows a round to be completed. If both players succeed in reaching or going beyond the last pentagon space, a TIE is declared. YES ~ consists of the beginning and second player completing a turn If time is called, a round is completed. The Monitor declares the WIN if one player’s pawn is MORE than 5 spaces ahead of the other. If not, the Monitor will declare the game a TIE.
OTHER RULES ~ STAR TRACKTM CHAIN SELECTION
1) draw TWO chains from the container; 2) select one of the chains and place the unused chain back into the container; 3) announce the number of links in the selected chain.
PAWN MOVEMENT
1) move the marker to correspond with the selected chain; 2) hand the selected chain and the flag card to the opponent; 3) opponent checks the number of links in the chain and then places it into a discard pile.
REUSE OF CHAINS
If all chains have been placed into the discard pile and neither player has won/tied, the discard pile of chains is placed back into the container and play continues.
BUMPING
If an opponent’s marker is bumped back two spaces and this results in the marker landing on a numbered or starred space, no further action is taken.
PASSING CHAIN WITH FLAG CARD
A player passes the flag card with the chain to end each turn.
CHALLENGING ~ STAR TRACKTM WHEN TO CHALLENGE CORRECT - “C”
INCORRECT - “I”
INAPPROPRIATE - “IA”
upon receiving the flag card and before placing the opponent’s chain into the discard pile. The challenged player’s marker is returned to its prior position and the challenger then begins a regular turn (same for challenge to a win) - Record “C” on Record Sheet loss of turn - Record “I” on Record Sheet. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor. An Inappropriate Challenge is one that is made at the wrong time or is about a procedure that is not a tournament rule. Such a challenge DOES NOT result in loss of turn, but is recorded as an “IA” on the Record Sheet. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
© Copyright 1995, 1996, 1997, 1999, 2001, 2003, 2011; by Pentathlon Institute, Inc. These rule highlights are for tournament use only. These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
NATIONAL MATHEMATICS PENTATHLON® ACADEMIC TOURNAMENT HIGHLIGHT SHEETS for DIVISION II (Grades 2-3) Highlights contain the most recent rule updates to the Mathematics Pentathlon® Tournament Rule Manual.
DIVISION II (Grades 2-3) Common Rules PENTATHLETETM
CODE OF CONDUCT
A PentathleteTM is to treat adults and fellow Pentathletes with courtesy and respect and play by the rules that they know to be true. Any infraction of this Code, including intimidation of an opponent or other forms of disruptive and/or uncooperative behavior, will be handled by the Tournament Director. Such infractions can result in 0 points and/or being required to leave the tournament site.
ONE MINUTE TURNS
Each Pentathlete is to complete a turn within one minute. If a player exceeds this time limit, the Monitor issues a reminder to take the turn immediately. If the player does not do so, the player forfeits that turn. The third violation of this rule results in a forfeiture of the game.
FLAG CARD
A player must be in possession of the flag card while taking a turn. The player does not have to be holding the flag card when completing a turn.
SIGNING SCORE CARDS: THE OFFICIAL RECORD
The Score Card is THE ONLY Official Record of a Pentathlete’s score. After the game is complete, Pentathletes are to verify the information on their score card and sign their own score card. This signature means the information/score on the card was correctly recorded by the Monitor. Scores are also recorded on the Star and GM Record Sheet but are NOT the Official Record.
STAYING SEATED
Pentathletes are to remain seated at their game until their score cards are checked and picked up by a Game Leader.
DIVISION II (Grades 2-3) ~ CHALLENGING - OVERVIEW NO CHALLENGE
START OF GAME, PASSING OF FLAG CARD, OR TIME
ANNOUNCING A CHALLENGE
OPINIONS 2ND & 3RD
Challenges can NOT be issued on the starting rules, passing of the flag card, or exceeding the one minute time limit. The Monitor oversees these issues. Players must challenge at the appropriate time. Time out is granted by the Game Monitor and the player must state the nature of the challenge before the Monitor rules Correct, Incorrect, or Inappropriate (see 2nd & 3rd opinions). Once play has resumed, changes of prior game rulings will NOT be considered. 2nd & 3rd Opinions: After the Game Monitor has made a ruling, either Pentathlete “may” hold up the Opinion Card to ask for a 2nd ruling from the Game Leader. After the Game Leader has ruled, either Pentathlete may then ask for a 3rd and FINAL OPINION from the Tournament Director.
INVOLVING MORE THAN ONE RULE
If a challenge situation involves more than one rule, each challenged rule is treated as a separate challenge. Each challenge is ruled on in the order announced by the player.
CHALLENGING A DECLARED WIN
A player may challenge a declared win without being in possession of the flag card. In doing so, the Monitor asks the player to state the nature of the challenge. If CORRECT, the Monitor implements the same results as a Correct Challenge. If INCORRECT, the declared win is confirmed.
THREE “I”, “IA”, OR COMBINATION OF “I”S & “IA”, IS AN AUTOMATIC LOSS
Three incorrect and/or inappropriate challenges, whether consecutive or not, result in a forfeiture of the game. The Monitor keeps record of the challenges on the Game Monitor Record Sheet. Once 3 have been obtained the Monitor stops the game and declares the winner. Monitors may warn Pentathletes of this rule after they receive their first and second “I” or “IA”.
© Copyright 2011, 2012, 2013, 2016, 2017; by Pentathlon Institute, Inc. These rule highlights are for tournament use only. These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
FIARTM Tournament Highlights GOAL
To win, a player must be the first to identify 4 (or more) chips of the same color (not necessarily the player’s color) along a straight line of connected circular spaces with no chip(s) of the opposite color intervening. In addition, the spaces on which the 4 chips are positioned must NOT be directly connected by a line to a space occupied by an opponent’s MARKED chip (Fire Extinguisher). The 4 chips constructing the winning path do not need to be contiguous but the path cannot cross the central yellow area of the board. A player’s marked chips can be used as part of a winning path.
START
Monitor puts a blue chip in one hand and red chip in another. Ask one player to determine what the starting color will be and ask the other player to pick a hand. Player who has starting color receives the flag card and play begins.
BEGINNING OF TURN END OF TURN DECLARING A WIN
NOT A ROUND GAME
EXCEPT GAME TIME LIMIT
GAME TIME LIMIT
when player receives the flag card when player passes the flag card to opponent A player MUST: 1) be in possession of the flag card, and 2) identify a winning path - see GOAL NOTE: A player does NOT HAVE TO MOVE A CHIP before declaring a win. The first player to reach the goal of game wins. If the game has not ended when time is called and the beginning player has touched a chip, both players are allowed to complete a turn. If time runs out before a win is declared, the Monitor announces a TIE.
OTHER RULES ~ FIAR PHASE I
ALTERNATE PLACEMENT
PHASE II MOVEMENT
The Game Monitor is responsible to make sure each player alternates in placing all 7 chips of their designated color before moving any chip. A win can be declared during this phase. After each player places all 7 of their chips the movement phase begins.
LAID IS PLAYED & MOVE-IT USE IT
Once a player places or moves a chip and releases hold of it, the chip may not be repositioned. If a player has moved a chip off of it’s space, that chip must be moved to complete a turn.
WINNING WITH OPPONENT’S CHIPS
A player can claim a win using their opponent’s chips when: 1) an opponent does not claim a winning path before ending a turn, or 2) the player moves a chip that results in a winning path constructed with the opponent’s chips.
CHALLENGING ~ FIAR WHEN TO CHALLENGE
CORRECT - “C”
INCORRECT - “I”
INAPPROPRIATE - “IA”
upon receiving the flag card and before touching a chip Challenger MAY pick up and reposition any one of the opponent’s chips onto any available space. Game Monitor ensures that a win is not declared using this placement. The Game Monitor also ensures that the repositioned chip can NOT be used as part of a win on the challenger’s following turn. The challenger then begins a regular turn. - Record “C” on Record Sheet loss of turn - Record “I” on Record Sheet. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor. An Inappropriate Challenge is one that is made at the wrong time or is about a procedure that is not a tournament rule. Such a challenge DOES NOT result in loss of turn, but is recorded as an “IA” on the Record Sheet. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
© Copyright 1995, 1996, 1997, 1999, 2001, 2002, 2006, 2011, 2012, 2016, 2017; by Pentathlon Institute, Inc. These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
Kwatro-SinkoTM Tournament Highlights GOAL
START
BEGINNING OF TURN END OF TURN
DECLARING A WIN
NOT A ROUND GAME
EXCEPT GAME TIME LIMIT
GAME TIME LIMIT
To win, all of a player’s chips must be on NON-NUMBERED circular spaces and the player must correctly identify a winning straight-lined path of exactly 3 chips, two of the same color and the third of the opposite color. The path of 3 chips does not need to be contiguous but cannot cross the middle (yellow) area of the board. Also, the result of adding the numbers on chips of like color and subtracting the number of the chip of opposite color must total 4 or 5. Only 3 chips can be on the winning path. Each player selects a chip without looking. The player selecting the lower value is the beginning player and is assigned the even numbered chips. All chips are then placed on their corresponding numbered bases and the beginning player receives the flag card. when player receives the flag card when player passes the flag card to opponent A player MUST 1) be in possession of the flag card. 2) identify a winning path - see GOAL 3) state the corresponding number sentence. NOTE: A player does NOT HAVE TO MOVE A CHIP before declaring a win. The first player to reach the goal of game wins. If the game has not ended when time is called and the beginning player has touched a chip, both players are allowed to complete a turn.
If time runs out before a win is declared, the Monitor announces a TIE.
OTHER RULES ~ Kwatro-SinkoTM MOVE-IT USE IT & LAID IS PLAYED
If a player has moved a piece off of it’s space, that piece must be moved to complete a turn. Once a player moves a piece and releases hold of it, the piece may not be repositioned.
CHIPS OFF THE NUMBERS
A win can NOT be declared by a player until ALL 5 of the player’s chips are off ALL numbered spaces.
CHALLENGING ~ Kwatro-SinkoTM WHEN TO CHALLENGE
CORRECT - “C”
INCORRECT - “I”
INAPPROPRIATE - “IA”
upon receiving the flag card and before touching a chip Challenger MAY pick up and reposition any one of the opponent’s chips onto any available space. Game Monitor ensures that a win is not declared using this placement. The Game Monitor also ensures that the repositioned chip can NOT be used as part of a win on the challenger’s following turn. The challenger then begins a regular turn - Record “C” on Record Sheet. loss of turn - Record “I” on Record Sheet. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor. An Inappropriate Challenge is one that is made at the wrong time or is about a procedure that is not a tournament rule. Such a challenge DOES NOT result in loss of turn, but is recorded as an “IA” on the Record Sheet. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
© Copyright 1995, 1996, 1997, 1999, 2001, 2002, 2011, 2012, 2016, 2017; by Pentathlon Institute, Inc. These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
PAR 55TM Tournament Highlights GOAL
START
BEGINNING OF TURN
To win, a player must land exactly on Space 55 without the opposing player landing on Space 55 within the following turn. A TIE occurs if at the end of the game, neither player wins. Monitor puts a blue pawn in one hand and red pawn in another out of view. Ask one player to determine what the starting color will be and ask the other player to pick a hand. Player who has starting color receives the flag card and play begins. when player receives the flag card
END OF TURN
when player passes the flag card to opponent
END OF GAME
1) when the last base has been covered by a block and player has completed turn; OR 2) after a player’s marker lands on 55 and opponent has completed a final turn.
DECLARING A WIN
NOT A ROUND GAME BUT...
GAME TIME LIMIT
A player must land exactly on 55 and should announce a win before passing the flag card. After a player lands on 55, the monitor makes sure the opponent takes an additional turn to attempt to also land on 55. If in taking this turn, the opponent lands on 55, a TIE is declared by the Monitor. If not, the other player is declared the winner by the Monitor. If either player lands on 55, the other player gets an additional turn. If time runs out before a win is declared, the Monitor announces a TIE.
OTHER RULES ~ PAR 55TM ANNOUNCE SCORE & PAWN MOVEMENT
Before moving a pawn, a player MUST: 1) ANNOUNCE the number of spaces to be moved (score), 2) then POINT TO EACH SPACE AND COUNT ALOUD the corresponding spaces, and 3) finally PLACE the pawn on the last space.
BUMPING
Player landing on an occupied white space MAY move the opponent’s marker back 5 spaces. A player can NOT use the Bump Rule when the opponent’s marker is occupying a numbered space on the track.
PIECE LAID IS PLAYED
A player can PICK UP a block, return it to the bank, and select another block. However, once a player is no longer touching a PLACED block, it may not be moved to another base nor returned to the bank.
CHALLENGING ~ PAR 55TM WHEN TO CHALLENGE CORRECT - “C” INCORRECT - “I”
upon receiving the flag card and before touching a block block is returned to the bank, marker is returned to prior position, and challenger begins a turn - Record “C” on Record Sheet. loss of turn - Record “I” on Record Sheet. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor. An Inappropriate Challenge is one that is made at the wrong time or is about a procedure that
INAPPROPRIATE - “IA” is not a tournament rule. Such a challenge DOES NOT result in loss of turn, but is recorded
as an “IA” on the Record Sheet. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
© Copyright 1995, 1996, 1997, 1999, 2001, 2002, 2011, 2012, 2017; by Pentathlon Institute, Inc. These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
RAMRODTM Tournament Highlights GOAL
To win, a player must be the only player to completely fill or exceed the long narrow rectangle along the player’s edge of the board at the end of a round. A TIE is declared if both players have filled or exceeded their goal rectangle.
START
One player selects 2 rods of different lengths. The monitor puts one in each hand out of view. The other player chooses a hand. If shorter rod is selected, the player is handed the flag card and begins play. If not, the other player begins. Circle the starting player’s letter, A or B, on the Record Sheet. See - Other Rules, No Copying Beginning Players First Move.
BEGINNING OF TURN END OF TURN DECLARING A WIN ROUND GAME GAME TIME LIMIT
when player receives the flag card when player passes the flag card to opponent A player should announce a win before passing the flag card. If the beginning player declares a win, the Game Monitor ensures that the second player completes a turn. See goal of game for a win/tie scenario. YES ~ consists of the beginning and second player completing a turn If time is called, a round is completed. If neither player has filled their goal box, a tie is declared.
OTHER RULES ~ RAMRODTM NO COPYING BEGINNING PLAYER’S FIRST MOVE HOT ROD
A player may not copy the beginning player’s first move. This includes situations where more than one of the same-color rods are attached to the same-sized rectangle in the purpleplaying area. In other words, the opposing player may not move the same-color rod into the rotationally symmetric same-sized rectangle. The Monitor makes sure that the second player does not copy the beginning player’s opening move. No challenges are made in this regard. A player may move any rod in the purple-playing area EXCEPT the last rod moved by the opponent. The last rod moved is considered to be “hot”.
MOVE-IT USE-IT & LAID IS PLAYED
If a player has moved a piece off of it’s space, that piece must be moved to complete a turn. Once a player moves a piece and releases hold of it, the piece may not be repositioned.
RECYCLING RODS
A rod in the large center rectangle may be recycled back to one of a player’s start rectangles provided the start rectangle is of equal or greater size than the rod. More than one rod may be recycled into the same start rectangle as long as they all fit in the rectangle.
CHALLENGING ~ RAMRODTM WHEN TO CHALLENGE
CORRECT - “C”
INCORRECT - “I”
INAPPROPRIATE - “IA”
upon receiving the flag card and before touching a rod Challenger may reposition the inappropriately-moved rod (or rods in a capture situation) to any EMPTY white Sum Rectangle(s) in the purple-playing area. The challenger then begins a turn - Record “C” on Record Sheet. NOTE: Since the repositioned rod(s) are considered “just moved”, they can NOT be moved by the challenger on this turn. loss of turn - Record “I” on Record Sheet. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor. An Inappropriate Challenge is one that is made at the wrong time or is about a procedure that is not a tournament rule. Such a challenge DOES NOT result in loss of turn, but is recorded as an “IA” on the Record Sheet. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
© Copyright 1995, 1996, 1997, 1999, 2001, 2002, 2005, 2006, 2011, 2012, 2016; by Pentathlon Institute, Inc. These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
Sum Dominoes & DiceTM Tournament Highlights GOAL
A player who, within the first part of a turn places the last domino from a hand onto the gameboard, can declare a win. If the game ends and both players have dominoes remaining in their hands, the player with the least number of combined dots is the winner provided there is a difference of 10 or more dots between the two players. A TIE will occur if the difference is less than 10.
START
1) Each player alternates drawing 7 dominoes from the bank and places them face up so both players can view them. 2) Each player rolls all 3 dice. 3) The player with the lower sum is given the Sum Flag Card, records the sum, selects a domino from the bank, places it face up in the center of the board, and begins play. 4) The first player tries to place a domino based on the sum of the lower roll. Whether or not a domino can be placed, the dice are rolled to begin the second part of turn. See Turn Sequence 1 and 2 below.
TURN SEQUENCE
Each player’s turn consists of two parts which allows for up to 2 dominoes to be played: 1) try to play a domino using your opponent’s last sum; and 2) roll the dice, compute and write the sum, and try to place a domino. After completing both parts of a turn, the player draws a domino from the bank and passes the Sum Flag Card. If player forgets, Monitor reminds Pentathletes to draw a domino.
BEGINNING OF TURN END OF TURN
END OF GAME
when player receives the Sum Flag Card when player passes the Sum Flag Card to opponent THERE ARE 5 WAYS FOR SUM DOMINOES & DICE TO END: 1) a player places the last domino onto the board during the first part of a turn: 2) the bank is empty and a player places the last domino onto the board during the second part of turn; 3) a player gives the last domino in hand to the opponent as a penalty domino; 4) all possible places to play a domino on board have been capped; OR 5) the bank is empty and both players complete a turn with neither player being able to place a domino.
DECLARING A WIN
A player must be in possession of the Sum Flag Card and one of the following must happen; 1) within 1st part of turn, player places the last domino onto the gameboard; 2) within 2nd part of turn, player places the last domino when bank is empty; 3) player gives the last domino from hand as a penalty domino to opponent.
NOT A ROUND GAME
The first player to reach the goal of game wins. If the game has not ended when time is called and the beginning player has placed a domino, both players are allowed to complete a turn.
GAME TIME LIMIT: 10 OR GREATER
If the game ends and both players have dominoes in their hand, the Monitor declares a win to the player with the least number of combined dots PROVIDED the difference is 10 or greater. A TIE occurs if the difference is LESS THAN 10.
EXCEPT GAME TIME LIMIT
OTHER RULES ~ Sum Dominoes & DiceTM BOARD’S EDGE PIECE LAID IS PLAYED
Dominoes may NOT be placed beyond the physical edge of the entire board. Once a player is no longer touching a placed domino, it may not be repositioned.
© Copyright 1995, 1996, 1997, 1999, 2001, 2002, 2005, 2009, 2011, 2012, 2017; by Pentathlon Institute, Inc. These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
Challenging ~ Sum Dominoes & DiceTM CHALLENGE 1ST PART OF TURN
CHALLENGE 2ND PART OF TURN
CHALLENGE FOR NONPLACEMENT OF A DOMINO
WHEN: Challenge must be announced after a domino is released onto the gameboard during the first part of opponent’s turn and before the opponent releases a domino during the second part of turn, or if a domino cannot be placed, before receiving the Sum Flag Card. CORRECT: The placed domino is returned to the challenged player’s hand and that player gets a penalty domino (from the bank if available or challenger selects one from hand if bank is empty) - Record “C” on Record Sheet. The challenged player then completes the second part of the turn. WHEN: Challenge must be announced after receiving the Sum Flag Card and before picking up a domino to place or if selection isn’t possible before rolling the dice. CORRECT: The placed domino is returned to the challenged player’s hand and that player gets a penalty domino (from the bank if available or challenger selects one from hand if bank is empty) - Record “C” on Record Sheet. WHEN: The appropriate timing of when to challenge for nonplacement are the same as regular timing (see 1st part of turn, and 2nd part of turn challenge) however, the outcome for Correct is different: CORRECT: Challenger indicates where a domino could have been placed and the Monitor places it in that position. The challenged player then gets a penalty domino (from bank if available or challenger selects one from hand if bank is empty). Record “C” on Record Sheet. NOTE: On the first part of turn challenge, the challenged player is allowed to complete the second part of turn. - Record “C” on Record Sheet.
MONITOR REMINDS TO DRAW A DOMINO AFTER 2ND PART OF TURN
If a player forgets to draw a domino after Second Part of the turn, the Monitor reminds Pentathlete to draw a domino. THIS IS NOT CHALLENGEABLE.
ALL INCORRECT CHALLENGES “I”
The challenging player draws a penalty domino. If the Bank is empty, the challenged player gives a domino (from their hand) to the challenger. - Record “I” on Record Sheet. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
ALL INAPPROPRIATE CHALLENGES “IA”
An Inappropriate Challenge is one that is made at the wrong time or is about a procedure that is not a tournament rule. Such a challenge DOES NOT result in loss of turn, but is recorded as an “IA” on the Record Sheet. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
What happens if a player forgets to take the second part of a turn? If challenged, the challenged player gets a penalty domino and the challenger uses the existing roll of the dice OR rerolls the dice to deal with the first part of the turn. What happens if a player forgets to draw a domino after 2nd part of the turn? If a player forgets to draw a domino after Second Part of the turn, the Monitor reminds Pentathlete to draw a domino. THIS IS NOT CHALLENGEABLE. © Copyright 1995, 1996, 1997, 1999, 2001, 2002, 2005, 2009, 2011, 2012, 2104, 2017; by Pentathlon Institute, Inc. These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
SUM DOMINOESTM
Sum Flag Card
Player A Name:
Player B Name:
DOWNLOAD FREE AT π13 http://www.mathpentath.org/topdownloads/tdsheets.html#highlights
SUM DOMINOESTM
Sum Flag Card
Player A Name:
Player B Name:
DOWNLOAD FREE AT π13 http://www.mathpentath.org/topdownloads/tdsheets.html#highlights
NATIONAL MATHEMATICS PENTATHLON® ACADEMIC TOURNAMENT HIGHLIGHT SHEETS for DIVISION III (Grades 4-5) Highlights contain the most recent rule updates to the Mathematics Pentathlon® Tournament Rule Manual.
DIVISION III (Grades 4-5) Common Rules PENTATHLETETM
CODE OF CONDUCT
A PentathleteTM is to treat adults and fellow Pentathletes with courtesy and respect and play by the rules that they know to be true. Any infraction of this Code, including intimidation of an opponent or other forms of disruptive and/or uncooperative behavior, will be handled by the Tournament Director. Such infractions can result in 0 points and/or being required to leave the tournament site.
ONE MINUTE TURNS
Each Pentathlete is to complete a turn within one minute. If a player exceeds this time limit, the Monitor issues a reminder to take the turn immediately. If the player does not do so, the player forfeits that turn. The third violation of this rule results in a forfeiture of the game.
FLAG CARD
A player must be in possession of the flag card while taking a turn. The player does not have to be holding the flag card when completing a turn.
SIGNING SCORE CARDS: THE OFFICIAL RECORD
The Score Card is THE ONLY Official Record of a Pentathlete’s score. After the game is complete, Pentathletes are to verify the information on their score card and sign their own score card. This signature means the information/score on the card was correctly recorded by the Monitor. Scores are also recorded on the Star and GM Record Sheet but are NOT the Official Record.
STAYING SEATED
Pentathletes are to remain seated at their game until their score cards are checked and picked up by a Game Leader.
DIVISION III (Grades 4-5) ~ CHALLENGING - OVERVIEW NO CHALLENGE
START OF GAME, PASSING OF FLAG CARD, OR TIME
ANNOUNCING A CHALLENGE
Challenges can NOT be issued on the starting rules, passing of the flag card, or exceeding the one minute time limit. The Monitor oversees these issues. Players must challenge at the appropriate time. Time out is granted by the Game Monitor and the player must state the nature of the challenge before the Monitor rules Correct, Incorrect, or Inappropriate (see 2nd & 3rd opinions). Once play has resumed, changes of prior game rulings will NOT be considered.
2ND & 3RD
2nd & 3rd Opinions: After the Game Monitor has made a ruling, either Pentathlete “may” hold up the Opinion Card to ask for a 2nd ruling from the Game Leader. After the Game Leader has ruled, either Pentathlete may then ask for a 3rd and FINAL OPINION from the Tournament Director.
INVOLVING MORE THAN ONE RULE
If a challenge situation involves more than one rule, each challenged rule is treated as a separate challenge. Each challenge is ruled on in the order announced by the player.
OPINIONS
CHALLENGING A DECLARED WIN
THREE “I”, “IA”, OR COMBINATION OF “I”S & “IA”, IS AN AUTOMATIC LOSS
A player may challenge a declared win without being in possession of the flag card. In doing so, the Monitor asks the player to state the nature of the challenge. If CORRECT, a win is granted to the challenger. If INCORRECT, the declared win is confirmed. This applies to declaring a win with regard to the intended goal of the game. EXAMPLE: JuggleTM - Player declares a win based on completely covering the board and is challenged because two or more of like colored pentominoes are touching. The challenger would be declared the winner since the goal of the game is to completely cover the board without like colored pieces touching. NON EXAMPLE: Contig 60TM - If a player places a fifth chip based on an incorrect number sentence, declares a win and is challenged, the Monitor would allow play to continue after the player receives the appropriate penalty for an incorrect number sentence. Three incorrect and/or inappropriate challenges, whether consecutive or not, result in a forfeiture of the game. The Monitor keeps record of the challenges on the Game Monitor Record Sheet. Once 3 have been obtained, the Monitor stops the game and declares the winner. Monitors may warn Pentathletes of this rule after they receive their first and second “I” or “IA”.
© Copyright 2011, 2013, 2016, 2017; by Pentathlon Institute, Inc. These rule highlights are for tournament use only. These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
JUGGLETM Tournament Highlights GOAL
To win a player must completely cover board with polyominoes so that pieces of the same color do not touch a common edge or vertex, and pieces do not overlap.
START
All pieces are sorted by color and shape. Each player tosses one die. The player with the lower toss begins.
BEGINNING OF TURN END OF TURN DECLARING A WIN ROUND GAME
GAME TIME LIMIT MONITOR DECLARES
3 OR GREATER
when player receives the flag card when player passes the flag card to opponent If beginning player declares a win, the MONITOR MAKES SURE the second player completes a turn. A player must announce a win while in possession of the flag card. YES ~ consists of the beginning and second player completing a turn After a ROUND has been completed, the Game Monitor counts the empty spaces on each board. WIN: If the difference is 3 or greater, the player with the least number of spaces is declared the winner. TIE: If the difference of empty spaces is 2 or less a tie is declared.
OTHER RULES ~ JUGGLETM 2 METHODS TO SELECT POLYOMINOES
1) EXACT VALUE: up to 2 pieces may be selected 2) CALCULATED VALUE: only 1 piece may be selected - corresponding number sentence MUST be stated BEFORE selecting a piece.
6 IS WILD
1) EXACT VALUE: Any piece in bank may be selected. If desired piece is NOT in bank, it may be requested from the opponent’s board and opponent hands the piece to player. 2) CALCULATED VALUE: Player may calculate a 6, but piece MUST come from the bank.
SELECTED PIECE MUST BE PLACED OR RETURNED
Once a piece is PICKED UP from the bank or selected from opponent’s board it MUST be used. If the piece cannot be used it is returned to bank or opponent’s board. No other piece may be selected for that part of turn.
PIECE LAID IS PLAYED REMOVING PIECES
Once a player is no longer touching a placed piece, it can not be repositioned. Players may remove one or more pieces from their board at the beginning of turn and before rolling the dice.
CHALLENGING ~ JUGGLETM WHEN TO CHALLENGE CORRECT - “C”
RECORD A “C” ON THE CHALLENGE SHEET
INCORRECT - “I” INAPPROPRIATE - “IA”
upon receiving the flag card and before rolling the dice NOTE: Only placement may be challenged during subsequent turns. SELECTION: Challenged player removes inappropriately selected piece(s), returns them to the bank or opponent’s board, and challenger begin a turn . PLACEMENT: Challenged player removes indicated (touching) pieces and challenger begins a turn. OTHER: Game is restored to prior state and challenger begins a turn. loss of turn - Record “I” on Record Sheet. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor. An Inappropriate Challenge is one that is made at the wrong time or is about a procedure that is not a tournament rule. Such a challenge DOES NOT result in loss of turn, but is recorded as an “IA” on the Record Sheet. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
© Copyright 1995, 1996, 1997, 1999, 2001,2005, 2011,2013, 2017; by Pentathlon Institute, Inc. These rule highlights are for tournament use only. These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
CONTIG 60TM Tournament Highlights GOAL
WIN BASED ON 5 IN A ROW: identify 5 chips of the player’s color in a contiguous line 2 WAYS TO WIN BASED ON RUNNING SCORE IF NEITHER PLAYER GETS 5 IN A ROW: a) Depletion of Chips - when a player at the beginning of turn has no chips and a lower Running Score provided the difference between the two scores is 3 or greater b) Scoring 0 or Less - arrive at a score of 0 or less within a turn provided the difference between the scores is 3 or greater
START
Players each toss one of the die. The player with the lower toss receives Scoring Flag Card and begins.
BEGINNING OF TURN
when player receives the Scoring Flag Card
END OF TURN
when player passes the Scoring Flag Card to opponent
END OF GAME
when a player declares a win or receives the flag card and has no chips to play or acquires a score of zero or less
DECLARING A WIN NOT A ROUND GAME EXCEPT GAME TIME LIMIT
GAME TIME LIMIT MONITOR DECLARES
A player must announce a win while in possession of the Scoring Flag Card. The first player to reach a goal of the game wins. If the game has not ended when time is called and the beginning player has placed a chip, both players are allowed to complete a turn. WIN: The player with the lower score is declared the winner if difference is 3 or greater. TIE: If the difference between the two scores is equal to or less than 2, a tie is declared.
OTHER RULES ~ CONTIG 60TM DICE VALUES ARE RECORDED
After rolling the dice, a player records the 3 values on the Scoring Flag Card. This allows players to pass the dice as a courtesy to their opponents.
ANNOUNCING NUMBER SENTENCE USING ORDER OF OPERATIONS
Before ending a turn the player MUST ANNOUNCE the number sentence that corresponds with chip placement. Players MUST USE the Order of Operations when announcing the number sentence. Multiplication and Division preceed Addition and Subtraction, e.g. if a player announced 3 plus 5 times 4 the result would be 23. For the same roll if a player wanted to cover 32, the player would need to announce 3 plus 5 equals/is 8 and 8 times 4 equals/is 32.
RECORDING & ANNOUNCING RUNNING SCORE
If the Running Score has changed on the Scoring Flag Card, a player MUST announce the new total before ending the turn.
PIECE LAID IS PLAYED
CAPTURING A PASS 5 STEPS CAN NOT CLAIM A WIN ON OPPONENT’S MARKERS
Once a player is no longer touching a placed chip, it may not be moved to another space. If an opponent passes the Scoring Flag Card without placing a chip, a player can capture the pass and: 1) before rolling the dice, announce “CAPTURE” or “Challenge” 2) record the 3 values of the dice; 3) announce the correct number sentence; AND 4) place the chip (NOTE: 2-4 can be done in any order) 5) twice the original score is subtracted, and the player begins a regular turn. A player can only claim a 5 in a row win using the player’s own color of chips.
CHALLENGING ~ CONTIG 60TM WHEN TO CHALLENGE
CORRECT - “C”
RECORD A “C” ON THE CHALLENGE SHEET
REGULAR CHALLENGE: upon receiving the Scoring Flag Card and before rolling the dice CAPTURED PASS CHALLENGE: before challenged player completes a regular turn. Note: Challenger is not in possession of Scoring Flag Card. RECORDING, ANNOUNCING, PLACING, & SCORING 1) game is restored to prior state, including score if changed; 2) challenger subtracts 2 points from running score; and 3) challenger begins a turn ~ challenger may use roll of opponent or toss for new roll CAPTURED PASS; Same as above and challenger begins a turn. OTHER: Game is restored to prior state and challenger begins a turn (e.g.: piece laid is played).
INCORRECT - “I” INAPPROPRIATE - “IA”
loss of turn - Record “I” on Record Sheet. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor. An Inappropriate Challenge is one that is made at the wrong time or is about a procedure that is not a tournament rule. Such a challenge DOES NOT result in loss of turn, but is recorded as an “IA” on the Record Sheet. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
© Copyright 1995, 1996, 1997, 1999, 2002, 2008, 2011, 2013, 2014, 2016; by Pentathlon Institute, Inc. These rule highlights are for tournament use only. These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
CONTIG 60TM
CONTIG 60TM
Scoring Flag Card
Scoring Flag Card
Player A
Player A
Name: Dice Values
Player B
Name:
Name: Running Score
60
Dice Values
Running Score
60
DOWNLOAD FREE AT π13 http://www.mathpentath.org/topdownloads/tdsheets.html#highlights
Dice Values
Player B Name:
Running Score
60
Dice Values
Running Score
60
DOWNLOAD FREE AT π13 http://www.mathpentath.org/topdownloads/tdsheets.html#highlights
STARS & BARSTM Tournament Highlights GOAL 3 WAYS TO WIN
START
BEGINNING OF TURN
A Player MUST 1) be over 200 points at the end of a round and at least 15 points ahead; 2) be over 50 points ahead of opponent at end of a round (Monitor declares this win); OR 3) at least 15 point ahead of opponent when time is called and a round has been completed. (Game Monitor declares this win) Monitor shuffles the deck and places it face down beside the gameboard. The beginning player is determined by the first to draw a card with stars. Players alternate drawing 1 card from the deck until 4 cards are placed face up onto the Central Playing Area of the gameboard. Players continue to alternate drawing cards until each player has a total of 4 cards placed face up on the player’s side of the board. These cards are referred to as the player’s hand. when player receives the Scoring Flag Card
END OF TURN
when player passes the Scoring Flag Card to opponent
END OF GAME
when BOTH players have no more cards to place onto the board, OR when at the end of a round a player is over 200 points or is ahead by over 50 points of opponent.
DECLARING A WIN ROUND GAME GAME TIME LIMIT MONITOR DECLARES 15 OR GREATER
Either a player or the Game Monitor may declare the win after a round is completed. YES ~ consists of the beginning and second player completing a turn After a round has been completed the Game Monitor: WIN: declares the win to the player who is 15 or greater points ahead of opponent. TIE: declares a tie if the difference between the scores is less than 15 points.
CHALLENGING ~ STARS & BARSTM WHEN TO CHALLENGE CORRECT - “C” INCORRECT - “I”
INAPPROPRIATE - “IA”
upon receiving the Score Flag Card and before touching a card in your hand Challenged player subtracts points to return to prior score AND card placed onto gameboard is put in a discard pile - Record “C” on Record Sheet. loss of turn - Record “I” on Record Sheet. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor. An Inappropriate Challenge is one that is made at the wrong time or is about a procedure that is not a tournament rule. Such a challenge DOES NOT result in loss of turn, but is recorded as an “IA” on the Record Sheet. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
© Copyright 1995, 1996, 1997, 1999, 2001, 2006, 2011, 2013, 2017; by Pentathlon Institute, Inc. These rule highlights are for tournament use only. These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
OTHER RULES ~ STARS & BARSTM RECORDING POINTS ON SCORING FLAG CARD Points scored during a turn are added to the player’s Running Score on the Scoring Flag Card. ANNOUNCING POINTS
Players MUST ANNOUNCE total points gained during a turn AND their accumulated total number of points (Running Score) before ending a turn.
MONITOR REMINDS TO DRAW A CARD
Each player must have 4 cards to have a complete hand. Monitor reminds Pentathlete to draw a card at end of turn if player forgets to so. THIS IS NOT CHALLENGEABLE
CARD LAID IS PLAYED
Once a player is no longer touching a placed card, it can not be changed or repositioned.
CARD PLACEMENT
4 CARD STACKS STACKS OF LESS THAN 4 CARDS ARE NOT TO BE TURNED OVER
At the beginning of a turn a player is allowed to pick up the last placed card to view the card below it. 1) A player may ask Monitor to report the number of cards in any stack. 2) If a stack is turned over or removed, the Monitor makes sure there are at least 4 cards in the stack. This type of error by a player may not be challenged. 3) On any turn the player creating a 4-card stack is responsible for turning it over and/or removing it (during this turn, there is NO SCORE for the person who created the 4-card stack). However, on a subsequent turn, either player may score points at the beginning of turn for turning over or removing a 4-card stack. * NOT TURNING OVER/REMOVING 4 CARD STACK - A player can NOT challenge an opponent for NOT removing or turning over a 4 card stack. If such a challenge occurs, the challenger would receive an “IA” (inappropriate challenge).
SCORING POINTS
At the beginning of a turn and before touching a card, if there is a 4 (or more) card stack on the board a player can score: CENTRAL PLAYING AREA 2 points for turning over a 4 (or more) card stack(s) 4 points for removing the four 4-card stacks that are turned over in the Central Playing Area 6 points for turning over the 4 (or more) cards in the fourth stack and removing the 4 stacks OUTER PLAYING AREA 2 points for removing a 4 (or more) card stack
REMOVED STACKS
Stacks of cards that are removed from the board go into a discard pile and are no longer used.
CHECKING STACKS
Game Monitor ALWAYS checks a turned over or removed stack. If there are less than 4 cards in the stack the stack is restored to the gameboard. This is NOT challengeable.
FOR TURNING OVER OR REMOVING 4 (OR MORE) CARD STACKS
NO CARDS PLACED ON TURNED-OVER STACK
DEPLETED DECK
No cards can be placed onto a stack of cards that has been turned over. When the deck is depleted, players continue to place cards from their hand onto the board until the last card has been placed.
© Copyright 1995, 1996, 1997, 1999, 2001, 2006, 2011, 2013; by Pentathlon Institute, Inc. These rule highlights are for tournament use only. These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
STARS & BARSTM
STARS & BARSTM
Scoring Flag Card
Scoring Flag Card
Player A
Player A
Name: Running Score
Player B Name: Running Score
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Name: Running Score
Player B Name: Running Score
DOWNLOAD FREE AT π13 http://www.mathpentath.org/topdownloads/tdsheets.html#highlights
FAB-A-DIFFYTM Tournament Highlights GOAL REMOVE
BEST 2 OUT OF 3 GAMES - to acquire the greater number of 3-strip tricks for each game. 2 WAYS TO WIN - Win 2 out of 3 games, OR win 1 game and tie 2 games. Zero-twelfths & zero-sixths strips have been eliminated to make this a more challenging game.
START
Both players draw a strip from the deck. Lower value begins. Strips are inserted back into the DECK, then the starting player puts 3 strips in center rectangles and one in the SHOW BOX. Players alternate being the beginning player in sequential games.
BEGINNING OF TURN
when player receives the flag card NOTE: For a CAPTURE, a player’s regular turn begins when the player draws a strip from the Deck and places it onto the Show Box.
END OF TURN END OF EACH GAME DECLARING A WIN
when player passes the flag card to opponent when a player is unable to place a strip into the SHOW BOX at the beginning of a turn Monitor declares a win or tie after each game and the overall win/tie.
NOT A ROUND GAME EXCEPT The first player to reach the goal of game wins. If the game has not ended when time is called and the GAME TIME LIMIT beginning player has placed a strip in the SHOW BOX, both players are allowed to complete a turn.
GAME TIME LIMIT MONITOR DECLARES
If a game has not been completed, the player in possession of the most tricks wins the game WIN: Monitor declares win if a player wins 2 out of 3 games OR wins 1 and ties 2. TIE: If each player has won 1 game and tied 1 game OR tied all 3 games, the Monitor declares a tie.
OTHER RULES ~ FAB-A-DIFFYTM NO PAPER OR PENCIL
No paper/pencil may be used for calculation purposes.
TOUCH & ANNOUNCE BEFORE PICKING UP
Player MUST do this in the following order: 1) announce the arithmetic sentence EITHER after the 2 strips are touched OR while the 2 strips are being touched. 2) pick up the 3 strips that form the trick and place them off the gameboard near the player.
EQUIVALENT FRACTIONS
Equivalent expressions for the fractions strips may be used, but are limited to the partitions of the fractions strips used in the game. For example, the 2/6 strip could also be referred to as 1/3 or 4/12.
TOUCH-TAKE
Once a strip on the gameboard has been touched it must be used to form a trick. If touched strip can not be used, the player moves the strip from the SHOW BOX to one of the empty rectangles.
ALWAYS 3 STRIPS FACE UP
If a player has less than 3 strips face up after receiving the flag card the Monitor makes sure the player replenishes the number from the deck to 3, then places a strip in the SHOW BOX to begin a turn. This is NOT CHALLENGEABLE.
CAPTURE
Within 10 seconds after receiving the flag card and before touching a strip to be placed in the Show Box a player may announce “Capture” or “Challenge” and capture a trick the opponent did not take. Player must then, touch the 2 strips which equal the strip in Show Box AND announce the arithmetic sentence BEFORE picking up the 3 strips. Player may then take a regular turn.
CHALLENGING ~ FAB-A-DIFFYTM
WHEN TO CHALLENGE
CORRECT - “C”
INCORRECT - “I” INAPPROPRIATE - “IA”
upon receiving the flag card and before touching a fraction strip. Exception: CAPTURE CHALLENGE - must be stated before challenged player completes a regular turn. For correct challenges record a “C” on the Record Sheet: REGULAR CHALLENGE: 3 strips forming trick are awarded to challenger and challenger begins a regular turn. NOTE: Challenger does NOT have to state correct number sentence when challenging an incorrect sentence CHALLENGING A CAPTURE: challenger gets trick and challenger begins a regular turn CHALLENGE NOT INVOLVING A TRICK: challenger receives an additional turn (example: Not moving the fraction strip from the SHOW BOX at the end of a turn) loss of turn. Record “I” on Record Sheet. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor. An Inappropriate Challenge is one that is made at the wrong time or is about a procedure that is not a tournament rule. Such a challenge DOES NOT result in loss of turn, but is recorded as an “IA” on the Record Sheet. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
© Copyright 1995, 1996, 1997, 1999, 2001, 2006, 2007, 2008, 2011, 2013; by Pentathlon Institute, Inc. These rule highlights are for tournament use only.
These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
QUEENS & GUARDSTM Tournament Highlights GOAL
Player must be the first to position the Queen on the center hexagon and have it completely surrounded by the player’s 6 guards. A TIE occurs when both players agree that a player can not move without violating one of the game rules or when all 6 guards are around the center space without the Queen in the middle.
START
Monitor puts a chip of one color in one hand and chip of different color in another. Ask one player to determine what the starting color will be and ask the other player to pick a hand. Player who has starting color receives the flag card and play begins.
BEGINNING OF TURN END OF TURN
when player receives the flag card when player passes the flag card to opponent
DECLARING A WIN
A player should announce a win. If player does not announce the win, the Monitor stops the game and declares the win to the player who constructed the win.
NOT A ROUND GAME
The first player to reach the goal of game wins. If the game has not ended when time is called and the beginning player has moved a piece, both players are allowed to complete a turn.
EXCEPT GAME TIME LIMIT
GAME TIME LIMIT MONITOR DECLARES
If neither player has won, a tie is declared by the Monitor.
OTHER RULES ~ QUEENS & GUARDSTM MOVE-IT USE-IT & LAID IS PLAYED QUEEN’S CROWN &THRONE
If a player has moved a piece off of it’s space, that piece must be moved to complete a turn. Once a player moves a piece and releases hold of it, the piece may not be repositioned. Only the Queen may occupy the Starting Position and the center Queen’s Throne.
TRAPS & MULTIPLE TRAPS
GUARDS - move back one space Note: If a trapped guard is blocked and can not be moved, a player may move another piece. QUEEN - moves back to her Start Position MULTIPLE TRAPS - If a Queen and Guard are trapped simultaneously, the Queen must be moved back first to her Start Position. If more than one Guard is trapped, the trapped player may choose which Guard to move back first.
MOVING INTO A TRAP OR BACKWARDS
If a player moves either a Queen OR Guard into a trap or away form the center, the opponent may pick up the trapped piece and place it onto a space along the outermost band. The opponent then completes a regular turn.
2 WAYS TO ANNOUNCE TRAP WHILE IN POSSESSION OF THE FLAG CARD
a) After forming the trap and before passing the flag card to end the turn In this case, the player passes the flag card to the opponent and the trapped piece is moved out of trap by the opponent for the turn. b) At the beginning of a turn and before touching a piece (not at the time of the trap’s construction) In this instance, the opponent returns the last piece moved to its prior position while not in possession of the flag card, and the player holding the flag card completes a turn. On the subsequent turn, the opponent MUST use the turn to move back the trapped piece (if still trapped or not blocked). Note 1: While being in trap a player can NOT create OR announce “Trap” to the opponent unless blocked OR moving out of a trap. Note 2: Once a player has announced “Trap,” the trapped player must move back the trapped piece according to game rules. This can not be challenged. The Game Monitor makes sure this is carried out.
STATING TRAP AT THE
WRONG TIME
If a player says trap when not in possession of the flag card, the opponent must move trapped piece out of trap and then gets to take a regular turn. Or if the opponent moves the trapped piece incorrectly, then the opponent must move the trapped piece back to it’s prior position, then move the trapped piece out of the trap which ends the turn.
STATING “TRAP” If a player states “challenge” rather than trap ask the player to state the nature of the challenge, remind them that RATHER THAN “CHALLENGE” “Trap” is the more appropriate term, DO NOT issue penalty or make any record of Challenge on Record Sheet.
CHALLENGING ~ QUEENS & GUARDSTM WHEN TO CHALLENGE CORRECT - “C” INCORRECT - “I” INAPPROPRIATE - “IA”
upon receiving the flag card and before touching a piece Monitor restores board to prior state and challenger begins a turn - Record “C” on Challenge Sheet loss of turn - Record “I” on Record Sheet. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor. An Inappropriate Challenge is one that is made at the wrong time or is about a procedure that is not a tournament rule. Such a challenge DOES NOT result in loss of turn, but is recorded as an “IA” on the Record Sheet. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
© Copyright 1995, 1996, 1997, 1999, 2001, 2006, 2008, 2010, 2011, 2013, 2014, 2016; by Pentathlon Institute, Inc. These rule highlights are for tournament use only.
These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
NATIONAL MATHEMATICS PENTATHLON® ACADEMIC TOURNAMENT HIGHLIGHT SHEETS for DIVISION IV (Grades 6-7) Highlights contain the most recent rule updates to the Mathematics Pentathlon® Tournament Rule Manual.
DIVISION IV (Grades 6-7) Common Rules PENTATHLETETM
A PentathleteTM is to treat adults and fellow Pentathletes with courtesy and respect and play by the rules that they know to be true. Any infraction of this Code, including intimidation of an opponent or other forms of disruptive and/or uncooperative behavior, will be handled by the Tournament Director. Such infractions can result in 0 points and/or being required to leave the tournament site.
ONE MINUTE TURNS
Each Pentathlete is to complete a turn within one minute. If a player exceeds this time limit, the Monitor issues a reminder to take the turn immediately. If the player does not do so, the player forfeits that turn. The third violation of this rule results in a forfeiture of the game.
FLAG CARD
A player must be in possession of the flag card while taking a turn. The player does not have to be holding the flag card when completing a turn.
SIGNING SCORE CARDS: THE OFFICIAL RECORD
The Score Card is THE ONLY Official Record of a Pentathlete’s score. After the game is complete, Pentathletes are to verify the information on their score card and sign their own score card. This signature means the information/score on the card was correctly recorded by the Monitor. Scores are also recorded on the Star and GM Record Sheet but are NOT the Official Record.
STAYING SEATED
Pentathletes are to remain seated at their game until their score cards are checked and picked up by a Game Leader.
SCRATCH PAPER
Scratch paper is provided for ALL games
CODE OF CONDUCT
DIVISION IV (Grades 6-7) ~ CHALLENGING - OVERVIEW
NO CHALLENGE
START OF GAME, PASSING OF FLAG CARD, OR TIME
ANNOUNCING A CHALLENGE
Challenges can NOT be issued on the starting rules, passing of the flag card, or exceeding the one minute time limit. The Monitor oversees these issues. Players must challenge at the appropriate time. Time out is granted by the Game Monitor and the player must state the nature of the challenge before the Monitor rules Correct, Incorrect, or Inappropriate (see 2nd & 3rd opinions). Once play has resumed, changes of prior game rulings will NOT be considered.
2ND & 3RD
2nd & 3rd Opinions: After the Game Monitor has made a ruling, either Pentathlete “may” hold up the Opinion Card to ask for a 2nd ruling from the Game Leader. After the Game Leader has ruled, either Pentathlete may then ask for a 3rd and FINAL OPINION from the Tournament Director.
INVOLVING MORE THAN ONE RULE
If a challenge situation involves more than one rule, each challenged rule is treated as a separate challenge. Each challenge is ruled on in the order announced by the player.
OPINIONS
CHALLENGING A DECLARED WIN
THREE “I”, “IA”, OR COMBINATION OF “I”S & “IA”, IS AN AUTOMATIC LOSS
A player may challenge a declared win without being in possession of the flag card. In doing so, the Monitor asks the player to state the nature of the challenge. If CORRECT, a win is grated to the challenger. If INCORRECT, the declared win is confirmed. This applies to declaring a win with regard to the intended goal of the game. EXAMPLE: Prime Gold - Player declares a win based on 3 veins of Prime Gold and is challenged by the opponent, the opponent would be declared the winner. IN CONTRAST: If a player places a chip to construct the fourth vein based on an incorrect number sentence that results in what looks to be a winning situation, declares a win and is challenged, the official would allow play to continue after ruling a correct challenge to an incorrect number sentence and assessing penalty. Three incorrect and/or inappropriate challenges, whether consecutive or not, result in a forfeiture of the game. The Monitor keeps record of the challenges on the Game Monitor Record Sheet. Once three have been obtained the Monitor stops the game and declares the winner. Monitors may warn Pentathletes of this rule after they receive their first and second “I” or “IA”.
© Copyright 2011, 2013, 2016, 2017; by Pentathlon Institute, Inc. These rule highlights are for tournament use only. These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
FRAC FACTTM Tournament Highlights GOAL REMOVE START
BEGINNING OF TURN END OF TURN
To acquire the greater number of 3-strip tricks for each game in a 3 game series. 2 WAYS TO WIN - Win 2 out of 3 games, OR win 1 game and tie 2 games. One copy of zero strips & whole strips (10 strips) are removed to make this a more challenging game. Both players draw a strip from top of Draw Pile. Lower value begins. Strips are inserted back into the Draw Pile, then the starting player places the top two strips in the Red Result Rectangles outlined in red, then deals out 5 strips to each player which are placed face up on the player’s rectangles outlined in blue, places the stack back on the Draw Pile, and the starting player begins a turn. Players alternate being the beginning player in sequential games. when player receives the flag card NOTE: For a CAPTURE, a player’s regular turn begins after a player replenishes the 3 strips. when player passes the flag card to opponent
DECLARING A WIN
The Monitor declares a win or tie for each game by subtracting the number of strips in the Discard Pile from the strips acquired in the Scoring Pile. The player with the greater difference wins. If both players have the same difference, a TIE is declared. The Monitor also awards the overall win/tie.
END OF EACH GAME
when the Center Red Result Rectangles are empty OR when the Draw Pile is empty and neither player can form a trick with the strips in the Center Red Result Rectangles.
NOT A ROUND GAME
If the game has not ended when time is called and the beginning player has touched a strip to form trick, both players are allowed to complete a turn.
EXCEPT GAME TIME LIMIT
GAME TIME LIMIT MONITOR DECLARES
Note: If a game has not been completed, the player with the greater difference is declared the winner for that game. WIN: Monitor declares win if a player wins 2 out of three games OR wins 1 and ties 2. TIE: If each player has won 1 game and tied 1 game OR tied all 3 games, the Monitor declares a tie.
OTHER RULES ~ FRAC FACTTM PAPER/PENCIL LIMITED USE
Paper and pencil may ONLY be used for the operations of MULTIPLICATION and DIVISION.
MAKING A TRICK TOUCH AND ANNOUNCE BEFORE PICKING UP
Player MUST do this in the following order: 1) announce the arithmetic sentence EITHER after the 3 strips are touched OR while the 3 strips are being touched. 2) pick up the 3 strips and place them into a Scoring Pile to the RIGHT of the player. 3) draws 3 strips from top of Draw Pile and chooses 2 strips to replenish hand and the 3rd strip onto the open Red Result Rectangle.
EQUIVALENT FRACTIONS CAN BE STATED
Equivalent expressions for the fractions strips may be used, but are limited to the partitions of the fractions strips used in the game. For example, the 2/6 strip could also be referred to as 1/3 or 4/12.
TOUCH-TAKE DISCARDING & REPLENISHING OPTION
Once one of the player’s 5 strips has been touched, it must be used to form a trick. In the first 30 seconds of a turn a player has the option to discard and replenish from 1 to all 5 of the player’s strips. These strips are placed in a Discard Pile to the left of the player.
PASSING A TURN
When unable to form a trick, a player may pass the flag card to the opponent and end the turn.
FORCED DISCARD
Should an opponent pass a turn (see above) without using the Discarding and Replenishing Option, a player may issue a Forced Discard by passing the flag card back to the opponent. This forces the opponent to replenish and discard at least one strip. The opponent may then proceed to take a turn and attempt to make a trick. A player can not issue a forced discard after a player has discarded. NOTE: If a player can form a trick, but instead issues a force discard, the opponent can capture.
CAPTURE
Within 10 seconds after receiving the flag card and before touching a strip a player may announce “Capture” or “Challenge” and capture a trick that was not detected by the opposing player. After using the Touch & Announce rule and capturing the trick, the player draws 3 bars ( and chooses 2 to replenish the opponent’s hand and one for the center of the board). The player then begins a regular turn..
CHALLENGING ~ FRAC FACTTM WHEN TO CHALLENGE CORRECT - “C”
INCORRECT - “I” INAPPROPRIATE - “IA”
upon receiving the flag card and before touching a fraction strip CAPTURE: BEFORE the challenged player replenishes the 3 strips to begin the regular part of the turn. The 3 strips forming the trick are awarded to challenger and the challenger begins a regular turn. NOTE: When challenging an arithmetic sentence, the challenger does not have to state the correct sentence. Record “C” on Challenge Sheet
CHALLENGING A CAPTURE: challenger gets trick and challenger begins a regular turn CHALLENGE TOUCH-TAKE: challenger receives an additional turn CHALLENGE for NOT REPLENISHING 3 strips: challenger replenishes 3 strips.
The challenger forfeits a turn. Record “I” on Record Sheet. CHALLENGING A CAPTURE: The challenged player gets an additional turn after completing a regular turn. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor. An Inappropriate Challenge is one that is made at the wrong time or is about a procedure that is not a tournament rule. Such a challenge DOES NOT result in loss of turn, but is recorded as an “IA” on the Record Sheet. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
© Copyright 1995, 1996, 1997, 1999, 2004, 2007, 2008, 2011, 2013, 2015; by Pentathlon Institute, Inc. These rule highlights are for tournament use only.
These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
Pent ‘Em InTM Tournament Highlights GOAL
1) A player can win when all of the OPPONENT’S 5 pentominoes are entrapped. 2) During PLACEMENT: A player wins when the opponent can NOT place 5 pentominoes onto gameboard. 3) During MOVEMENT: A player wins for correctly challenging the opponent for moving the same pentomino three consecutive times, even if interspersed with chip movement. NOTE: Game Monitor can award a win to a player when the opponent can not make a legal move.
START
Monitor puts a chip of one color in one hand and chip of different color in another. Ask one player to determine what the starting color will be and ask the other player to pick a hand. Player who has starting color receives the flag card and play begins.
BEGINNING OF TURN
when player receives the Movement Record Flag Card
END OF TURN
when player passes the Movement Record Flag Card to opponent
DECLARING A WIN
A player must announce a win while in possession of the flag card.
NOT A ROUND GAME
EXCEPT GAME TIME LIMIT
GAME TIME LIMIT MONITOR DECLARES
The first player to reach the goal of game wins. If the game has not ended when time is called and the beginning player has touched a piece, both players are allowed to complete a turn. If time is called and neither player has won, the Game Monitor declares a TIE.
OTHER RULES ~ Pent ‘Em InTM PHASE I: INITIAL PLACEMENT
PHASE II: MOVEMENT OF PENTOMINOES & CHIPS
TRACKING MOVEMENT LAID IS PLAYED & MOVE IT-USE IT BOOTS & HATS NO 3 CONSECUTIVE MOVES OF THE SAME PENTOMINO
NO CONSECUTIVE CHIP MOVEMENTS ALLOWED
The Game Monitor assures that each player has placed exactly 5 pentominoes onto the gameboard. No sixth pentomino is allowed to be placed. No pentomino may be placed over the squares with sherrif stars on the gameboard. Also, a pentomino may NOT be placed so that it shares a common edge with the opponent’s pentomino. (If a player PICKS UP a piece and cannot place it, another piece may be selected. If a player has already PLACED a piece, it CANNOT be changed. If a player cannot place a pentomino, the player forfeits the game.) PENTOMINOES: Pentominoes may now be moved so that they share a common edge with the opponent’s pentominoes. A pentomino may be slid, flipped, OR rotated, but no combinations of these movements can be made within a turn. Pentomino pieces may be flipped or rotated over chips, Sheriff Stars, or parts of another pentomino. They may NOT be slid over spaces occupied by chips or pentominoes or over the gameboard’s Sheriff Stars. CHIPS: After the Placement Phase, chips may be moved. A chip may NOT be slid through or placed on the Sheriff Stars. Pentathletes use the Movement Record Flag Card to keep track of the movement of each player’s pieces. Once a player places or moves a piece and releases hold of it, the piece may not be repositioned. If a player has moved a piece off of it’s space, that piece must be moved to complete a turn. Playing pieces may be moved into or through unoccupied boot and hat spaces. A player may NOT move the same pentomino 3 consecutive times, even if interspersed with a chip movement. NOTE: Being challenged results in loss of game. A player may NOT make 2 consecutive chip movements. If a chip has been moved during one turn, the player must move a pentomino in the next move. Note: If challenged see Correct Challenge (Other Challenges).
CHALLENGING ~ Pent ‘Em InTM WHEN TO CHALLENGE
upon receiving the flag card and before touching a pentomino or chip
CORRECT - “C”
Initial Placement: Game Monitor removes placed piece and challenger selects and places an opponent’s piece correctly. If a Pentomino can not be placed: Game Monitor declares the win. 3 Consecutive Same Pentomino Moves: Game Monitor declares the win when challenged. Other Challenges: The Game Monitor restores the board to prior status and challenger EITHER begins a turn OR forces the opponent to move a pentomino. NOTE: Record “C” on Challenge Sheet
INCORRECT - “I”
Initial Placement: Challenged player may move one of the opponent’s chips to a new location and challenger begins a turn. Other Challenges: Challenger either loses turn OR is forced to move by challenged player - Record “I” on Challenge Sheet. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
INAPPROPRIATE - “IA”
An Inappropriate Challenge is one that is made at the wrong time or is about a procedure that is not a tournament rule. Such a challenge DOES NOT result in loss of turn, but is recorded as an “IA” on the Record Sheet. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
© Copyright 1995, 1996, 1997, 1999, 2004, 2008, 2011, 2015; 2016; by Pentathlon Institute, Inc. These rule highlights are for tournament use only. These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
Pent ‘Em InTM
Pent ‘Em InTM
Movement Record Flag Card
Movement Record Flag Card
Player A - Name
Player A - Name
Player B - Name
Player B - Name
Pentomino & Chip Legend
Pentomino & Chip Legend
I L V U S Z F YP T W X O
I L V U S Z F YP T W X O
DOWNLOAD FREE AT π15 http://www.mathpentath.org/topdownloads/tdsheets.html#highlights
DOWNLOAD FREE AT π15 http://www.mathpentath.org/topdownloads/tdsheets.html#highlights
Fraction PinballTM Tournament Highlights GOAL
A player may win based on any of the following conditions: a) being the first to OBTAIN & IDENTIFY an accumulated score between 4.95 and 5.05; b) the opponent’s pinballs are trapped and the opponent is unable to untrap either of their pinballs for movement; c) at the beginning of a turn and before touching a piece the score is between 4.95 and 5.05 and the opponent has not declared a win; or d) at the beginning of a turn and before touching a piece the score is less than 1.5 or greater than 8.5 in Phase III.
START
Blue is the designated starting color. A player picks up a pawn of each color and places one in each hand, out of view of the opponent. Opposing player selects a hand. Player who has starting blue pawn receives the Acccumulated Score Flag Card and play begins.
BEGINNING OF TURN
when player receives the Acccumulated Score Flag Card.
END OF TURN
when the player passes the Acccumulated Score Flag Card
DECLARING A WIN
A player must announce a win while in possession of the Acccumulated Score Flag Card.
GAME TIME LIMIT
If time is called and the starting player has moved a piece, a round is allowed to be completed. TIE: If neither player has won, a tie is declared.
MONITOR DECLARES
OTHER RULES ~ Fraction PinballTM PHASE I: PINBALL PLACEMENT
After pinball lands onto the first positive fraction circle, a player states the decimal equivalent of the fraction, records and adds this value to the accumulated score on the Acccumulated Score Flag Card, announces the new accumulated score, and passes the Acccumulated Score Flag Card to opponent to end the turn. Pinballs may not enter negative fraction circles in this phase.
PHASE II: CHIP PLACEMENT
Only blocking chips are placed on Nodes and cannot be moved a second time. Pinballs cannot be moved in this phase. Neutralization is NOT allowed in Phase II.
PHASE III: MOVEMENT
Player can move a pinball or blocking chip according to same procedures used in Phases I and II. Pinballs may now enter negative fraction circles.
NEUTRALIZATION OF BLOCKING CHIPS
During Phase III a player may neutralize an opponent’s blocking chip by moving one of the player’s blocking chips along a path containing 1 or more fraction circles before arriving at a Node occupied by an opponent’s blocking chip. The player’s chip is placed on top of the opponent’s chip. A player may choose to leave the stack of 2 chips on that Node OR pick up and move the stack of chips to the CAPTIVE PENTAGON provided no other chip(s) occupy that position. No more that 2 chips may be stacked on any Node or the Captive Pentagon. (The blocking chip may NOT be moved directly from one Node (or the Captive Pentagon) to another to neutralize an opponent’s chip.) Note: Only the top blocking chip of a neutralized stack may be moved within a turn.
CENTER STAR
A player may NOT change the direction of movement of a pinball or blocking chip at the Center Star.
MOVE IT-USE IT & LAID IS PLAYED
If a player has moved a piece off of it’s space, that piece must be moved to complete a turn. Once a player moves a piece and releases hold of it, the piece may not be repositioned.
CHALLENGING ~ Fraction PinballTM WHEN TO CHALLENGE
CORRECT - “C”
INCORRECT - “I”
INAPPROPRIATE - “IA”
upon receiving the Acccumulated Score Flag Card and before touching a piece 1) The Game Monitor restores gameboard and score (if changed) to prior status. 2) The challenger must take the opponent’s turn in Phase I & II, but in Phase III the player has the option of taking the opponent’s turn or forcing the opponent to take a turn. 3) The challenger then completes a regular turn. Record “C” on Challenge Sheet In all 3 Phases the challenged player takes the opponent’s turn and then takes a regular turn. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor. An Inappropriate Challenge is one that is made at the wrong time or is about a procedure that is not a tournament rule. Such a challenge DOES NOT result in loss of turn, but is recorded as an “IA” on the Record Sheet. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
© Copyright 1995, 1996, 1997, 1999, 2004, 2007, 2011, 2015, 2016; by Pentathlon Institute, Inc. These rule highlights are for tournament use only. These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
FRACTION PINBALLTM
FRACTION PINBALLTM
π15 DOWNLOAD FREE AT http://www.mathpentath.org/topdownloads/tdsheets.html#highlights
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Accumulated Score Flag Card
Accumulated Score Flag Card
Prime GoldTM Tournament Highlights GOAL
START BEGINNING OF TURN
A player must be the only player at the end of a round who has: 1) constructed one continuous path of chips from top to bottom or from side to side of the gameboard OR; 2) mined 4 veins of Prime Gold (4 veins of 3 or more chips covering prime numbers in a contiguous diagonal line). Note: Extending veins on a diagonal line can only be counted as one (1) vein. However, any chip in a vein can be used to form another intersecting diagonal vein. Players each toss one of the ICOSAHEDRA dice (a 20 sided die). The player with the lower value begins. when player receives the Equation Flag Card
END OF TURN
when player passes the Equation Flag Card to the opponent
END OF GAME
when a player receives the Equation Flag Card and has no chips to play
DECLARING A WIN ROUND GAME GAME TIME LIMIT MONITOR DECLARES
A player must announce a win before releasing the Equation Flag Card. If the beginning player announces a win, the second player is allowed to complete the round. If both players construct a win and properly announce it, the Monitor declares a TIE. YES ~ consists of the beginning and second player completing a turn If time is called and the starting player has rolled the dice, a round is allowed to be completed. If neither player has won, the Game Monitor declares a TIE.
OTHER RULES ~ Prime GoldTM CALCULATOR USAGE
Non-programmable calculators may be used if each Pentathlete has one. If one player chooses not to use a calculator, the opposing player may not make use of a calculator.
WRITING THE NUMBER SENTENCE
A player MUST WRITE the number sentence on the Equation Flag Card before completing a turn. The Order of Operations must be used. (The operations of multiplication and division precede the operations of addition and subtraction.) E.g.: if a 2, 5, and 6 were rolled many possible number sentences could be written such as 2 x 5 + 6 = 16, or (2 + 5) x 6 = 42, or 5 to the 2nd power - 6 = 19, or (6 - 5) 2 = 2. Note: Players do NOT have to announce their number sentence.
ANNOUNCING GOLDBACH’S DOUBLE PRIME PLACEMENT
In addition to writing the number sentence, the player MUST ANNOUNCE the 2 prime numbers that add up to the result constructed with the dice BEFORE completing a turn.
LAID IS PLAYED PASSING A TURN
PRIME GOLD VEINS
Once a chip is laid it can not be repositioned If a player is unable to place a chip within the 1 minute time limit, the player passes the Equation Flag Card to end the turn. VEIN of 3: 1 chip removed from composite number - chip returned to the opponent VEIN of 4: 2 chips removed from composite numbers AND 2 of players chips may be placed onto the composite numbers that were covered by removed chips - removed chips returned to the opponent VEIN of 5: same as vein of 4 but also remove one chip which covers a prime number and return this chip to opponent
SHAFTS (5 or more chips)
SHAFTS of 5: ANY 2 OR FEWER of opponent’s chips MAY removed - chips returned to the opponent SHAFTS of 6 or more: ANY 3 OR FEWER of opponents chips MAY removed - chips returned to the opponent
PRIME NUMBERS
Numbers other than 0 or 1 that can only be divided by 1 or the number itself: 2, 3, 5, 7, 11, 13, 17, 19, 23, 29, 31, 37, 41, 43, 47, 53, 59, 61, 67, 71, 73, 79, 83, 89, 97, 101, 103, 107, 109, 113
COMPOSITE NUMBERS FACTORIALS
Can be divided by a number other than 1 and itself. NOTE: 1 is neither prime nor composite. Factorials such as 3! or 5! equate to 3x2x1 and 5x4x3x2x1, respectively. By definition, 0! is equal to 1. 0!=1, 1!=1, 2! = 2, 3! = 6, 4! = 24, 5! = 120, 6! = 720, 7! = 5,040, and so on
CHALLENGING ~ Prime GoldTM WHEN TO CHALLENGE CORRECT - “C” INCORRECT - “I” INAPPROPRIATE - “IA”
upon receiving the Equation Flag Card and before rolling the dice The Game Monitor returns board to prior status and the challenger begins a turn. Record “C” on Challenge Sheet The challenger forfeits a turn. Record “I” on Record Sheet. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor. An Inappropriate Challenge is one that is made at the wrong time or is about a procedure that is not a tournament rule. Such a challenge DOES NOT result in loss of turn, but is recorded as an “IA” on the Record Sheet. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
© Copyright 1995, 1996, 1997, 1999, 2004, 2008, 2011, 2015, 2017; by Pentathlon Institute, Inc. These rule highlights are for tournament use only. These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
Prime GoldTM
Equation Flag Card Player A - Name
Player B - Name
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Prime GoldTM
Equation Flag Card Player A - Name
Player B - Name
DOWNLOAD FREE AT π15 http://www.mathpentath.org/topdownloads/tdsheets.html#highlights
Remainder IslandsTM Tournament Highlights GOAL
The player having the greater number of chips when the game has ended wins the game. THE MONITOR COUNTS THE CHIPS AND ANNOUNCES THE WIN.
START
Players each toss a dodecahedron die (12 sided). The player with the lower value begins.
BEGINNING OF TURN
when player receives the flag card
END OF TURN
when player passes the flag card to the opponent
END OF GAME
When a player has chips on all 6 islands and the second player has been allowed to complete the Round the Game Monitor announces the end of game AND declares the winner based on the greater number of chips.
ROUND GAME GAME TIME LIMIT MONITOR DECLARES
YES ~ consists of the beginning and second player completing a turn If time is called and the starting player has rolled the dice, a round is allowed to be completed. WIN: The player with the greater number of chips is declared the winner by the Game Monitor. TIE: If both player’s have the same number of chips, the Game Monitor declares the tie OR if both players use all 40 chips without ending the game.
OTHER RULES ~ Remainder IslandsTM CALCULATOR USAGE
Non-programmable calculators may be used if each Pentathlete has one. If one player chooses not to use a calculator, the opposing player may not make use of a calculator.
ANNOUNCING NUMBER SENTENCE
The player must announce the dividend, divisor, quotient, and remainder of the chosen division problem before moving a piece or removing chips.
PASSING A TURN PAWN MOVEMENT LAID IS PLAYED ZERO REMAINDER OPTIONS
SPINNING OFF OF MULTIPLES OF 6
ZERO QUOTIENT WITH
NON-ZERO REMAINDER
If a player is unable or does not wish to move, the player passes the flag card to end the turn. Before moving a the pawn a player MUST POINT and COUNT ALOUD for the opponent to hear, the triangles that compose the path for the pawn. The pawn then can be placed on the last triangular space. Once pawn is laid it cannot be repositioned. Note: Whenever a remainder is obtained, a player MUST land on a triangular space adjoining an island (docking). If the quotient is 1 or greater with a remainder of zero, the player may choose ONE of the following options: 1) the player’s pawn may be moved and it does not have to land on a triangular space adjoining an island; 2) the opponent’s pawn may be moved and it does not have to land on a triangular space adjoining an island; OR 3) the opponent’s chip(s) may be removed from any ONE island based on the following conditions: a) quotient is 1-19: 1 chip may be removed; b) quotient is 20-29: *exactly 2 chips may be removed; or c) if quotient is 30 or more: *exactly 3 chips may be removed. * All chips must be removed from the same island, the opposing player must have at least the number of specified chips on an island, and the removed chip(s) are returned to the opponent Player MUST ANNOUNCE and count by multiples of 6. Example: quotient of 28 player might count: 1, 2, 8, 14, 20, 26, 27, 28 If a player’s pawn is on a triangle adjacent to an island that does NOT contain any of the player’s chips and if the player constructs a division problem with a quotient of zero and a non-zero remainder, the player may move zero and deposit the number of chips indicated by the remainder. EXAMPLE: 7 ÷ 8 = 0 R7 OR 7 divided by 8 equals a quotient of 0 with a remainder of 7
REMOVED CHIPS
Removed chips are returned to the opponent.
DEPLETED CHIPS
If all 40 of a player’s chips have been played and the player still has islands without chips, play continues. (uses Zero Remainder Option)
CHALLENGING ~ Remainder IslandsTM WHEN TO CHALLENGE
upon receiving the flag card and before rolling the dice
CORRECT - “C”
The Game Monitor returns board to prior status and the challenger removes 3 or fewer of the opponent’s chips from a selected island, returns them to the opponent, and challenger begins a turn. Record “C” on Challenge Sheet
INCORRECT - “I”
The challenged player removes 3 or fewer of the challenger’s chips from a selected island, returns them to the challenger, and the challenger forfeits a turn and passes the flag card to the challenged player. Record “I” on Record Sheet. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
INAPPROPRIATE - “IA”
An Inappropriate Challenge is one that is made at the wrong time or is about a procedure that is not a tournament rule. Such a challenge DOES NOT result in loss of turn, but is recorded as an “IA” on the Record Sheet. Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
© Copyright 1995, 1996, 1997, 1999, 2004, 2011, 2015, 2017; by Pentathlon Institute, Inc. These rule highlights are for tournament use only. These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.