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Rules: 
1. Trig-Damath shall be played by two players. Each player begins the game with 12 colored chips. (Typically, 
one set of chips is blue and the other is red.) 
2. The board consists of 64 squares, alternating between 32 violet and 32 pink squares with printed data such 
as sine, cosine, tangent, a ,b and c. It is positioned so that each player has a pink square on the right side 
corner closest to him or her. 
3. Each player places his or her chips on the 12 violet squares closest to him or her. 
4. Blue moves first, then alternate moves. 
5. Moves are allowed only on the violet squares, so chips shall always move diagonally and flip the chips as 
needed ( cm for sides or a, b, and c and degrees for tangent, sine and cosine.) Single chips are always 
limited to forward moves (toward the opponent). 
6. A chip making a non-capturing move (not involving a jump) may move only to one square. 
7. A chip making a capturing move (a jump) leaps over one of the opponent's chip, landing in a straight 
diagonal line on the other side. Only one chip may be captured in a single jump; however, multiple jumps 
are allowed on a single turn. 
8. Each player shall make a careful move and it will be base to trigonometric formula to avoid having a 
negative score. A player shall solve a problem within the limited time only before making a move or taking 
a chip. 
9. When a chip is captured, player would get the corresponding value of the chips and will write it on the 
score board according to the place where it has been captured. The said chip/s shall be removed from the 
board. 
10. If a player captured a chip, he should make a jump. In case that a player has more than one chip to capture, 
he/she is free to choose whatever he/she prefers. 
11. When a chip reaches the furthest row from the player who controls that chip, it is crowned and be 
recognized as a powerful chip. 
12. Powerful chips are limited to moving diagonally, but may move both forward and backward. (Remember 
that single pieces, i.e. non-kings, are always limited to forward moves.) 
13. Kings may combine jumps in several directions -- forward and backward -- on the same turn. Single pieces 
may shift direction diagonally during a multiple capture turn, but must always jump forward (toward the 
opponent). 
14. If the opponent cannot make a move or lost all his/her chips then the game is over. 
Scoring: 
1. At the end of the game, the scores on the score board shall be computed by applying the desired 
trigonometric formulae to find the unknown part. 
2. After finding the unknown values, every value on each column shall be added to get to the partial score. 
3. After finding the partial score, use the required formula “cos Ɵ + tan Ɵ + sin Ɵ” to arrive at the total angle 
and “a + b + c” for the total side or the perimeter. 
4. Get the sum of the total side and total angle to arrive at the total score. 
5. Deduct the value of the sides of the remaining chips to the opponent for the final score. 
6. Player with the highest score obtain shall be declared as the winner.
Rules: 
1. Trig-Damath shall be played by two players. Each player begins the game with 12 colored chips. (Typically, 
one set of chips is blue and the other is red.) 
2. The board consists of 64 squares, alternating between 32 violet and 32 pink squares with printed data such 
as sine, cosine, tangent, a ,b and c. It is positioned so that each player has a pink square on the right side 
corner closest to him or her. 
3. Each player places his or her chips on the 12 violet squares closest to him or her. 
4. Blue moves first, then alternate moves. 
5. Moves are allowed only on the violet squares, so chips shall always move diagonally and flip the chips as 
needed ( cm for sides or a, b, and c and degrees for tangent, sine and cosine.). Single chips are always 
limited to forward moves (toward the opponent). 
6. A chip making a non-capturing move (not involving a jump) may move only to one square. 
7. A chip making a capturing move (a jump) leaps over one of the opponent's chip, landing in a straight 
diagonal line on the other side. Only one chip may be captured in a single jump; however, multiple jumps 
are allowed on a single turn. 
8. Each player shall make a careful move and it will be base to trigonometric formula to avoid having a 
negative score. A player shall solve a problem within the limited time only before making a move or taking 
a chip. 
9. When a chip is captured, player would get the corresponding value of the chips and will write it on the 
score board according to the place where it has been captured. The said chip/s shall be removed from the 
board. 
10. If a player captured a chip, he should make a jump. In case that a player has more than one chip to capture, 
he/she is free to choose whatever he/she prefers. 
11. When a chip reaches the furthest row from the player who controls that chip, it is crowned and be 
recognized as a powerful chip. 
12. Powerful chips are limited to moving diagonally, but may move both forward and backward. (Remember 
that single pieces, i.e. non-kings, are always limited to forward moves.) 
13. Kings may combine jumps in several directions -- forward and backward -- on the same turn. Single pieces 
may shift direction diagonally during a multiple capture turn, but must always jump forward (toward the 
opponent). 
14. If the opponent cannot make a move or lost all his/her chips then the game is over. 
Scoring: 
1. At the end of the game, the scores on the score board shall be computed by applying the desired 
trigonometric formulae to find the unknown part. 
2. After finding the unknown values, every value on each column shall be added to get to the partial score. 
3. After finding the partial score, use the required formula “cos Ɵ + tan Ɵ + sin Ɵ” to arrive at the total angle 
and “a + b + c” for the total side or the perimeter. 
4. Get the sum of the total side and total angle to arrive at the total score. 
5. Deduct the value of the sides of the remaining chips to the opponent for the final score. 
6. Player with the highest score obtain shall be declared as the winner.

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Rules of the game

  • 1. Rules: 1. Trig-Damath shall be played by two players. Each player begins the game with 12 colored chips. (Typically, one set of chips is blue and the other is red.) 2. The board consists of 64 squares, alternating between 32 violet and 32 pink squares with printed data such as sine, cosine, tangent, a ,b and c. It is positioned so that each player has a pink square on the right side corner closest to him or her. 3. Each player places his or her chips on the 12 violet squares closest to him or her. 4. Blue moves first, then alternate moves. 5. Moves are allowed only on the violet squares, so chips shall always move diagonally and flip the chips as needed ( cm for sides or a, b, and c and degrees for tangent, sine and cosine.) Single chips are always limited to forward moves (toward the opponent). 6. A chip making a non-capturing move (not involving a jump) may move only to one square. 7. A chip making a capturing move (a jump) leaps over one of the opponent's chip, landing in a straight diagonal line on the other side. Only one chip may be captured in a single jump; however, multiple jumps are allowed on a single turn. 8. Each player shall make a careful move and it will be base to trigonometric formula to avoid having a negative score. A player shall solve a problem within the limited time only before making a move or taking a chip. 9. When a chip is captured, player would get the corresponding value of the chips and will write it on the score board according to the place where it has been captured. The said chip/s shall be removed from the board. 10. If a player captured a chip, he should make a jump. In case that a player has more than one chip to capture, he/she is free to choose whatever he/she prefers. 11. When a chip reaches the furthest row from the player who controls that chip, it is crowned and be recognized as a powerful chip. 12. Powerful chips are limited to moving diagonally, but may move both forward and backward. (Remember that single pieces, i.e. non-kings, are always limited to forward moves.) 13. Kings may combine jumps in several directions -- forward and backward -- on the same turn. Single pieces may shift direction diagonally during a multiple capture turn, but must always jump forward (toward the opponent). 14. If the opponent cannot make a move or lost all his/her chips then the game is over. Scoring: 1. At the end of the game, the scores on the score board shall be computed by applying the desired trigonometric formulae to find the unknown part. 2. After finding the unknown values, every value on each column shall be added to get to the partial score. 3. After finding the partial score, use the required formula “cos Ɵ + tan Ɵ + sin Ɵ” to arrive at the total angle and “a + b + c” for the total side or the perimeter. 4. Get the sum of the total side and total angle to arrive at the total score. 5. Deduct the value of the sides of the remaining chips to the opponent for the final score. 6. Player with the highest score obtain shall be declared as the winner.
  • 2. Rules: 1. Trig-Damath shall be played by two players. Each player begins the game with 12 colored chips. (Typically, one set of chips is blue and the other is red.) 2. The board consists of 64 squares, alternating between 32 violet and 32 pink squares with printed data such as sine, cosine, tangent, a ,b and c. It is positioned so that each player has a pink square on the right side corner closest to him or her. 3. Each player places his or her chips on the 12 violet squares closest to him or her. 4. Blue moves first, then alternate moves. 5. Moves are allowed only on the violet squares, so chips shall always move diagonally and flip the chips as needed ( cm for sides or a, b, and c and degrees for tangent, sine and cosine.). Single chips are always limited to forward moves (toward the opponent). 6. A chip making a non-capturing move (not involving a jump) may move only to one square. 7. A chip making a capturing move (a jump) leaps over one of the opponent's chip, landing in a straight diagonal line on the other side. Only one chip may be captured in a single jump; however, multiple jumps are allowed on a single turn. 8. Each player shall make a careful move and it will be base to trigonometric formula to avoid having a negative score. A player shall solve a problem within the limited time only before making a move or taking a chip. 9. When a chip is captured, player would get the corresponding value of the chips and will write it on the score board according to the place where it has been captured. The said chip/s shall be removed from the board. 10. If a player captured a chip, he should make a jump. In case that a player has more than one chip to capture, he/she is free to choose whatever he/she prefers. 11. When a chip reaches the furthest row from the player who controls that chip, it is crowned and be recognized as a powerful chip. 12. Powerful chips are limited to moving diagonally, but may move both forward and backward. (Remember that single pieces, i.e. non-kings, are always limited to forward moves.) 13. Kings may combine jumps in several directions -- forward and backward -- on the same turn. Single pieces may shift direction diagonally during a multiple capture turn, but must always jump forward (toward the opponent). 14. If the opponent cannot make a move or lost all his/her chips then the game is over. Scoring: 1. At the end of the game, the scores on the score board shall be computed by applying the desired trigonometric formulae to find the unknown part. 2. After finding the unknown values, every value on each column shall be added to get to the partial score. 3. After finding the partial score, use the required formula “cos Ɵ + tan Ɵ + sin Ɵ” to arrive at the total angle and “a + b + c” for the total side or the perimeter. 4. Get the sum of the total side and total angle to arrive at the total score. 5. Deduct the value of the sides of the remaining chips to the opponent for the final score. 6. Player with the highest score obtain shall be declared as the winner.