The document describes the Logic M.A.D board game created by Pangasinan State University to teach logic concepts. The game uses a board with spaces for 48 logic concepts and 23 special spaces. Players use game pieces and cards representing concepts to acquire spaces guided by dice rolls. The goal is to become the most knowledgeable on the board by collecting the most and highest-valued concepts. The game aims to develop students' analytical, logical, and strategic thinking skills.
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Logic M.A.D Game Guide
1. www.psuecon.com
GAME GUIDE
LOGIC
CON
CEPT TRADING
G
AME
MOV
E. ACQUIRE. DEC
IDE.
LOGIC M.A.D
Definition
Syllogism
Reasoning
Argument
Conclusion
Proposition
Enthymeme
Minor Premise
Definiendum
Definiens
Genus
Species
Real definition
E Proposition
A Proposition
Quantifier
Copula
Truth value
Composite term
Privative term
Analogous term
Equivocal
Univocal term
Simple term
Particular term
Obversion
Affirmative
O proposition
I Proposition
Conversion
Square of opposition
Conversion
Inversion
Sub-altern
Sub-contrary
Contradictory
Syllogistic mood
Syllogistic figure
Major term
Middle term
Minor tem
Hypothetical syllogism
Sorites
ContrapositionFallacy
Efficient cause
Universal proposition
Circular definition
Term
Inference
Validity
Negative proposition Falsity Truth
Pangasinan State University
JAMESON N. ESTRADA
Republic of the Philippines
LINGAYEN CAMPUS, LINGAYEN PANGASINAN
Game Developer
2. CONTENTS
PLAYER COMPOSITION AND PLAYING TIME
BOARD MATRIX OF NON-LOGIC CONCEPT SPACES
BOARD MATRIX OF LOGIC CONCEPT SPACES
Rules on Landing and Acquiring Logic Concepts
Uses and Function of Logic Concept Cards
Uses and Function of Special Cards
Fines and Bonuses
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DESCRIPTION OF THE GAME
OBJECTIVE OF THE GAME
THE LOGIC FACILITATOR
GAME PREPARATION
SPECIAL CARDS
PLAYING CARDS’ COMPOSITION
THE LOGIC MAD GAMEBOARD
GAME EQUIPMENT AND MATERIALS
HOW TO PLAY LOGIC MAD?
LOGIC CONCEPT CARDS
MONEY CARDS
3PSU VISION, MISSION AND INSTITUTIONAL GOALS
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3. PSU Vision, Mission, and Institutional Goals
U N I V E R S I T Y V I S I O N
To become an ASEAN Premier State University by 2020
U N I V E R S I T Y M I S S I O N
The Pangasinan State University, through instruction, research, extension and production,
commits to develop highly principled, morally upright , innovative and globally competent
individuals capable of meeting the needs of industry, public service and civil society.
G U I D I N G P H I L O S O P H Y
The Pangasinan State University’s leadership adheres to the Filipino educational philosophy that
education is geared towards better citizenship and livelihood and the United Nation’s declaration
that education is for all giving access to quality education.
S T R A T E G I C G O A L S
■ Excellent student learning and career development
■ Strong research culture and technology transfer
■ Good governance
■ Sustainable social responsibilities
■ Quality human resources management and development
■ Efficient management of assets and finances
■ Responsive to globalization and diversity
■ Customer-focused
I N S T I T U T I O N A L O U T C O M E S AND C O R E V A L U E S
The Pangasinan State University Institutional Learning Outcomes (PSU ILO) are the qualities that
PSUnians must possess. These outcomes are anchored on the following core values: Accountability and
Transparency, Credibility and Integrity, Competence and Commitment to Achieve, Excellence in Service
Delivery, Social and Environmental Responsiveness, and Spirituality – (ACCESS). Anchored on these core
values, the PSU graduates are able to
1. Demonstrate through institutional mechanisms, systems, policies, and processes which are reflective
of transparency, equity, participatory decision making, and accountability.
2. Engage in relevant, comprehensive and sustainable development initiatives through multiple perspec-
tives in decisions and actions that build personal and professional credibility and integrity.
3. Set challenging goals and tasks with determination and sense of urgency which provide continuous
improvement and producing quality outputs leading to inclusive growth.
4. Exhibit life-long learning and global competency proficiency in communication skills,
inter/interpersonal skills, entrepreneurial skills, innovative mindset, research and production initia-
tives and capability in meeting the industry requirements of local, ASEAN and international human
capital market through relevant and comprehensive programs.
5. Display, socially and environmentally responsive organizational culture, which ensures higher produc-
tivity among the university constituents and elevate the welfare of the multi-sectoral communities.
6. Practice spiritual values and morally upright behavior which promote and inspire greater harmony to
project a credible public image.
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DESCRIPTION OF THE GAME
The LOGIC M.A.D (Move. Acquire. Decide.) is an in-depth logic concept trading strategy game
that is used as an instructional tool in the subject Philo 101 – Logic and Social Philosophy in
PSU Lingayen Campus. It is developed to provide students a way of developing their analytical
and logical thinking skills as the game requires negotiation, strategy and resource management,
counting and probability and decision making.
By landing on logic concepts and using concept cards including definition, term, proposition,
enthymeme and syllogism and taking into considerations logic special cards like truth, falsity,
fortuity, mind travel among others, the goal is to dominate the play through strategic acquisition
of concepts as many and high as possible guided by the luck from the dice and cards.
PLAYER COMPOSITION AND PLAYING TIME
This game can be played by 2 to 6 players. Ideally the game is played by 4 players. Set-up time
ranges from 5 – 10 minutes. The playing time is about 1 – 2 hours.
OBJECTIVE OF THE GAME
The goal of the game is to become the most knowledgeable and logical on the game board at
the end. This is achieved by strategically acquiring logic concepts as many and high as possible
supported by luck from the dice and the playing cards.
GAME EQUIPMENT
The Logic MAD game consists of a board, 2 dice, 4 logic pieces (tokens), 2 decks of playing
cards, play money, a facilitator’s tray and 1 transaction pad.
Board Game. The board contains 71 spaces. These spaces house 48 logic concepts covering
definition, term, proposition, enthymeme and syllogism and 23 special concepts including 6
logical move, 4 logic concept auction, 3 mind freeze, 3 fallacy and 3 validity.
Tokens. These are gamepieces used by players to represent themselves as they move around
the board. Each player will get a distinctly colored token to symbolize themselves as they travel
around the board.
Dice. The dice compose of two. The dice are used by the players to indicate the direction of the
token/pieces to move and land on a particular board space.
Decks of cards. There are 2 decks of cards containing 70 playing cards each. The 1st
deck of cards
consists of the logic cards and the 2nd
deck of cards consists of money bills and special cards.
Play Money. These are faked bills intended to be used as a medium of exchange for all the
financial transactions made by players in the logic concept trading board game.
Logic Facilitator’s Tray. This is used by the Logic Facilitator to keep and organize play moneys,
playing cards and other materials used in the game.
Transaction Pad. This is used by the Logic Facilitator to list or write all the trading and financial
transactions made by players in the logic board game.
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THE LOGIC MAD GAME BOARD
The board game consists of 71 spaces. Forty-six (48) of these spaces are logic concepts which
are designated with a corresponding name, listed price and color type. There are 9 each of
definition, terms, proposition, enthymeme and syllogism three logic concepts (argument,
inference and reasoning). The special logic concept spaces have a composition of 23 consisting
of 6 logical move, 4 logic concept auction, 3 mind freeze, 3 fallacy and 3 validity.
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The Board Matrix Logic Concept Spaces is shown below.
LOGIC
CONCEPT CATEGORY
BOARD
SPACE
NUMBER
VALUE/
PRICE
ILLUSTRATION USE/FUNCTION
CIRCULAR
DEFINITION
Definition 54
Ᵽ80 T
Can be acquired using
definition card or logic
card
DEFINIENDUM
Definition 24
Ᵽ100 T
Can be acquired using
definition card or logic
card
DEFINIENS
Definition 1
Ᵽ110 T
Can be acquired using
definition card or logic
card
EFFICIENT CAUSE
Definition 49
Ᵽ110 T
Can be acquired using
definition card or logic
card
FALLACY OF
DEFINITION
Definition 66
Ᵽ90 T
Can be acquired using
definition card or logic
card
GENUS
Definition 7
Ᵽ60 T
Can be acquired using
definition card or logic
card
NOMINAL
DEFINITION
Definition 34
Ᵽ130 T
Can be acquired using
definition card or logic
card
REAL DEFINITION
Definition 18
Ᵽ150 T
Can be acquired using
definition card or logic
card
SPECIES
Definition 43
Ᵽ70 T
Can be acquired using
definition card or logic
card
ANALOGOUS
TERM
Term 55 Ᵽ90 T
Can be acquired using
term card or logic card
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SIMPLE TERM
Term 8 Ᵽ50 T
Can be acquired using
term card or logic card
COMPOSITE
TERM
Term 19 Ᵽ80 T
Can be acquired using
term card or logic card
EQUIVOCAL TERM
Term 25 Ᵽ120 T
Can be acquired using
term card or logic card
PRIVATIVE TERM
Term 50 Ᵽ70 T
Can be acquired using
term card or logic card
REAL TERM
Term 44 Ᵽ100 T
Can be acquired using
term card or logic card
PARTICULAR
TERM
Term 35 Ᵽ160 T
Can be acquired using
term card or logic card
SINGULAR TERM
Term 2 Ᵽ90 T
Can be acquired using
term card or logic card
UNIVOCAL TERM
Term 67 Ᵽ140 T
Can be acquired using
term card or logic card
A PROPOSITION
Proposition 9
Ᵽ70 T
Can be acquired using
proposition card or
logic card
AFFIRMATIVE
PROPOSITION
Proposition 68
Ᵽ170 T
Can be acquired using
proposition card or
logic card
COPULA
Proposition 3
Ᵽ50 T
Can be acquired using
proposition card or
logic card
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E PROPOSITION
Proposition 27
Ᵽ70 T
Can be acquired using
proposition card or
logic card
I PROPOSITION
Proposition 46
Ᵽ70 T
Can be acquired using
proposition card or
logic card
O PROPOSITION
Proposition 56
Ᵽ70 T
Can be acquired using
proposition card or
logic card
QUANTIFIER
Proposition 21
Ᵽ60 T
Can be acquired using
proposition card or
logic card
TRUTH VALUE
Proposition 36
Ᵽ190 T
Can be acquired using
proposition card or
logic card
UNIVERSAL
PROPOSITION
Proposition 51
Ᵽ150 T
Can be acquired using
proposition card or
logic card
CONTRADICTORY
Enthymeme 47
Ᵽ80 T
Can be acquired using
enthymeme card or
logic card
CONTRAPOSITION
Enthymeme 57
Ᵽ100 T
Can be acquired using
enthymeme card or
logic card
CONTRARY
OPPOSITION
Enthymeme 4
Ᵽ80 T
Can be acquired using
enthymeme card or
logic card
CONVERSION
Enthymeme 10
Ᵽ100 T
Can be acquired using
enthymeme card or
logic card
EDUCTION
Enthymeme 65
Ᵽ180 T
Can be acquired using
enthymeme card or
logic card
INVERSION Enthymeme 37 Ᵽ100 T
Can be acquired using
enthymeme card or
logic card
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OBVERSION
Enthymeme 52
Ᵽ100 T
Can be acquired using
enthymeme card or
logic card
SUB-ALTERN
Enthymeme 22
Ᵽ80 T
Can be acquired using
enthymeme card or
logic card
SUB-CONTRARY
OPPOSITION
Enthymeme 69
Ᵽ80 T
Can be acquired using
enthymeme card or
logic card
CONCLUSION
Syllogism 48
Ᵽ200 T
Can be acquired using
syllogism or logic card
MAJOR PREMISE
Syllogism 5
Ᵽ60 T
Can be acquired using
syllogism or logic card
MAJOR TERM
Syllogism 38
Ᵽ90 T
Can be acquired using
syllogism or logic card
MIDDLE TERM
Syllogism 70
Ᵽ90 T
Can be acquired using
syllogism or logic card
MINOR PREMISE
Syllogism 58
Ᵽ60 T
Can be acquired using
syllogism or logic card
MINOR TERM
Syllogism 23
Ᵽ90 T
Can be acquired using
syllogism or logic card
SYLLOGISTIC
FIGURE
Syllogism 53
Ᵽ120 T
Can be acquired using
syllogism or logic card
SYLLOGISTIC
ANALYSIS
Syllogism 62
Ᵽ70 T
Can be acquired using
syllogism or logic card
SYLLOGISTIC
MOOD
Syllogism 30 Ᵽ120 T
Can be acquired using
syllogism or logic card
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ARGUMENT
Logic 16
Ᵽ300 T
Can be acquired using
logic card
INFERENCE
Logic 29
Ᵽ300 T
Can be acquired using
logic card
REASONING
Logic 71
Ᵽ300 T
Can be acquired using
logic card
Board Matrix of Non- Logic Concept Spaces consists of the following:
NON-LOGIC
CONCEPT SPACES
NATURE OF
SPACE
BOARD
SPACE
NUMBER
FINE /
BONUS
COLOR
TYPE FUNCTION
LOGICAL MOVE (5
SPACES FORWARD
Advantage 6 Ᵽ0
The player moves 5
spaces forward
LOGICAL MOVE (10
SPACES FORWARD
Advantage 15 Ᵽ0
The player moves 10
spaces forward
LOGICAL MOVE (5
SPACES BACKWARD)
Disadvantage 17
Ᵽ0 The player moves 5
spaces backward
LOGICAL MOVE (15
SPACES FORWARD)
Advantage 33 Ᵽ0
The player moves 15
spaces forward
LOGICAL MOVE (10
SPACES BACKWARD)
Disadvantage 41 Ᵽ0
The player moves 10
spaces backward
LOGICAL MOVE (15
SPACES BACKWARD)
Disadvantage 61 Ᵽ0
The player moves 15
spaces backward
STOCK KNOWLEDGE
(Ᵽ50 T)
Advantage/
Disadvantage
11 Ᵽ50 T
The player answers a
logic question. He
receives Ᵽ50 T if the
question is answered
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correctly, otherwise, he
pays Ᵽ100 T.
STOCK KNOWLEDGE
(Ᵽ100 T)
Advantage/
Disadvantage
26 Ᵽ100 T
The player answers a
logic question. He
receives Ᵽ100 T if the
question is answered
correctly, otherwise, he
pays Ᵽ100 T.
STOCK KNOWLEDGE
(Ᵽ150 T)
Advantage/
Disadvantage
42 Ᵽ150 T
The player answers a
logic question. He
receives Ᵽ150 T if the
question is answered
correctly, otherwise, he
pays Ᵽ150 T.
STOCK KNOWLEDGE
(Ᵽ200 T)
Advantage/
Disadvantage
63 Ᵽ200 T
The player answers a
logic question. He
receives Ᵽ200 T if the
question is answered
correctly, otherwise, he
pays Ᵽ200 T.
LOGIC CONCEPT
AUCTION
Advantage/
Disadvantage
13 Highest
Bidder
The player who lands
on this space engages
in a logic concept
auction. The Logic
Facilitator will bid the
logic concept chosen by
the player. The highest
bidder will acquire the
concept.
LOGIC CONCEPT
AUCTION
Advantage/
Disadvantage
28 Highest
Bidder
LOGIC CONCEPT
AUCTION Advantage/
Disadvantage
39 Highest
Bidder
LOGIC CONCEPT
AUCTION
Advantage/
Disadvantage
59 Highest
Bidder
MIND FREEZE Disadvantage 14 Pay a
fine of
Ᵽ100 T
The player pays a fine
of Ᵽ100 T and loses 1
turn
MIND FREEZE Disadvantage 31
Pay a
fine of
Ᵽ100 T
The player pays a fine
of Ᵽ100 T and loses 1
turn
MIND FREEZE Disadvantage 45
Pay a
fine of
Ᵽ100 T
The player pays a fine
of Ᵽ100 T and loses 1
turn
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VALIDITY (LOW) Advantage 60
Receive
Ᵽ50 T
The player receives Ᵽ50
T
VALIDITY (MEDIUM) Advantage 32
Receive
Ᵽ100 T
The player receives
Ᵽ100 T
VALIDITY (HIGH) Advantage 20
Receive
Ᵽ150 T
The player receives
Ᵽ150 T
FALLACY (LOW) Disadvantage 12
Pay Ᵽ50
T
The player pays Ᵽ50 T
FALLACY (MEDIUM) Disadvantage 64
Pay
Ᵽ100 T
The player pays Ᵽ100 T
FALLACY (HIGH) Disadvantage 40
Pay
Ᵽ150 T
The player pays Ᵽ150 T
PLAYING CARDS COMPOSITION
There are two decks of cards. One deck of cards consists of the logic cards and the other deck
of cards consists of money bills and special cards. Playing cards are used by players to buy or
acquire logic concepts, collect money bills, get bonuses and incur fines. The front cover of the
logic card is depicted below.
LOGIC CONCEPT CARDS. These are cards use by players to acquire logical concepts including
definition, term, proposition, enthymeme and syllogism.
MONEY CARDS. These objects (cards) are generally accepted as payments of players to
transact in the logic board to buy or acquire logic concepts. The money cards consist of 27 bills
with the following denominations: Ᵽ50 T, Ᵽ100 T, Ᵽ200 T, Ᵽ300 T, Ᵽ500 T and Ᵽ1M.
SPECIAL CARDS. These are cards that provide fines or bonuses to the players. The special
cards have 43 cards consisting of mind travel, logic concept shop, truth, falsity, fortuity,
knowledge power, safeguard, idiot and genius.
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LOGIC CARDS
LOGIC CARDS ILLUSTRATION QUANTITY USE/FUNCTION
LOGIC CARD 20
The player uses this
card to acquire all logic
concepts including
definition, term,
proposition, enthymeme
and syllogism.
DEFINITION CARD 10
The player uses this
card to acquire
definition concepts.
TERM CARD 10 The player uses this
card to acquire term
concepts.
PROPOSITION
CARD.
10 The player uses this
card to acquire
proposition concepts.
ENTHYMEME
CARD
10 The player uses this
card to acquire
enthymeme concepts.
SYLLOGISM CARD 10 The player uses this
card to acquire
syllogism concepts.
TOTAL 70 Cards
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MONEY CARDS
MONEY BILL
DENOMINATION
QUANTITY AMOUNT
1 M 1 1 M
500 T 2 1 M
300 T 5 1.5 M
200 T 8 1.6 M
100 T 7 700 T
50 4 200 T
TOTAL 27 bills 6 million
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SPECIAL CARDS
SPECIAL
CARDS
ILLUSTRATION QUANTITY NATURE
OF
CARD
FUNCTION/USE OF
CARD
MIND
TRAVEL
8 Bonus /
Advanta
ge
The player can move
freely on the board
horizontally and
vertically and acquire
any logic concept. This
should be used with a
corresponding logic
card.
LOGIC
CONCEPT
SHOP
5 Bonus /
Advanta
ge
The player can use this
card to buy or acquire
logic concept of choice
with a corresponding
concept shop card.
Example: A Logic
Concept Shop
(Definition) can buy any
definition concept at its
listed value which is not
yet acquired.
FORTUITY 4 Bonus /
Advanta
ge
The player becomes
lucky with this card as
this gives the chance to
acquire any logic
concept without pay. If
the player lands on a
row or horizontal space,
he can acquire any
concept within the
column or row, and vice
versa. The player needs
an appropriate logic
card to acquire the
concept.
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FORGONE
LOGIC
CONCEPT
4 Fine /
Disadva
ntage
The player is required to
give up an acquired
logic concept at any
rate. When the player
fails to use this card at
the end of the game, the
player is forced to
sacrifice the logic
concept with the highest
value acquired.
SAFEGUAR
D
5 Bonus /
Advanta
ge
This card can be used by
a player to secure any
acquired logic concept.
If a concept is
safeguarded, the former
cannot be acquired by a
player who uses
Knowledge Power card.
It also increases the
concept charge/rent to
Ᵽ100.
KNOWLEDG
E POWER
5 Bonus /
Advanta
ge
This card is only used
when the player lands
on an acquired logic
concept. The player is
not required to pay rent
and has the chance to
capture or buy the
concept at a half-price
of its printed price.
GENIUS 3 Bonus /
Advanta
ge
The player gets a bonus
by reducing the
value/price of the logic
concept to be acquired
by 25%, 50% or 100%.
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IDIOT 3 Fine /
Disadva
ntage
The player gets a fine by
increasing the
value/price of the logic
concept to be acquired
by 25%, 50% or 100%.
TRUTH 3 Bonus /
Advanta
ge
The player gets a bonus
by reducing the
value/price of the logic
concept to be acquired
by 50 T, 100 T and 150
T.
FALSITY 3 Fine /
Disavan
tage
The player gets a bonus
by reducing the
value/price of the logic
concept to be acquired
by 50 T, 100 T and 150
T.
GAME PREPARATION
1. Place the board preferably on a table and put the playing cards on their allotted spaces
on the board.
2. Each player chooses one token to represent him/her while traveling around the board.
3. Each player is given Ᵽ500 thousand divided as follows: 4 each of Ᵽ100 T bills and 2 each
Ᵽ50 T bills.
4. Select a Logic Facilitator who will hold all of the money and playing cards and will handle
and record all the transactions during the game.
LOGIC FACILITATOR (LF)
One is designated as the Logic Facilitator in every play. The Logic Facilitator assists the players
as they move, acquire concepts and perform decision makings in the game board. He receives
and holds all the playing cards once they are utilized by the players. He likewise facilitates
trading transactions and records all the moves, decisions and acquisitions of the players using
transaction’s pad.
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GAMEPLAY
1. Players will get a piece or token to represent themselves as they move around the board.
2. Each player starts with Ᵽ500 T amount of money on hand and 1 card each of logic cards
facilitated by the Logic facilitator.
3. Players will roll 2 dice to know who moves first. The player who gets the highest point
will go first, the second highest pointer goes next, and so on and so forth.
4. A player rolls 2 dice when it is his turn to act. The dice indicate the direction of the token
or to know how many spaces he moves on his turn.
5. The spaces on the board typically correspond to various logic concepts including
definition, terms, proposition, enthymeme and syllogism three logic special concepts
(argument, inference and reasoning) that players may acquire. The spaces also consist
of non-logic concepts where a player consisting of logical move, logic concept auction,
mind freeze, fallacy and validity.
6. The player moves his token to that number of spaces. When he lands on a LOGIC
CONCEPT, he has the chance to acquire this using a corresponding logic card. Example,
if the landed space is a proposition concept, the player can either use a proposition card
or logic card to buy or acquire the concept.
7. When the player lands on LOGICAL MOVE space, he should move 5, 10 and 15 spaces
forward and backward.
8. When a player lands on a STOCK KNOWLEDGE space, the player answers a logic
question. He receives a reward if the question is answered correctly, otherwise, he gets
fine. The facilitator will be the one to ask the question by referring to the prepared sample
logic questions.
9. If a player lands on a LOGIC CONCEPT AUCTION space, the player initiates a logic
concept auction. Here, the Logic Facilitator will bid the logic concept chosen by the
player. All the players may bid a desired value for the auctioned logic concept. Eventually,
the highest bidder will acquire the concept.
10. If a player lands on a MIND FREEZE space, he pays a fine of Ᵽ50 T and loses 1 turn.
11. If a player lands on a VALIDITY space, he receives a bonus amounting to Ᵽ50 T, Ᵽ100 T
or Ᵽ150 T.
12. If a player lands on a FALLACY space, he pays a fine amounting to Ᵽ50 T, Ᵽ100 T or Ᵽ150
T.
13. If the concept landed on is already acquired or owned by another player, a player must
pay the owner a given concept rent of Ᵽ50 T.
14. A player draws one card each from two deck of cards in every turn. The firstdeck of cards
consists of the logic cards which can be used by players to buy logic concepts. The
second deck of cards contains money bills and special cards which can be used by
players to collectmoney bills, getbonuses and incur fines when acquiring logic concepts.
15. The LOGIC CARDS are used each player in order to acquire logic concepts which include
definition, term, proposition, enthymeme and syllogism. The player presents the logic
card to the Logic Facilitator every time he acquires a concept.
16. In case of money insufficiency, the player can sell his logic cards at Ᵽ50 T each.
17. A player may use the MONEY CARDS as payment to the acquisition of logic concepts at
any rate. The money on hand and collected money bills from playing cards of the player
can be used to acquire logic concepts and pay fines. The player can also receive extra
money from Logic Facilitator gained from bonuses received. The Logic Facilitator is
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responsible for any transaction involving the use of money like money exchange,
payment of fines, provision of bonuses, among others.
18. When a player draws a MIND TRAVEL card, he can use this to move freely on the board
horizontally and vertically to acquire another logic concept. The card should be used with
any logic card.
19. When a player draws a LOGIC CONCEPT SHOP, the player can use this card to buy or
acquire logic concept of choice with a corresponding concept shop card. Take for
example, a Logic Concept Shop Card (Definition) can buy a definition concept at its listed
value.
20. When a player draws a FORTUITY CARD, he gets the chance to acquire any logic concept
without pay. The card is used after acquiring one concept. The player chooses any
concept within the row or column spaces of the landed concept space to acquire. The
player needs a logic card to acquire a logic concept.
21. When a player draws a FORGONE CONCEPT card, he is required to forego an acquired
logic concept at any rate. When the player fails to use this card at the end of the game,
the player is forced to sacrifice the logic concept with the highest value acquired.
22. If a player draws a SAFEGUARD card, he can use this to secure any acquired logic
concept. If a concept is safeguarded, the former cannot be acquired by a player who uses
Knowledge Power card. It also increases the concept rent to Ᵽ100.
23. If a player draws a KNOWLEDGE POWER card, he gets the opportunity to capture and buy
the concept at a half-price of its listed value. This card is only used when the player lands
on an acquired logic concept.
24. When a player draws a GENIUS card, the player can use this to reduce the value/price of
the logic concept to be acquired by 25%, 50% or 100% every time he will acquire a logic
concept.
25. When a player draws a GENIUS card, the player can use this to reduce the value/price of
the logic concept to be acquired by 25%, 50% or 100% every time he will acquire a logic
concept.
26. When a player draws an IDIOT card, the player gets a fine as this increases the
value/price of the logic concept to be acquired by 25%, 50% or 100% every time he will
acquire a logic concept. This card is required to use by the player before the game ends,
otherwise, the Facilitator will capture the highest-valued concept/s at the end of the
game.
27. When a player draws a TRUTH card, the player can use this to reduce the value/price of
the logic concept to be acquired by 50 T, 100 T and 150T every time he will acquire a
logic concept.
28. When a player draws an FALSITY card, the player gets a fine as this increases the
value/price of the logic concept to be acquired by 50 T, 100 T and 150 T every time he
will acquire a logic concept. This card is required to use by the player before the game
ends, otherwise, the Facilitator will capture the highest-valued concept/s at the end of
the game.
29. If the player reaches the last space (71th
space)
30. For the standard game, if the stock of cards runs out, the play stops. For a short game,
player may set a time limit for the game, say 1hour. After the set play time, the game
ends.
31. The Logic Facilitator will calculate the total value of all the logic concepts acquired by
the players after the play by referring to the transaction pad.
32. The winner would be the player with the highest valued logic concepts.
19
20. FREE Download of this Instructional Game and other materials
AB Economics Program
Lingayen Campus
PANGASINAN STATE UNIVERSITY
LOGIC M.A.D GAME GUIDE
Visit www.psuecon.com or scan this QR code