1. LOGICALLogic Concept Formation Game
GAME GUIDE
JAMESON N. ESTRADA
GAME DEVELOPER
www.psuecon.com
PANGASINAN STATE UNIVERSITY
LINGAYEN CAMPUS
Lingayen, Pangasinan
Republic of the Philippines
2. TABLE OF CONTENTS
DESCRIPTION OF THE GAME
PLAYER COMPOSITION AND PLAYING TIME
OBJECTIVE OF THE GAME
GAME EQUIPMENT AND MATERIALS
THE LOGICAL GAMEBOARD
MATRIX OF LOGICAL GAMEBOARD SPACES
LOGIC WORD/TERM TILE DISTRIBUTION
SPECIAL LOGIC TILES DISTRIBUTION
SCORING AND POINT SYSTEM
BINGO PATTERNS
GAME SET-UP / PREPARATION
GAME PLAY
EXAMPLES OF LOGIC FORMATION AND SCORING
PSU VISION, MISSION AND INSTITUTIONAL GOALS3
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3. 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.
PSU Vision, Mission, and Institutional
Goals
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GAME DESCRIPTION
LOGICAL is a logic concept formation board game in which two to four players score points by
putting down tiles, each bearing a logic word or term, onto a gameboard which is divided into 11
x 11 grid of squares. This is a game that is used as an instructional tool in the subject subject
Philo 101 – Logic and Social Philosophy in PSU Lingayen Campus. It is created to give students
an exciting and challenging approach that would develop their logical thinking and reasoning
skills through familiarization of various logical form or structure. The game requires logic
knowledge, deduction, strategy counting, probability, bluffing and decision making.
PLAYER COMPOSITION
This game can be played by 2 to 4 players. Set-up time ranges from 2 – 5 minutes. The playing
time takes about 30 minutes to – 1 hour.
OBJECTIVE OF THE GAME
In the LOGICAL game, the goal is to become the smartest player at the end by getting the highest
final score. This is strategically done by forming logic structure and pattern as high as many as
possible.
GAME EQUIPMENT
The Logical Board Game consists of a gameboard, 366 tiles, 1 purse, 4 tile racks and 1 score
pad.
Gameboard. The board is a 11×11 grid of cells (individually known as "squares"), each of which
houses a logic term. The board consists of 32 proposition terms, 36 enthymeme terms and 52
syllogism terms.
Tiles. The game consists of 366 logic tiles. There are 325 logic word/term tiles and 41 special
tiles.
Purse. A small bag that carries the 366 logic tiles.
Tile Rack. This is used to carry 15 tiles drawn by the players.
Tokens. These are gamepieces used by players to represent themselves as they formed or
acquired logic structure. Each player will use a distinctly colored token to symbolize themselves.
Scorer’s Pad. This is used by the Scorekeeper to tally each player's score, entering it after each
tum.
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THE LOGICAL GAMEBOARD
The LOGICAL gameboard consists of a 11×11 grid of cells (individually known as "squares"),
each of which houses a logic term. The board consists of 32 proposition terms, 36 enthymeme
terms and 52 syllogism terms.
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MATRIX OF LOGICAL GAMEBOARD SPACES
LOGIC CONCEPT QUANTITY SQUARE COLOR
A proposition 8 Grey Square
E proposition 8 Grey Square
I proposition 8 Grey Square
O proposition 8 Grey Square
Enthymeme 4 Yellow Square
Contrary 4 Yellow Square
Sub-contrary 4 Yellow Square
Contradictory 4 Yellow Square
Sub-altern 4 Yellow Square
Conversion 4 Yellow Square
Contraposition 4 Yellow Square
Obversion 4 Yellow Square
Inversion 4 Yellow Square
Figure 1 3 Blue Square
Figure 2 3 Blue Square
Figure 3 3 Blue Square
Figure 4 3 Blue Square
Categorical syllogism 4 Blue Square
Major Premise 3 Blue Square
Minor Premise 3 Blue Square
Conclusion 4 Blue Square
AAA (Barbara) 2 Blue Square
AII (Darii) 2 Blue Square
EAE (Celarent) 1 Blue Square
EIO (Ferio) 1 Blue Square
EAE (Cesare) 1 Blue Square
AEE (Camestres) 2 Blue Square
EIO (Festino) 1 Blue Square
AOO (Baroco) 2 Blue Square
AAI (Darapti) 1 Blue Square
IAI (Disamis) 1 Blue Square
AII (Datisi) 1 Blue Square
EAO (Felapton) 1 Blue Square
OAO (Bocardo) 2 Blue Square
EIO (Ferison) 2 Blue Square
AAI (Bramanti) 1 Blue Square
AEE (Camenes) 2 Blue Square
IAI (Dimaris) 1 Blue Square
EAO (Fesapo) 1 Blue Square
EIO (Fresison) 1 Blue Square
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LOGIC WORD/TERM TILE DISTRIBUTION
The Logic Term tiles are drawn and used by players to form a valid logic structure or pattern
concerning proposition, enthymeme and syllogism giving them an equivalent score. The Logic
Term tiles consist of various 325 tiles comprising of A proposition, E proposition, I proposition,
O proposition, All, Some, No, Are, Are not, Therefore, Subject Term, Predicate Term, Non-subject
Term, Non-predicate term, Major term, Minor term, Middle term, Major premise, Minor premise,
Conclusion, Figure 1, Figure 2, Figure 3. The following matrix shows the distribution of Logic
Term tiles with their corresponding illustration, quantity and score point.
LOGIC TERM TILE TILE ILLUSTRATION QUANTITY SCORE POINT
A PROPOSITION 16 3 points
E PROPOSITION 13 5 points
I PROPOSITION 13 5 points
O PROPOSITION 11 6 points
ALL 16 3 points
SOME 21 3 points
NO 12 5 points
ARE 25 1 points
ARE NOT 10 5 points
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THEREFORE 17 3 points
SUBJECT TERM 16 4 points
PREDICATE TERM 16 4 points
NON-SUBJECT TERM 6 9 points
NON-PREDICATE
TERM
6 9 points
MAJOR TERM 27 3 points
MINOR TERM 27 3 points
MIDDLE TERM 27 3 points
MAJOR PREMISE 7 8 points
MINOR PREMISE 7 8 points
CONCLUSION 7 8 points
FIGURE 1 4 10 points
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FIGURE 2 4 10 points
FIGURE 3 4 10 points
FIGURE 4 4 10 points
SPECIAL TILES DISTRIBUTION
The special tiles are used by players to take advantage in the game by getting extra
scores/points. The special tiles consist of 41 tiles comprising of Logic, Acquire, 1 Turn, 2 Turns,
All 2X, 2X, 3X, 4X and Exchange. The following matrix shows the distribution of special tiles with
their corresponding illustration, quantity and function.
SPECIAL LOGIC TILES TILE ILLUSTRATION QUANTITY USE/FUNCTION
LOGIC 10 The tile can be used to
act as any logic tile
ACQUIRE
5 The tile can be used to
acquire an already owned
logic structure
1 TURN
4 The tile can be used by a
player to get 1 extra turn
2 TURNS
2 The tile can be used by a
player to get 2 extra turns
ALL 2X
5 The tile can be used to
double the score of a
logic structure
2X
6 The tile can be used to
double the score of a
logic tile
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3X
2 The tile can be used to
triple the score of a logic
tile
4X
2 The tile can be used to
quadruple the score of a
logic tile
Exchange
5 The tile can be used to
exchange tiles ( available
in 2, 4, 6, 8 and 10 tiles
from the purse)
SCORING AND POINT SYSTEM
1. The score for any play is determined by placing a formed logic structure on the board in
every turn. The scorekeeper tallies each player's score, entering it after each turn into the
scorer’s pad.
2. The score value of each logic term or word is indicated by a point at the top of the tile.
3. Each new logic structure formed in a play is scored individually, and then those scores
are added up.
4. The score for each turn is the sum of the logic term values in each logic structure formed
on that plus the additional points obtained from using special logic tiles.
5. The special logic tiles are used to take advantage in the game by getting extra points.
The formed logic structure might increase it score value by using tiles such as All 2X, 2X,
3X and 4X tiles. An All 2X tile doubles the score of a logic structure, 2X doubles the score
value of a logic tile term, 3X triples the logic tile term score and 4X quadruples the logic
tile term score.
6. If fifteen tiles have been placed on the board in one turn (which will be known as
LOGICAL!) forming a logic structure, 100 bonus points are obtained.
7. The score values of all possible formed logic structures are depicted on the following
matrix of standard point system.
Logic Term
Logic Structure
(Short)
Point
Logic Structure
(Long)
Point
A proposition A 3 All S are P 12
E proposition E 5 No S are P 14
I proposition I 5 Some S are P 12
O proposition O 6 Some S are not P 16
Enthymeme Premise,
Conclusion 16
Premise,
Conclusion 16
Contrary AE 8 All S are P. Therefore, No S are P 29
Sub-contrary IO
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Some S are P. Therefore, Some S are not
P 31
Contradictory AO 9 All S are P. Therefore, Some S are not P 31
EI 10 No S are P. Therefore, Some S are P 29
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Sub-altern AI 8 All S are P. Therefore, Some S are P 27
EO 11 No S are P. Therefore, Some S are not P 33
Conversion II plus subject
term and
predicate term 18
Some S are P. Therefore, Some P are S
27
EE plus subject
term and
predicate term 18
No S are P. Therefore, No P are S
31
Contraposition AA plus non-
predicate and
non-subject term 24
All S are P. Therefore, All non-P are non-S
37
OO plus non-
predicate and
non-subject term 30
Some S are not P. Therefore, Some non-P
are not non-S 45
Obversion AE plus subject
term and non-
predicate term 21
All S are P. Therefore, no S are non-P
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EA 21 No S are P. Therefore, all S are non-P 34
IO
24
Some S are P. Therefore, Some S are not
non-P 36
OI
24
Some S are not P. Therefore, Some S are
non-P. 36
Inversion AI plus non-
subject and non-
predicate term 24
All S are P. Therefore, Some non-S are
non-P 37
EO
29
No S are P. Therefore, Some non-S are
not non-P 43
Figure 1 Figure 1 10 MP, SM, SP 18
Figure 2 Figure 2 10 PM, SM, SP 18
Figure 3 Figure 3 10 MP, MS, SP 18
Figure 4 Figure 4 10 PM, MS, SP 18
Categorical
syllogism
Major premise, Minor premise, Conclusion 24
Any Mood (AAA, AII, EAE, EIO, AOO, AEE, OAO, IAI, etc.) Vary
Major Premise Major Premise
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All M are P / All P are M 10
No M are P / No P are M 12
Some M are P / Some P are M 10
Some M are not P / Some P are not M 14
Minor Premise Minor Premise
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All M are S / All S are M 10
No M are S / No S are M 12
Some M are S / Some S are M 10
Some M are not S / All S are not M 14
Conclusion Conclusion
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All S are P. 10
No S are P. 12
Some S are P. 10
Some S are not P. 14
AAA (Barbara) AAA Figure 1
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All M are P. All S are M. Therefore, All S
are P. 33
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AII (Darii) AII Figure 1
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All M are P. Some S are M. Therefore,
Some S are P 33
EAE (Celarent) EAE Figure 1
23
No M are P. All S are M. Therefore, No S
are P 37
EIO (Ferio) EIO Figure 1
26
No M are P. Some S are M. Therefore,
Some S are not P. 39
EAE (Cesare) EAE Figure 2
23
No P are M. All S are M. Therefore, No S
are P 37
AEE (Camestres) AEE Figure 2
23
All P are M. No S are M. Therefore, No S
are P 37
EIO (Festino) EIO Figure 2
26
No P are M. Some S are M. Therefore,
Some S are not P 39
AOO (Baroco) AOO Figure 2
25
All P are M. Some S are not M. Therefore,
Some S are not P 41
AAI (Darapti) AAI Figure 3
21
All M are P. All M are S. Therefore, Some S
are P 33
IAI (Disamis) IAI Figure 3
23
Some M are P. All M are S. Therefore,
Some S are P 33
AII (Datisi) AII Figure 3
23
All M are P. Some M are S. Therefore,
Some S are P 33
EAO (Felapton) EAO Figure 3
24
No M are P. All M are S. Therefore, Some
S are not P 39
OAO (Bocardo) OAO Figure 3
25
Some M are not P. All M are S. Therefore,
Some S are not P 41
EIO (Ferison) EIO Figure 3
26
No M are P. Some M are S. Therefore,
Some S are not P 39
AAI (Bramanti) AAI Figure 4
21
All P are M. All M are S. Therefore, Some S
are P 33
AEE (Camenes) AEE Figure 4
23
All P are M. No M are S. Therefore, No S
are P 37
IAI (Dimaris) IAI Figure 4
23
Some P are M. No M are S. Therefore,
Some S are P 33
EAO (Fesapo) EAO Figure 4
24
No P are M. All M are S. Therefore, Some
S are not P 39
EIO (Fresison) EIO Figure 4
26
No P are M. Some M are S. Therefore,
Some S are not P 39
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BINGO PATTERNS (BONUS POINTS)
The players can earn bonus points if they can place the formed logic structure on the board
employing BINGO patterns. These BINGO patterns with their illustrations and additional points
are shown below.
2 x 2 Square Pattern (40 points) Downward sloping 5–Square
Pattern ( 50 points)
Upward sloping 5–Square Pattern
(50 points)
Vertical 5–Square Pattern (50
points)
Horizontal 5–Square Pattern (50
points)
Flower 5–Square Pattern (50
points)
Letter L 6–Square (60 points) 3 x 3 Square Pattern (90 points) Letter U 9–Square Pattern (90
points)
GAME SET-UP/ PREPARATION
1. Place the board preferably on a table and put the tile racks cards on their allotted spaces.
2. Place all logic tiles in the purse, facedown beside the board and mix them up.
3. The players will draw one logic tile to determine who goes first. The player who picks the
logic tile having the highest point plays first.
4. All players draw 15 logic tiles each in the purse and place them in their respective racks
or tile holders before drawing for first play. Each rack is concealed from the other players
5. Select a Scorekeeper who will record all the points of the players each turn using a
scorer’s pad.
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GAME PLAY
1. The first player combines one or more logic tiles to form a logic structure, and put the
logic structure on the selected square space on the board. He ends the tum by counting
and stating the value/score of the logic structure formed. He then draws tiles from the
purse to replenish his rack to 15 tiles. The score will be eventually recorded by the Logic
facilitator.
2. Each player may shuffle the tiles within the tile bag before play.
3. Play passes to the next player. The next player will do the same by forming a logic
structure and selecting a concept space for the formed logic structure, counting and
stating the score for that turn and drawing new logic word tiles as he played, always
keeping 20 logic tiles on his rack.
4. No logic tile may be shifted or replaced after it has been played and scored.
5. The player forfeits its turn if he passes, scoring nothing.
6. If the square space containing a logic concept is already occupied, the player cannot use
it to form logic structure. But, he can use or put logic structure on the space if he has an
“acquire tile space”.
7. The special tiles are used by players to take advantage in the game by getting extra
scores/points. The special tiles consist of 41 tiles comprising of Logic, Acquire, 1 Turn,
2 Turns, All 2X, 2X, 3X, 4X and Exchange. The LOGIC tile is used to take the place of any
logic word/term. The ACQUIRE tile is used to acquire an already owned logic structure.
The 1 TURN tile is used to get 1 extra turn. The 2 – TURN tile is used to get 2 extra turns.
The ALL 2X tile is used to double the score of a logic structure. The 2X tile is used to
double the score of a logic tile. The 3X tile is used to triple the score of a logic tile. The
4X tile is used to quadruple the score of a logic tile. The tile is used to exchange tiles in
2, 4, 6, 8 and 10 tiles from the purse. The Exchange, Acquire and Turn tiles can be used
simultaneously in one play but the multiplier tiles All 2X, 2X, 3X, 4X can only be used once
every turn at a time.
8. If the player is able to use fifteen tiles or more which have been placed on the board in
one turn (which will be known as LOGICAL!) forming a logic structure, 100 bonus points
are obtained. The Logical formation is a combination of logic concept tiles and special
tiles.
9. The player can earn bonus points if he can place the formed logic structure on the board
employing or following BINGO patterns such as 2x2 square (50 points), downward
sloping 5-square (50 points), upward sloping 5-square (50 points), vertical 5-square
(points), horizontal 5-square (50 points), flower 5-square (50 points), letter L 6-sqaure
(60 points), 3x3 square (90 points), letter U 9 square (90 points).
10. The game ends when all logic tiles have been drawn and one player uses his or her last
logic tile, or when all possible plays have been made.
11. The player with the highest final score wins the game. In case of a tie, the player with the
highest score before adjusting for unplayed logic tiles wins the game.
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EXAMPLES OF LOGIC STRUCTURE FORMATION AND SCORING
Logic Structure: No S are P
Score : 14 points
Logic Structure: All S are P.
Therefore, All non-P are non-S
Score : 37 points
Logic Structure : Some M are not P
Score: 14 points
Logic Structure: AAA Figure 1
Score : 19 points
Logic Structure: All S are P.
Therefore, No S are P
Score : 29 points
Logic Structure : EIO Figure 3
Score: 23 points
Logic Structure: Some S are P
Score : 10 points x 2 = 20 points
Logic Structure: MP, SM, SP
Score:27 points
Logic Structure: No M are P. All S
are M. Therefore, No S are P
Score : 57 +100 (Logical) = 157 pts
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