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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
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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2
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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PANGASINAN STATE UNIVERSITY www.psuecon.com
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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PANGASINAN STATE UNIVERSITY www.psuecon.com
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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PANGASINAN STATE UNIVERSITY www.psuecon.com
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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PANGASINAN STATE UNIVERSITY www.psuecon.com
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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PANGASINAN STATE UNIVERSITY www.psuecon.com
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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PANGASINAN STATE UNIVERSITY www.psuecon.com
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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PANGASINAN STATE UNIVERSITY www.psuecon.com
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
11
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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PANGASINAN STATE UNIVERSITY www.psuecon.com
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
34
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
8
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
8
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
8
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
19
All M are P. All S are M. Therefore, All S
are P. 33
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PANGASINAN STATE UNIVERSITY www.psuecon.com
AII (Darii) AII Figure 1
23
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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PANGASINAN STATE UNIVERSITY www.psuecon.com
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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PANGASINAN STATE UNIVERSITY www.psuecon.com
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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PANGASINAN STATE UNIVERSITY www.psuecon.com
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
15
LO
G
IC
A
L
G
A
M
E
G
U
ID
E
FREE Download of this Instructional Game and other materials
Visit www.psuecon.com or scan the QR code

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LOGICAL Game Guide

  • 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 4 4  4  4  5  6  7 9  10  13 13 14 15 2
  • 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 3
  • 4. 11 PANGASINAN STATE UNIVERSITY www.psuecon.com 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. 4
  • 5. 12 PANGASINAN STATE UNIVERSITY www.psuecon.com 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. 5
  • 6. 13 PANGASINAN STATE UNIVERSITY www.psuecon.com 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 6
  • 7. 14 PANGASINAN STATE UNIVERSITY www.psuecon.com 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 7
  • 8. 15 PANGASINAN STATE UNIVERSITY www.psuecon.com 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 8
  • 9. 16 PANGASINAN STATE UNIVERSITY www.psuecon.com 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 9
  • 10. 17 PANGASINAN STATE UNIVERSITY www.psuecon.com 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 11 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 10
  • 11. 18 PANGASINAN STATE UNIVERSITY www.psuecon.com 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 34 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 8 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 8 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 8 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 19 All M are P. All S are M. Therefore, All S are P. 33 11
  • 12. 19 PANGASINAN STATE UNIVERSITY www.psuecon.com AII (Darii) AII Figure 1 23 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 12
  • 13. 110 PANGASINAN STATE UNIVERSITY www.psuecon.com 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. 13
  • 14. 111 PANGASINAN STATE UNIVERSITY www.psuecon.com 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. 14
  • 15. 112 PANGASINAN STATE UNIVERSITY www.psuecon.com 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 15
  • 16. LO G IC A L G A M E G U ID E FREE Download of this Instructional Game and other materials Visit www.psuecon.com or scan the QR code