CA3032840A1 - Educational game - Google Patents

Educational game Download PDF

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Publication number
CA3032840A1
CA3032840A1 CA3032840A CA3032840A CA3032840A1 CA 3032840 A1 CA3032840 A1 CA 3032840A1 CA 3032840 A CA3032840 A CA 3032840A CA 3032840 A CA3032840 A CA 3032840A CA 3032840 A1 CA3032840 A1 CA 3032840A1
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Canada
Prior art keywords
player
question
game
math
players
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CA3032840A
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French (fr)
Inventor
Clyde Pestano
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Individual
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Individual
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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/04Geographical or like games ; Educational games
    • A63F3/0415Number games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00003Types of board games
    • A63F3/00063Board games concerning economics or finance, e.g. trading
    • A63F3/00072Board games concerning economics or finance, e.g. trading played along an endless track, e.g. monopoly
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00697Playing pieces
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/18Question-and-answer games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F1/00Card games
    • A63F1/04Card games combined with other games
    • A63F2001/0475Card games combined with other games with pictures or figures
    • A63F2001/0483Card games combined with other games with pictures or figures having symbols or direction indicators for playing the game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00697Playing pieces
    • A63F2003/00747Playing pieces with particular shapes
    • A63F2003/00794Stereometric shapes
    • A63F2003/00813Cubes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F2003/00996Board games available as video games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/04Geographical or like games ; Educational games
    • A63F3/0421Electric word or number games

Abstract

An educational tool is described. It includes a set of question cards relating to at least one strand of at least one subject area, where each card of the set of question cards containing at least one question. The tool further includes a game board defining a victory condition and a set of gameplay conditions, the set of gameplay conditions including at least one question trigger, each question trigger of the at least one question trigger instructing a user of the educational tool to select a card of the set of question cards and answer the at least one question contained. Also disclosed is a method of teaching a subject.

Description

EDUCATIONAL GAME
FIELD OF THE INVENTION
[0001] The present specification relates generally to games, and specifically to educational games.
BACKGROUND OF THE INVENTION
[0002] Propagating learning, including propagating knowledge and skill, has been acknowledged by some as of value. In some situations, the propagation of learning is met with resistance, such as by those who do not wish to receive the learning or who are not willing to take the time or expend the effort to receive the learning.
[0003] At times, resistance to the propagation of learning is lessened when the propagation includes other elements, such as when the propagation of learning includes an element of fun, entertainment, competition, or teamwork.
[0004] Games, including board games, activity games, situational games, and thought experiment games, have been used to simulate a variety of aspects of real and imaginary experiences and situations, and have been used for both entertainment and education. For example, the board game disclosed in US patent number 2,026,082 may induce players to attempt to build real estate monopolies and divest opponents of real estate holdings and other game assets.
[0005] Some board games may generate wide appeal and prolonged interest.
Incorporating a game, such as a board game, in the propagation of learning may increase user or player engagement, learning retention, or interest.
SUMMARY OF THE INVENTION
[0006] In an embodiment of the present invention, there is provided an educational tool, comprising: a set of question cards relating to at least one strand of at least one subject area, each card of the set of question cards containing at least one question; and a game board defining a victory condition and a set of gameplay conditions, the set of gameplay conditions including at least one question trigger, each question trigger of the at least one question trigger instructing a user of the educational tool to select a card of the set of question cards and answer the at least one question contained.
[0007] In some embodiments of the present invention there is provided a method of teaching a subject, composing: gathering a group of players, the group of players including at least two teams; assigning to each team of the at least two teams the creation of a sub-game relating to the subject; setting a set of sub-game creation criteria for the creation of sub-games; and receiving a sub-game from each team of the at least two teams.
BRIEF DESCRIPTION OF THE DRAWINGS
[0008] The principles of the invention may better be understood with reference to the accompanying figures provided by way of illustration of an exemplary embodiment, or embodiments, incorporating principles and aspects of the present invention, and in which:
[0009] FIG. 1 shows a schematic diagram of an embodiment;
[0010] FIG. 2 shows a game board, according to an embodiment;
[0011] FIG. 3 shows cards, from a set of cards, according to an embodiment;
[0012] FIG. 4 shows OPS coins, according to an embodiment;
[0013] FIG. 5 shows a flow diagram of an embodiment;
[0014] FIG. 6 shows a box blank for forming the top of a game board box for participants aged 12 years and older;
[0015] FIG. 7 shows a box blank for forming the bottom of the game board box of FIG. 6;
[0016] FIG. 8 shows a game board box, according to an embodiment;
[0017] FIG. 9 shows the game board box of FIG. 8, partially opened; and
[0018] FIG. 10 shows a box blank for forming the bottom of the game board box of FIG. 8.

DETAILED DESCRIPTION OF THE EMBODIMENTS
[0019] The description that follows, and the embodiments described therein, are provided by way of illustration of an example, or examples, of particular embodiments of the principles of the present invention. These examples are provided for the purposes of explanation, and not of limitation, of those principles and of the invention. In the description, like parts are marked throughout the specification and the drawings with the same respective reference numerals. The drawings are not necessarily to scale and in some instances proportions may have been exaggerated in order to more clearly depict certain features of the invention.
[0020] This description relates to educational games, and may be used in the propagation of learning. An example embodiment disclosed in detail below is a board game embodiment relating to the propagation of math-related learning, detailed with respect to a number of math-related components, however it is to be understood that in other embodiments the present invention may be provided for the propagation of learning relating to other subjects, such as learning relating to science, language, geography, history, sociology, etc., or a subset or combination of these fields or may be provided for other types of educational games.
[0021] This description relates to teaching aids, such as strategy sheets to be used in employing an educational board game in a teaching capacity. Teaching aids may be provided to assist a subset of a group of game players, such as a teacher playing with students, to guide or otherwise direct gameplay. Teaching aids may also be provided to assist one or more non-player participants, such as a teacher watching students play a game, to guide or otherwise direct gameplay. Teaching aids may be provided to assist a directing party to facilitate the educational aspects, entertainment aspects, or other aspects of gameplay according to the educational game disclosed herein.
[0022] An educational game 1000 is depicted in schematic form in FIG. 1, in accordance with an embodiment. Educational game 1000 is a board game, and is provided for propagating math-related learning. Educational game 1000 includes a game board 1100, a set of cards 1200, and a set of playing tokens 1300.
[0023] Educational game 1000 may be played by participants aged 6 years and older. In some embodiments, educational game 1000 may be played by participants aged 6-8+
years old, 9-11+
years, or 12 years and older. To facilitate age-appropriate learning, game board 1100, set of cards 1200, and/or set of playing tokens 1300 may be provided in accordance with the embodiments described below. For example, set of cards 1200 may contain question cards with varying degrees of difficulty, depending on the age range of participants. Catering play conditions ensures that participant engagement is maximized, as a game that is too difficult or too easy may not keep the attention of participants or may not teach information that is appropriate or necessary for the participant to learn.
[0024] TABLE 1A, TABLE 1B, and TABLE IC set out a set of example questions, relating to data management and probability, of an embodiment of an educational board game for participants ages 6-8+ years old.

DA IA MANAGEP fl & NOBAB lily DATA MANAGEMENT &
PROBAR'LITY
16-8) SPELLING SPELLING
0 ...ertion 1 0 2 Which word is spelt correctly? Which word is spelt correctly?
A. sertin A. even B. certin B. evan C. sirtain C. evein D. certain D. evain = = , DATA MANACi !t in OBAH [ TY .-JA A. M,A N Warty kr 8 SPELLING SPELLING
G...st.i,on 3 CLe-at;on 4 Which word is spelt correctly? Whidt word is spelt correctly?
A. iampossible A. likey B. mpossible B. likely C. empossible C. likly D. impossible D. liede = .. , - --DATA MANACEML NT & izROBAB1111', 11:141A MANAU M Ni & -7. -,7,AR rry SPELLING SPELLING
13-esGon 5 aLmstbn 6 Which word is spelt correctly? Which word is spelt correctly?
A. unlyldee A. horzontal B. unliekely B. horizontal C. unlikely C. harizontal D. unkkey D. horezontal TABLE lA

DATAMANAGEL N & ROMP LJ ATA MANAGER/ L NT & DEA& ',HY
[8.8] r6-01 SPELLING
SPELLING
Qkestion 7 Question Which word is spelt correctly? Which word is spelt correctly?
A. vertecal A. piktograph B. vortical B. pictoegraph C. vartecal C. pictograph D. vertical D. picktograph -DAIAMANIACE ML NT FROBAB I iv =,,VTA MA NIA GEME NJ PRORABILITY

SPELLING SPELLING
Question9 Question 10 Math word is spelt correctly? i Which word is spelt correctly?
A. cornpareing A. manigment B. comparing 1 B. magement C. compairing C. ma.ngement D. compereing D management _,=-44.3istanagaasietvt,-, Awes . -DATA MA NAGEME NT POFR LIlY 1AA MARACA tti 't UT PRORAMI I lY
f 6- 3 I a SPELLING SPELLING
Oues:ionU Question 12 Which word is spelt correctly? Which word is spelt correctly?
A. prababdity A couordinates B. prowbability B. cordinstes C. probabilety C. coordinates D. probability D. coordinates DATA MANAGE NIT & PROBAIT [ ITY DATA /4ANAGEMENT & PROBAE. try 81 Wei SPELLING SPELLING
Question 13 Question 14 Which word is spelt correctly? Which word is spelt correctly?
A. categuries A. classyfying B. categoryies B. dassfying C. categoreys C. classifying D. categories D. dassifiying "AT A I.11.1flA._ M m&. PROBAB 1Erf DA1A Ar, E-mur, PROBABILITY
d SPELLING MULTIPLE CHOICE
Question 15 Guest sal6 Choose the ONE best answer to complete Which word is spelt correctly? the statement.
A. attributes Use the pictograph below to B. attrebutes answer the question C. attribrutes Scale: ¨ means S
books read D. atributes = Who read the most books?
A..foe Joe 00000 B. Mia mia 0000 C. Pete D. Harry Pete C) (DG
DA TA MANAGT ME r & 2-R3BA2111 DATA MANAGEMENT & PROBABILITY
16 ft. Ell MULTIPLE CHOICE MULTIPLE CHOICE
Question 17 Ques0n18 Choose the ONE best mover to complete Choose the ONE best answer to complete the statement, the statement.
Use the pictogaph below to answet the Use the pictograph below to answer the cprestion question Scale-,1 X = 4 students Scale: 1 F =10 students Students and their farourite fittit Students and their favourite fruit choices. choices.
How many students prefeired peals? How many students were surveyed?
A.25 Apple XXXXXXXX A.300 Apple FFFFFFFF
B. 30 Mango XXXXXX B.4 0 Mango FFFFFFF
C. 15 C. 200 D.20 Pear XXXXX D.100 Pear FF FFF
[0025] Board 1100, depicted further in FIG. 2, includes a plurality of sequential tiles or spaces arranged in a cyclical track. The cyclical track may be understood to begin at a START tile or start space, which may be provided as a start position for game play.
[0026] In some embodiments, different boards may be provided for each strand of each subject, such as board 1100 for NUMBER SENSE & NUMERATION, with question triggers marked according to the strand of the board. A board may also be provided for multiple strands, or a board for multiple subjects, and may be designed for such use, such as having different question triggering tiles marked to specify which subject or strand the question should relate to, or having different triggers result in questions of different difficulty levels.
[0027] In other embodiments, strand boards may not be specifically marked according to strand, but may be designed to be used with any strand. For example, board 1100 could be modified to replace 'NUMBER SENSE & NUMERATION' with 'STRAND' to indicate that the board is designed for use with a strand rather than the subject as a whole. In other embodiments, other arrangements of cards and question triggers could be used to cause players to receive questions they must answer. More generalized boards or components could help in reducing production costs, while more specific boards or components may increase player engagement and learning retention.
[0028] The goal of educational game 1000 may be to traverse the cyclical track of board 1100 a set number of times. The game may be turn based, with each turn allowing a player to move forward by a number of tiles as indicated on a rolled die. In some embodiments, each passing of the START tile may result in a reward, such as a monetary representation. The reward may also increase each time, such as from 10 on the first lap, to 100 on the second lap, to 1000 on the third lap, to 10,000 on the fourth lap to 100,000 on the fifth lap to 1,000,000 on the sixth lap. The reward may be used to track lap progress and to encourage player participation.
[0029] The plurality of sequential tiles or spaces of board 1100 includes four MATH UP tiles, one each of a bronze tile, a silver tile, a gold tile, and a diamond tile.
MATH UP tiles provide boost functions, which may assist in promoting player engagement with the math related material. In other embodiments relating to other subject areas, different boost functions may be offered, such as the collection of a number of art pieces in art-related games.
[0030] Board 1100 also includes a PRINCIPAL'S OFFICE tile, landing on which stalls a player for two turns, and a DETENTION tile, landing on which stalls a player for one turn.
PRINCIPLAL'S OFFICE and DETENTION tiles may encourage player engagement, as many potential players have spent time in a school in which visits to a principal's office or detention may have been associated with negative consequences. Particularly where players are current elementary or high school students playing game 1000, these and similar tiles may promote player engagement.
[0031] Board 1100 also includes a GYM tile, landing on which results in a player performing a physical activity, such as a defined physical activity or a physical activity of the players choice.
A GYM tile may promote physical activity, particularly in embodiments in which an educational game board is a life size game board, as discussed below. A GYM tile may also enable the educational game to keep players engaged, by giving them a chance to work off excess energy build up.
[0032] Board 1100 also includes QUESTON spots, titled NUMBER SENSE &
NUMERATION in this embodiment as this embodiment is configured for use with a number sense and numeration subset of the 'math' field. Subsets of a field or subject may be understood as 'strands' of the field or subject in question. Five strands of a math-related board game are explicitly considered herein, although other strands or a different choice of subsets may be used instead. In some embodiments, each strand may be identified by a different colour. QUESTION
spots may be provided to enable a more conventional approach to learning propagation; where players are asked to answer a question relating to the strand or subject in question. In some embodiments the educational game may include a set of question cards for use in providing the questions to be answered, in other embodiments questions may be posed by participants such as players, as described further below.
[0033] Where an educational game includes question cards, answers may be provided on the card. When an on-turn player lands on a QUESTION tile, an off-turn player may pick up a question card and ask the on-turn player a question from the card, and may check the players answer against the answer on the card. Where an answer is wrong, the on-turn player may suffer a penalty, such as having their turn progress undone. In other embodiments, a question card may not have an answer on the card, but the answer may be provided elsewhere, such as in an organized answer booklet. Having a separate answer booklet may increase the effort needed to find an answer, but may reduce production costs and may allow the on-turn player to pick up the question card directly. A separate answer booklet may also assist in teaching players how to look up answers, and an organized answer booklet may assist in teaching players relations between types of answers.
100341 Board 1100 also includes SWAP tiles, landing on which may enable a player to collect a swap card 1220, as detailed further below, for use in swapping for a new question if the player decides a given question is too difficult or otherwise does not wish to answer the given question.
100351 Board 1100 also includes HELP tiles, landing on which may enable a player to collect a help card 1210, as detailed further below, for use in seeking assistance with a question.
100361 Board 1100 also includes FREE TIME tiles, landing on which may give a player a free turn. FREE TIME tiles may encourage player engagement in offering a break from answering questions. FREE TIME tiles may assist in encouraging a competitive environment in which a player is given a chance to relax without that relaxation directly limiting their speed in traversing the cyclical tiles and or collecting the required amount of money to win. FREE
TIME may encourage players to relax without worrying that the relaxation is bad for their performance in the game. Free time tiles or spaces may assist in keeping players, including children, interested in the educational board game.
100371 Set of cards 1200 may include several subsets. The subsets included in set of cards 1200 may vary in accordance with embodiments of an educational game. In one exemplary embodiment, set of cards 1200 includes 12 HELP cards 1210, 12 SWAP cards 1220, cards 1230, and 300 QUESTION cards, a series of cash representations, and a series of cheque representations.
10038] A QUESTION card may pose a question for a player to answer, and may be used one at a time when a player lands on a QUESTION tile. A HELP card 1210 may enable a player to use a helper, such as asking another person, asking another player, taking a set period of time to look up the answer in a textbook or online, etc., and may be collected when a player lands on a HELP

tile. A SWAP card 1220 may enable a player to switch questions, and may be collected when a player lands on a SWAP tile. SWAP cards 1220 and HELP cards 1210 may assist with player engagement as players are given some flexibility in answering questions, but are called upon to make strategic decisions within a defined set of options; which may motivate players to answer more difficult questions than they otherwise would, without inducing a player to give up on the game when encountering a difficult question.
[0039] The series of cash representations may include six $10 representations, six $100 representations, and six $1,000 representations. The series of cheque representations may include six $10,000 cheque representations, six $100,000 cheque representations, and six $1,000,000 cheque representations. High values may encourage player engagement and also help in teaching principles of math.
[0040] In other embodiments, the series of cash representations may tend to refer to virtual or crypto currency rather than a national currency. For example, OPS coins 1400 may be provided, such as in a series of 10, 100 1000, 10,000, 100,000, and 1,000,000 denominations, and may be colour coded. This may help to introduce players to different types of currency and assist in generalizing teaching principles. Having coins, such as colour coded coins, for monetary representations may permit a game to be made in a more cost-effective way than full-colour, two-sided money or money and cheques, though in some cases conventional money or money and cheques may be preferred.
[0041] Monetary representations may be separated into cash and cheque representations to teach participants about real world monetary signifiers. Value amounts may be determined to provide an opportunity to provide an equal number of realistic cash and cheque representations.
In other embodiments, other values may be chosen, such as higher values, which may assist in player engagement, or lower values, which may allow for more real-world simulation.
[0042] Educational game 1000 will also include a set of tokens 1300, one to represent each player or team. The tokens may include representations of common math operators, such as addition 1310, subtraction 1320, and multiplication 1330. Where these three are used, other operators may fill out the set, such as if a set of six is required it may also include division, equal, and not equal. In some embodiments, the set of tokens may be 3-D Base 10, unit cubes, with each token of a different colour and each token shaped based on a 3-D
math object.
[0043] A SPOILER card 1230 may enable a player to cause another player to move back to the START tile. For gameplay, each player may receive one or more spoiler cards 1230 at the beginning of the game. A SPOILER card 1230 or similar gameplay element may encourage teamwork, competition, strategic thinking, and player engagement. In other embodiments, other spoiler options may be included in addition to or in alternative to the use of SPOILER cards 1230. An educational board game may also include an option for keeping tabs on the use of a spoiler, and may include a limited number of spoilers, or a limited number of spoilers per player.
[0044] The set of game instructions will be configured to direct gameplay in which the goal is to be the first player to traverse the cyclical track of tiles a set number of time, such as six times.
The set of game instructions may provide the rough boundaries of game play and may be provided in English, English and French, or French. However, in some embodiments, game rules including the principles of the present invention may be devised during or prior to play.
[0045] TABLE 2A and TABLE 2B set out example rules as part of an embodiment of an educational board game incorporating a single question strand, relating to number sense and numeration, corresponding to board 1100 of FIGs. 1 and 2.

MATH-OPS- Rules ¨ NUMBER SENSE & NUMERATION a MATH question, get a MATH UP
boost, earn FREE TIME or get a SWAP or HELP card.
MATH-OPST ES FOR 24 PLAYERS/ AGES 6 to ADULT
b. The first time a player passes START they CONTENTS collect $10 MATH-OPS- cash, the second time $100 MATH-OPS- cash and thirdly $1,000 Gameboard, 6 tokens, game instructions, 36 HELP
MATH-OPS` cash.
cards, 36 SWAP cards, 6 SPOItER cards, a die, 100 QUESTION cards, cash (6510, 6. 5100, & 6 51 000), c. For completing the fourth revolution, players CHEQUES (101300 cheques 100,000 cheques (S) collect a MATH-OPS- cheque for $10,000, fifth & 3000 000 cheques (61), a record keeping note park revolution 5100,000 and on the sixth and final AIM revolution $1,000,0001 The aim of MATH-OPST Is to be the first player 3. How to determine the winner?
to go around the game board six (6) times.
The player who collects the first $1,000,000.00 BEFORE THE GAME BEGINS MATH-OPS. cheque winsl They will now have collected $1,111,110.00 MATH-OPST currency Before the game begins, each player selects a In total. The other players may compete for the token and places it on the game board at remaining spots.
START. Next, each player collects ONE With RULES
%yr SPOILER* card which they MAY OR MAY
NOT use to STOP another player from 1. No cheating! - Ifs player is caught cheating completing the LAST or My revolution on the they ',mediate's, lose ALL
their collected SWAP
game board. If a player wants to use their and HELP cards or alternatively restart the revolution they were on.
SPOILER* card, they must inform that player before that player takes their next turn. 2. Calculators may be used (this must be decided before the game starts).
HOW TO PLAY THE GAME?
3. One six-sided die is to be used. However, 1. starting the game players may agree to use a die with more faces.
Players toss a six-sided die and the person with 4. Each player must have their own game token, the lowest number begins the game. If there is a S. Players must use the MATH-OPST record tie, those players have a NO Off until a winner keeping notepad to keep track of the number of is determined. The game then starts from the times players pass START, when and which winner of the toss-off and continues in a player used their SPOILER* card as well as how clockwise direction. much MATH-OPST currency they've collected.
2. 140w to continue the game? 6. Ifs player is sent back to START due to another player using their SPOILER* card they a. Player 1 tosses the die and moves their token get to keep any MATH-OPS"
currency they have to a spot on the game board based on the digit collected up to that point.
shown on the die. Their next move is dependent 7. To win a player must collect $1,111,110.00 on the spot they land. They may have to answer MATH-OPST currency in total GAME SPOTS question, they may opt to use a HELP
CARD. If the "helper gives them a wrong answer they MATH-UPS : If a player lands on a MATH-UP do not get another chance to ask for HELP on spot on the game board they get a boost that turn. However, they must surrender a HELP
depending on the type of MATH-UP , that is, DIAMOND, SILVER, GOLD or BRONZE. card each time they seek help. Even if a player gets the correct answer they must surrender a Diamond: move forward 6 spaces to FREE TIME. HELP card every time they use it! A player may Gold: move forward 5 spaces to FREE TIME. ONLY collect and use a maximum of Silver: move forward 4 spaces to FREE TIME.
CARDS! Subsequently, if a player lands on that Bronze: move forward 3 spaces to FREE TIME.
spot they only get to stay and occupy that space PRINCIPAL'S OFFICE: you miss two turns ¨ no more HELP! Players are NOT
allowed to trade or exchange HELP cards!
DETENTION: you miss a turn The HELP CARD can only be used in the GYM: you get to choose a physical activity ¨ no more than 20 reps and no less than 101 following ways:
FREE TIME: you have a FREE TIME spot to land a) a player may ask another player or any other person for help;
on - no questions asked!
b) a player may seek help from a textbook, GYM: If a player lands on the GYM spot they dictionary or other similar source within the immediately choose and perform a fun physical time limit ¨ maximum of two minutes.
activity/exercise to the best of their ability.
SWAP CARD: a SWAP CARD can be used by QUESTION SPOTS: The QUESTION cards are to be players to SWAP or change a question.
shuffled and placed face down on the game However, they must surrender a SWAP card board. When a player lands on a question spot each time they SWAP a question. A player may the player to their right picks up a question card ONLY collect and use a maximum of 6 SWAP
at the top of the pile and asks them that CARDS! Subsequently, if a player lands on that question. If a player cannot answer their spot they only get to stay and occupy that space question, they go back to the spot they ¨ no more SWAPPING! Players are NOT
allowed occupied before their incorrect answer. If they to trade or exchange SWAP
cards!
go back and land on a MATH question spot, RECORD KEEPING: Players must use the MATH-they are not required to answer a question. In OPS" record keeping notepad to keep track of addition, if a player goes backward because they could not answer a question they may NOT the game.
go further back than START. If they fail to Time: Players have a maximum of 2 minutes to answer subsequent questions they still remain answer a question. A
stopwatch or clock is at START and do not get to collect MATH-0PS" required.
dollars or cheques.
GAME CARDS
HELP CARD: If a player thinks a question is too hard or they are not sure of the answer to a [0046] TABLE 2C, TABLE 2D, and TABLE 2E set out a set of example rules as part of another embodiment of an educational board game incorporating a single question strand, relating to number sense and numeration, and in which coins are used instead of bills or cheques.
MATH-OPS' RULES¨SINGLE STRAND (Number Sense & Numeration) MATH-OPS¨ IS FOR 2-4 PLAYERS /AGES& to ADULT
CONTENTS
1 Game board, 4 tokens (cube-links), 1 game instruction, 12 HELP Cards, 12 SWAP Cards, 4 SPOILER Cards, 1 dice, 60 QUESTION cards, 4x $10 COINS, 4x $100 COINS, 4x $1 000 COINS, 4x $10000 COINS, 4x $100 000 COINS, 4x $1 000000 COINS, 1 ANSWER KEY and 1 record keeping note pad.
AIM
The aim of MATH-OPS¨ is to be the first player to go around the game board six (6) times.
BEFORE THE GAME BEGINS
Before the game begins, each player Is given ONE MATH-OPV SPOILER Ã Card which they MAY OR MAY
NOT use to STOP another player from completing the tAST or ANY revolution on the game board.
110W TO PLAY THE GAME?
1. Starting the game Each player selects a token and places it on the game board at START, Next, players toss a six-sided dice and the person with the lowest number begins the game. If there is a tie, those players have a toss off until a winner Is determined. The game then starts from the winner of the toss-off and continues in a clockwise direction.
2. How to play?
a. Player 1 tosses the die and moves theirtaken to a spot on the game board based on the number shown on the die. Their next move is dependent on the spot they land. They may have to answer a MATH question, get a MATH UP boost, earn FREE TIME or get a SWAP or HELP Card.
b. The first time a player passes START they collect a $10 MATH-OPS -COIN, secondly, a $100 MATH-OPS'. COIN, thirdly, a $1,00s MATH-OPS". COIN, fourthly, a $10,000 MATH-OPS "' COIN, fifthl y, a $100 ,000 MATH-OPS COIN and finally (sixthly) a $1,000 ,000 MATH-OPS" COIN.
3. How to determine the winner?
The player who collects the first$1,000,000.00 MATH-OPS COINwinsl They will now have collected $1,111,110.00 MAT H-OP S COINS in total. The other players may compete for the remaining spots.
RULES
1. No cheating! ¨ if a player is caught cheating they immediately lose ALL
their collected SWAP and HELP Cards. If they do not have SWAP or HELP cards they MUST restart the revolution they were on.
2. Calculators may be used (this must be decided before the game starts).

3. One six-sided dice is to be used. However, players may agree to use dice with more than 6 faces.
4. Each player must have their own game token.
5. The question cards are to be shuffled randomly and placed face down in the playing area within reach of all the players. Players pick a question card from the top of the pile each time they have to answer a question. Even if a question is answered correctly or Incorrectly, swapped or a player seeks help, that question card still goes to the bottom of the pile.
6. Players may elect a scorekeeper (or a player may volunteer to be scorekeeper) who shall use the MATH-0PS- record keeping notepad to keep track of the number of times players pass START, when and which player used their SPOILER Card as well as how many MATH-OPS". coins, players have collected.
7. If a player Is sent back to START due to another player using theirSPOILER
(c) Card they get to keep any MATH-0PS¨ coins they have collected up to that point.
8. ANY player has the option of using their SPOILER CARD as they see fit, to STOP another player from completingthe LAST or ANY revolution on the game board. However, a player using their SPOILER CARD
must so inform the targeted player before that player takes their next turn.
9. The first time a player passes START they collect a $10 MATH-OPS coin, secondly, a $100 MATH-OPS¨ coin, thirdly, a $1,000 MATH-0PS¨ coin, fourthly, a $10,000 MATH-0PS¨
coin, fifthly, a $100,000 MATH-OPS coin and finally (sixthly) a $1,000 ,000 MATH-OPS coin.
GAME SPOTS /GAME CARDS
MATH-UPS el': If a player lands on a MATH-UP e spot on the game board they get a boost depending on the type of MATH-UP , that is, DIAMOND, SILVER, GOLD or BRONZE .
Diamond: move forward 6 spaces to FREE TIME . Gold: move forward 5 spaces to FREE TIME. Silver:
move forward 4 spaces to FREE TIME . Bronze: move forward 3 spaces to FREETIME
. (For MATH-OPS
SINGLE STRAND only!) QUESTION SPOTS:
When a player lands on a question spot they pick up a question card at the top of the pile, read it loudly and then has a maximum of 2 minutes to provide the correct answer. A player gets to stay on a QUESTION SPOT by correctly answeringthe question themselves, getting HELP or after swapping the question. If a player cannot answertheir question, they go back to the spot they occupied before their incorrect answer. If they go back and land on a QUESTION SPOT , they are not required to answer another question. If a player goes backward because they could not answer a question they may NOT go further back than START. If they fail to answer subsequent questions they still remain at START and do not get to collect MATH-0PS¨ coins.
QUESTION CARDS The 60 QUESTION CARDS are for ONE strand ONLY and are sorted into 5 categories, that is, MENTAL MATH, TRUE or FALSE, MULTIPLE CHOICE, SPELLING and VOCABULARY, with each category having 12 questions.

The QUESTION CARDS are named by strand and numbered 1-12 inclusive. To confirm the correct answers players match the question number on the QUESTION CARDS with the answers in the answer booklet provided.
PRINCIPAL'S OFFICE: players stay on that spot and miss two turns. However, if a player was in the PRINCIPLS'S OFFICE and on their next turn or turns they cannot answer a question(s), they go back to the PRINCIPLS'S OFFICE but only to occupy that spot.
DETENTION: players stay on that spot and miss a turn. However, if a player was in DETENTION and on their next turn orturns they cannot answer a question(s), they go back to DETENTION but only to occupy that spot.
GYM: If a player lands on the GYM spot they immediately choose and perform a fun physical activity/exercise to the best of their ability - no more than 15 reps and no less than 10 I However, if a player was in the gym SPOT and on their next turn orturns they cannot answer a question(s), they go back to the GYM to perform a fun physical activity/exercise to the best of their ability - no more than 10 reps and no less than 5!
FREETIME: you have a FREETIME spot to land on - no questions asked!
HELP CARD e: If a playerthinks a question is too hard or they are not sure of the answer to a question, they may opt to use a HELP CARD e. If the "helper" gives them a wrong answerthey do not get another chance to ask for HELP on that turn. However, they must surrender a HELP card each time they seek help. Even if a player gets the corr ect answer they must surrender a HELP
card every time they use it! A
player may ONLY collect and use a maximum of 3 HELP CARDS! Subsequently, if a player lands on that spot they only get to stay and occupy that space ¨no more HELP! Players are NOT allowed to trade or exchange HELP cards! Also players may NOT use a HELP card and a SWAP card in succession for assistance with the same question!
The HELP CARD e can only be used in the following ways:
a) a player may ask another player or any other person for help;
b) a player may seek help from a textbook, dictionary or other similar source within thetime limit ¨2 minutes.
SWAP CARD 8: a SWAP CARD e can be used by players to SWAP or change a question However, they must surrender a SWAP card each time they SWAP a question. A player may ONLY
collect and use a maximum of 3 SWAP CARDS ! Subsequently, if a player lands on that spot they only get to stay and occupy that space ¨ no more SWAPPING! Players are NOT allowed to trade or exchange SWAP cards!
Also players may NOT use a SWAP card and a HELP card in succession for assistance with the same question!
RECORD KEEPING: Players must use the MATH-OPS record keeping notepad to keep track of the game.
(Time): Players have a maximum of 2 minutes to answer a question.

10047] TABLE 3A and TABLE 3B set out a set of example rules as part of an embodiment of an educational board game incorporating a single question strand, relating to measurement.
MATH-OPS" Rules - MEASUREMENT a MATH question, get a MATH UP boost, earn FREE TIME or get a SWAP or HELP card.
MATH-0PS- IS FOR 2-6 PLAYERS/AGES 6 to ADULT
b. The first time a player passes START they CONTENTS collect $10 MATH-0PS- cash, the second time $100 MATH-OPS- cash and thirdly $1,000 Gameboard, 6 tokens, game instructions, 36 HELP
MATH-0PS- cash.
cards, 36 SWAP cards, 6 SPOILER cards, a die, 100 QUESTION cards, cash [6 $10, 6, 5100, & 6 $1. 000), c. For completing the fourth revolution, players CHEQUES (10 000 cheques (6), 100,000 cheques (6) collect a MATH-0PS- cheque for $10,000, fifth & 1 000 000 cheques 16)), a record keeping note pad.
revolution $100,000 and on the sixth and final AIM revolution $1,000,000i The aim of MATH-0PS- is to be the first player 3. How to determine the winner?
to go around the game board six (6) times.
The player who collects the first $1,000,000.00 BEFORE THE GAME BEGINS MATH-0PS- cheque wins! They will now have collected $1,111,110.00 MATH-0PS- currency Before the game begins, each player selects a in total. The other players may compete for the token and places it on the game board at remaining spots.
START. Next, each player collects ONE MATH-RULES
OPS- SPOILER') card which they MAY OR MAY
NOT use to STOP another player from 1. No cheating! - if a player is caught cheating completing the LAST or ANY revolution on the they immediately lose ALL
their collected SWAP
game board. If a player wants to use their and HELP cards or alternatively restart the revolution they were on.
SPOILER card, they must inform that player befare that player takes their next turn. 2. Calculators may be used (this must be decided before the game starts).
HOW TO PLAY THE GAME?
3. One six-sided die is to be used. However, 1. Starting the game players may agree to use a die with more faces.
Players toss a six-sided die and the person with 4. Each player must have their own game token.
the lowest number begins the game. If there is a 5. Players must use the MATH-OPS- record tie, those players have a fate until a winner keeping notepad to keep track of the number of is determined. The game then starts from the times players pass START, when and which winner of the tos_lz_otiand continues in a player used their SPOILER* card as well as how clockwise direction. much MATH-0PS- currency they've collected.
2. How to continue the game? 6. If a player is sent back to START due to another player using their SPOILER card they a. Player 1 tosses the die and moves their token get to keep any MATH-OPS-currency they have to a spot on the game board based on the digit collected up to that point.
shown on the die. Their next move is dependent 7. To win a player must collect $1,111,110.00 on the spot they land. They may have to answer MATH-OPS- currency in total.

GAME SPOTS question, they may opt to use a HELP
CARD. if the "helper" gives them a wrong answer they MATH-UPS"; If a player lands on a MATH-UP6 do not get another chance to ask for HELP on spot on the game board they get a boost that turn. However, they must surrender a HELP
depending on the type of MATH-UPS, that is, DIAMOND, SILVER, GOLD or BRONZE. card each time they seek help. Even if a player gets the correct answer they must surrender a Diamond: move forward 6 spaces to FREE TIME. HELP card every time they use it! A player may Gold: move forward 5 spaces to FREE TIME. ONLY collect and use a maximum of Silver move forward 4 spaces to FREE TIME
CARDS! Subsequently, if a player lands on that Bronze: move forward 3 spaces to FREE TIME.
spot they only get to stay and occupy that space PRINCIPAL'S OFFICE: you miss two turns - no more HELP! Players are NOT
allowed to trade or exchange HELP cards!
DETENTION: you miss a turn The HELP CARD can only be used in the GYM: you get to choose a physical activity - no following ways:
more than 20 reps and no less than 10!
FREE TIME: you have a FREE TIME spot to land a) a player may ask another player or any other person for help;
on - no questions asked!
b) a player may seek help from a textbook, GYM: If a player lands on the GYM spot they dictionary or other similar source within the immediately choose and perform a fun physical time limit - maximum of two minutes.
activity/exercise to the best of their ability.
SWAP CARD: a SWAP CARD can be used by QUESTION SPOTS: The QUESTION cards are to be players to SWAP or change a question.
shuffled and placed face down on the game However, they must surrender a SWAP card board. When a player lands on a question spot each time they SWAP a question. A player may the player to their right picks up a question card ONLY collect and use a maximum of 6 SWAP
at the top of the pile and asks them that CARDS! Subsequently, if a player lands on that question. If a player cannot answer their spot they only get to stay and occupy that space question, they go back to the spot they - no more SWAPPING! Players are NOT
allowed occupied before their incorrect answer. If they to trade or exchange SWAP
cards!
go back and land on a MATH question spot, RECORD KEEPING: Players must use the MATH-they are not required to answer a question. In OPS- record keeping notepad to keep track of addition, if a player goes backward because they could not answer a question they may NOT the game.
go further back than START. If they fail to Time: Players have a maximum of 2 minutes to answer subsequent questions they still remain answer a question. A stopwatch or clock is at START and do not get to collect MATH-0PS- required.
dollars or cheques.
GAME CARDS
HELP CARD: If a player thinks a question is too hard or they are not sure of the answer to a [0048] TABLE 3C, TABLE 3D, and TABLE 3E set out a set of example rules as part of another embodiment of an educational board game incorporating a single question strand, relating to measurement.
MATH-OPS- RULES ¨ SINGLE STRAND (Measurement) MATH-0PS¨ IS FOR 2-4 PLAYERS / AGESS to ADULT
CONTENTS
1 Game board, 4 tokens (cube-links), 1 game instruction, 12 HELP Cards, 12 SWAP Cards, 4 SPOILER Cards, 1 dice, 60 QUESTION cards, 4x $10 COINS, 4x $100 COINS, 4x $1 000 COINS. 4x $10 000 COINS , 4s $100 000 COINS, 4x $1 000 000 COINS, 1 ANSWER KEY and 1 record keeping note pad.
AIM
The aim of MATH-0PS- is to be the first player to go around the game board six (6) times.
BEFORE THE GAME BEGINS
Before the game begins, each player is given ONE MATH-OPS' SPOILER 6 Card which they MAY OR MAY
NOT use to STOP another player from completingthe LAST or ANY revolution on the game board.
HOW TO PLAY THE GAME?
1. Starting the game Each player selects a token and places it on the game board at START. Next, players toss a six-sided dice and the person with the lowest number begins the game. If there Is a tie, those players have a toss off until a winner is determined. The game then starts from the winner of the toss-off and continues in a Clockwise direction.
2. How to play?
a. Player 1 tosses the die and moves their token to a spot on the game board based on the number shown on the die. Their next move is dependent on the spot they land. They may have to answer a MATH question, get a MATH UP boost, earn FREETIME or get a SWAP or HELP Card.
b. The first time a player passes START they collect a $10 MATH-OPS -COIN, secondly, a $100 MATH-OP S¨ COIN, thirdly, a $1,000 MATH-0PS¨ COIN, fourthiy, a $10,000 MATH-0P C*
COIN, fifthly, a $100 ,000 MATH-0PS¨ COIN and finally (sixthly) a $1,000 ,000 MATH-0PS¨ COIN.
3. Nowt determine the winner?
The player who collects the first $1,000,000.00 MATH-OPS COINwins! They will now have collected $1,111,110.00 MATH-OPS ¨ COINS in total. The other players may compete for the remaining spots.
RULES
1. No cheating! ¨ if a player is caught cheating they Immediately lose ALL
their collected SWAP and HELP Cards. If they do not have SWAP or HELP cards they MUSTrestart the revolution they were on.
2. Calculators may be used (this must be decided before the game starts).

3. One six-sided dice Is to be used. However, players may agree to use dice with more than 6 faces, 4. Each player must have their own game token.
5. The question cards are to be shuffled randomly and placed face down in the playing area within reach of all the players. Players pick a question card from the top of the pile each time they have to answer a question. Even if a question is answered correctly or incorrectly, swapped or a player seeks help, that question card still goes to the bottom of the pile.
6. Players may elect a scorekeeper (or a player may volunteer to be scorekeeper) who shall use the MATH-0PS¨ record keeping notepad to keep track of the number of times players pass START, when and which player used their SPOILER e Card as well as how many MATH-0PS-coins, players have collected.
7. If a player Is sent back to START due to another player using theirSPOILER
e Card they get to keep any MATH-0PS- coins they have collected up to that point.
8. ANY player has the option of usingtheir SPOILER CARD as they see fit, to STOP another player from completingthe LAST or ANY revolution on the game board. However, a player usingtheir SPOILER CARD
must so inform the targeted player before that player takes their next turn.
9. The first time a player passes START they collect a $10 MATH-0PS¨ coin, secondly, a $100 MATH-OPS- coin, thirdly, a $1,000 MATH-0PS¨ coin, fourthly, a $10,000 MATH-0PS-coin, fifthly, a $100,000 MATH-OPS¨ coin and finally (sixthly) a $1,000 ,000 MATH-0PS- coin.
GAME SPOTS /GAME CARDS
MATH-UPS e: If a player lands on a JWATH-UPe spot on the game board they get a boost depending on the type of PIATH-UP@, that is, DIAMOND, SILVER, GOLD or BRONZE .
Diamond: move forward 6 spaces to FREE TIME . Gold: move forvvard 5 spaces to FREE TIME , Silver*
move forward 4 spaces to FREE TIME . Bronze: move forward 3 spaces to FREE
TIME . (For MATH-OPS
SINGLE STRAND only!) QUESTION SPOTS:
When a player lands on a question spot they pick up a question card at the top of the pile, read it loudly and then has a maximum of 2 minutes to provide the correct answer. API ayer gets to stay on a QUESTION SPOT by correctly answeringthe question themselves, getting HELP or after swapping the question. If a player cannot answer their question, they go back to the spot they occupied before their incorrect answer. If they go back and land on a QUESTION SPOT ,they are not required to answer another question. If a player goes backward because they could not answers question they may NOT go further back than START. If they fail to answer subsequent questions they still remain at START and do not get to collect MATH-0PS¨ coins.
QUESTION CARDS The 60 QUESTION CARDS are for ONE strand ONLY and are sorted into 5 categories, that is, MENTAL MATH, TRUE or FALSE, MULTIPLE CHOICE, SPELLING and VOCABULARY, with each category having 12 questions.

The QUESTION CARDS are named by strand and numbered 1-12 inclusive. To confirm the correct answers players match the question number on the QUESTION CARDS with the answers in the answer booklet provided.
PRINCIPAL'S OFFICE: players stay on that spot and miss two turns. However, if a player was in the PRINC1PLS'S OFFICE and on their next turn or turns they cannot answer a question(s), they go back to the PRINC1PLS'S OFFICE but only to occupy that spot.
DETENTION: players stay on that spot and miss a turn. However, if a player was In DETENTION and on their next turn or turns they cannot answer a question(s), they go back to DETENTION but only to occupy that spot.
GYM: If a player lands on the GYM spot they immediately choose and perform a fun physical activity/exercise to the best of their ability - no more than 15 reps and no less than 10 I However, if a player was in the gym SPOT and on their next turn or turns they cannot answer a question(s), they go back to the GYM to perform a fun physical activity/exercise to the best of their ability - no more than 10 reps and no less than 5!
FREE TIME: you have a FREE TIME spot to land on - no questions asked!
HELP CARD a: If a player thinks a question is too hard or they are not sure of the answer to a question, they may opt to use a HELP CARD a. If the "helper" gives them a wrong answer they do not get another chance to ask for HELP on that turn. However, they must surrender a HELP card each time they seek help. Even if a player gets the correct answer they must surrender a HELP card every time they use it! A
player may ONLY collect and use a maximum of 3 HELP CARDS! Subsequently, if a player lands on that spot they only get to stay and occupy that space ¨ no more HELP! Players are NOT allowed to trade or exchange HELP cards! Also players may NOT use a HELP card and a SWAP card in succession for assistance with the same question!
The HELP CARD a can only be used in the following ways:
a) a player may ask another player or any other oerson for help;
b) a player may seek help from a textbook, dictionary or other similar source within thetime limit ¨2 minutes.
SWAP CARD a: a SWAP CARD a can be used by players to SWAP or change a question. However, they must surrender a SWAP card each time they SWAP a question. A player may ONLY
collect and use a maximum of 3 SWAP CARDS I Subsequently, if a player lands on that spot they only get to stay and occupy that space ¨ no more SWAPPING! Players are NOT allowed to trade or exchange SWAP cards!
Also players may NOT use a SWAP card and a HELP card in succession for assistance with the same question!
RECORD KEEPING: Players must use the MATH-0PS- record keeping notepad to keep track of the game.
(Time): Players have a maximum of 2 minutes to answer a question.

[0049] TABLE 4A and TABLE 4B set out a set of example rules as part of an educational board game incorporating a single question strand, relating to patterns and algebra.
MATH-OPF Rules - Patterns & Algebra a MATH question, get a MATH UP boost, earn FREE TIME or get a SWAP or HELP card.
MATH-OPS" IS FOR 2-6 PLAYERS / AGES 6 to ADULT
b. The first time a player passes START they CONTENTS collect Sic MATH.CIPS" cash, the second time $100 MATH-OPS" cash and thirdly $1,000 Gameboard, 6 tokens, game instructions, 36 HELP
MATH-OPS" cash.
cards, 36 SWAP cards, 6 SPOILER cards, a die, 100 QUESTION cards, cash 16 510, 6, $100, & 6 $1000), c. For completing the fourth revolution, players CHEQUES110 000 cheques (6), 100,000 cheques (6) collect a MATH-OPS" cheque for $10,000, fifth & 1 000 000 cheques (6)1, a record keeping note pad.
revolution $100,000 and on the sixth and final AIM revolution $1,000,0001 The aim of MATH-OPS" is to be the first player 3. How to determine the winner?
to go around the game board six (6) times.
The player who collects the first $1,000,000.00 BEFORE THE GAME BEGINS MATH-0PS" cheque wins! They will now have collected $1,111,110.00 MATH-OPS" currency Before the game begins, each player selects a In total. The other players may compete for the token and places it on the game board at remaining spots.
START. Next, each player collects ONE MATH-RULES
OPS" SPOILER card which they MAY OR MAY
Mt use to STOP another player from 1. No cheating! ¨ if a player is caught cheating completing the LAST or ANY revolution on the they immediately lose ALL
their collected SWAP
game board. If a player wants to use their and HELP cards or alternatively restart the revolution they were on.
SPOILER card, they must inform that player before that player takes their next turn. 2. Calculators may be used (this must be decided before the game starts).
HOW TO PLAY THE GAME?
3. One six-sided die is to be used. However, 1. Starting the game players may agree to use a die with more faces.
Players toss a six-sided die and the person with 4. Each player must have their own game token.
the lowest number begins the game. If there is a 5. Players must use the MATH-0PS" record tie, those players have a toss off until a winner keeping notepad to keep track of the number of is determined. The game then starts from the times players pass START, when and which winner of the toss-off and continues in a player used their sPOILER card as well as how clockwise direction. much MATH-OPS" currency they've collected.
2. Now to continue the game? 6.1f a player is sent back to START due to another player using their SPOILER card they a. Player 1 tosses the die and moves their token get to keep any MATH-OPS"
currency they have to a spot on the game board based on the digit collected up to that point.
shown on the die. Their next move is dependent 7. To win a player must collect $1,111,110m on the spot they land. They may have to answer MATH-0PS- currency in total.

GAME SPOTS question, they may opt to use a HELP
CARD. If the "helper" gives them a wrong answer they MATH-UPS : If a player lands on a MATH-UP
do not get another chance to ask for HELP on spot on the game board they get a boost that turn. However, they must surrender a HELP
depending on the type of MATH-UP , that is, DIAMOND, SILVER, GOLD or BRONZE. card each time they seek help. Even if a player gets the correct answer they must surrender a Diamond: move forward 6 spaces to FREE TIME. HELP card every time they use it! A player may Gold: move forward 5 spaces to FREE TIME.
ONLY collect and use a maximum of 6 HELP
Silver: move forward 4 spaces to FREE TIME.
CARDS! Subsequently, if a player lands on that Bronze: move forward3 spaces to FREE TIME.
spot they only get to stay and occupy that space PRINCIPAL'S OFFICE: you miss two turns - no more HELP! Players are NOT
allowed to trade or exchange HELP cards!
DETENTION: you miss a turn GYM: you get to choose a physical activity - no The HELP CARD can only be used in the more than 20 reps and no less than 10! following ways:
FREE TIME: you have a FREE TIME spot to land a) a player may ask another player or any other person for help;
on - no questions asked!
b) a player may seek help from a textbook, GYM: If a player lands on the GYM spot they dictionary or other similar source within the immediately choose and perform a fun physical time limit - maximum of two minutes.
activity/exercise to the best of their ability.
SWAP CARD: a SWAP CARD can be used by QUESTION SPOTS: The QUESTION cards are to be players to SWAP or change a question.
shuffled and placed face down on the game However, they must surrender a SWAP card board. When a player lands on a question spot each time they SWAP a question. A player may the player to their right picks up a question card ONLY collect and use a maximum of 6 SWAP
at the top of the pile and asks them that CARDS! Subsequently, If a player lands on that question. If a player cannot answer their spot they only get to stay and occupy that space question, they go back to the spot they - no more SWAPPING! Players are NOT
allowed occupied before their incorrect answer. If they to trade or exchange SWAP
cards!
go back and land on a MATH question spot, RECORD KEEPING: Players must use the MATH-they are not required to answer a question. In addition, if a player goes backward because OPS- record keeping notepad to keep track of they could not answer a question they may NOT the game.
go further back than START. If they fail to Time: Players have a maximum of 2 minutes to answer subsequent questions they still remain answer a question. A
stopwatch or clock is at START and do not get to collect MATH-0PS- required.
dollars or cheques.
GAME CARDS
HELP CARD: If a player thinks a question is too hard or they are not sure of the answer to a 100501 TABLE 4C, TABLE 4D, and TABLE 4E set out a set of example rules as part of another embodiment of an educational board game incorporating a single question strand, relating to patterns and algebra.
MATH-OPS'" RULES¨ SINGLE STRAND (Patterning & Algebra) MATH-0PS¨ IS FOR 2-4 PLAYERS / AGES 8 to ADULT
CONTENTS
1 Game board, 4 tokens (cube-links), 1 game instructIOn, 12 HELP Cards, 12 SWAP Cards, 4 SPOILER Cards, 1 dice, 60 QUESTION cards, 4s $10 COINS, 4x $100 COINS, 4x $1 000 COINS, 4x $10 000 COINS, 4x $100 000 COINS, 4x $1 000 000 COINS, 1 ANSWER KEY and 1 record keeping note pad.
AIM
The aim of MATH-OPr Is to be the first player to go around the game board six (6) times, BEFORE THE GAME BEGINS
Before the game begins, each player is given ONE MATH-OPS¨ SPOILER e Card which they MAY OR MAY
NOT use to STOP another player from completing the LAST or ANY revolution on the game board.
HOW TO PLAY THE GAME?
1. Starting the game Each player selects a token and places it on the game board at START Next, players toss a six-sided dice and the person with the lowest number begins the game. If there is a tie, those players have a toss off until a winner Is determined. The game then starts from the winner of the toss-off and continues in a clockwise direction.
2. How to play?
a. Player 1. tosses the die and moves their token to a spot on the game board based on the number shown on the die. Their next moves dependent on the spot they land, They may have to answer a MATH question, get a MATH UP boost, earn FREE TIME or get a SWAP or HELP Card.
b. The first time a player passes START they collect a $10 MATH-OPS -COIN, secondly, a $100 MATH-OPS- COIN, thirdly, a $1,000 MATH-OPS¨ COIN, fourthly, a $10,000 MATH-0PS¨
COIN, fifthly, a $100,000 MATH-0P5¨ COIN and finally (sixthly) a $1,000 , 000 MATH-0PS¨ COIN.
I. How to determine the winner?
The player who collects the first $1,000,000.00 MATH-OPS COINwinsl They will now have collected $1,111410.00 MATH-OPS ¨ COINS in total. The other players may compete for the remaining spots.
RULES
1. No cheating! ¨if a player is caught cheating they immediately lose ALL
their collected SWAP and HELP Cards. If they do not have SWAP or HELP cards they MUST restart the revolution they were on.
2. Calculators may be used (this must be decided before the game starts).

=

3, One six-sided dice is to be used. However, players may agree to use dice with more than 6 faces.
4. Each player must have their own game token.
5. The question cards are to be shuffled randomly and placed face down in the playing area within reach of all the players. Players pick a question card from the top of the pile each time they have to answer a question. Even if a question is answered correctly or incorrectly, swapped or a player seeks help, that question card still goes to the bottom of the pile.
6. Players may elect a scorekeeper (or a player may volunteer to be scorekeeper) who shall use the MATH-OPS ¨ record keeping notepad to keep track of the number of times players pass START, when and which player used their SPOILER @ Card as well as how many MATH-0PS¨
coins, players have collected.
7. If a player is sent back to START due to another player using theirSPOILER
e Card they get to keep any MATH-OPS coins they have collected up to that point.
8. ANY player has the option of using their SPOILER CARD as they see fit, to STOP another player from completing the LAST or ANY revolution on the game board. However, a player usingtheir SPOILER CARD
must so inform the targeted player before that playertakes their next turn.
9. The first time a player passes START they collect a $10 MATH-0PS¨ coin, secondly, a $100 MATH-OPS¨ coin, thirdly, a $1,000 MATH-OPS ¨ coin, fourthly, a $10,000 MATH-0PS¨
coin, fifthly, a $100,000 MATH-OPS¨ coin and finally (sixthly) a $1,000 .000 MATH-OPr coin.
GAME SPOTS /GAME CARDS
MATH-UPS 8: If a player lands on a MATH-UP spot on the game board they get a boost depending on the type of MATII-UP , that is, DIAMOND, SILVER, GOLD or BRONZE .
Diamond: move forward 6 spaces to FREE TIME. Gold: move forward 5 spaces to FREE TIME , Silver:
move forward 4 spaces to FREE TIME . Bronze: move forward 3 spaces to FREE
TIME . (For MATH-OPS
SINGLE STRAND only!) QUESTION SPOTS:
When a player lands on a question spot they pick up a question card at the top of the pile, read it loudly and then has a maximum of 2 minutes to provide the correct answer. A player gets to stay on a QUESTION SPOT by correctly ansvveringthe question themselves, getting HELP or after swappingthe question. If a player cannot answer their question, they go back to the spot they occupied before their incorrect answer. If they go back and land on a QUESTION SPOT , they are not required to answer another question. If a player goes backward because they could not answer a question they may NOT go further back than START. If they fail to answer subsequent questions they still remain at START and do not get to collect MATH-0PS¨ coins.
QUESTION CARDS The 60 QUESTION CARDS are for ONE strand ONLY and are sorted into 5 categories, that is, MENTAL MATH, TRUE or FALSE, MULTIPLE CHOICE, SPELLING and VOCABULARY, with each category having 12 questions.

The QUESTION CARDS are named by strand and numbered 1-12 inclusive. To confirm the correct answers players match the question number on the QUESTION CARDS with the answers in the answer booklet provided.
PRINCIPAL'S OFFICE: players stay on that spot and miss two turns. However, if a player was in the PRINCIPLS'S OFFICE and on their next turn orturns they cannot answer a question(s), they go back to the PRINCIPLS'S OFFICE but only to occupy that soot.
DETENTION: players stay on that spot and miss a turn. However, if a player was In DETENTION and on their next turn orturns they cannot answer a question(s), they go back to DETENTION but only to occupy that spot.
GYM: If a player lands on the GYM spot they immediately choose and perform a fun physical activity/exercise to the best of their ability - no more than 15 reps and no less than 10 I However, if a player was in the gym SPOT and on their next turn orturns they cannot answer a question(s), they go back to the GYM to perform a fun physical activity/exercise to the best of their ability - no more than 10 reps and no less than 5!
FREETIME: you have a FREETIME spot to land on - no questions asked!
HELP CARD e: If a playerthinks a question is too hard or they are not sure of the answer to a question, they may opt to use a HELP CARD e. If the "helper" gives them a wrong answer they do not get another chance to ask for HELP on that turn. However, they must surrender a HELP card each time they seek help. Even if a player gets the correct answer they must surrender a HELP card every time they use it! A
player may ONLY collect and use a maximum of 3 HELP CARDS! Subsequently, if a player lands on that spot they only get to stay and occupy that space ¨no more HELP! Players are NOT allowed to trade or exchange HELP cards! Also players may NOT use a HELP card and a SWAP card in succession for assistance with the same question!
The HELP CARD e can only be used in the following ways:
a) a player may ask another player or anv other Demon for help;
b) a player may seek help from a textbook, dictionary or other similar source within thetime limit ¨ 2 minutes.
SWAP CARD e: a SWAP CARD e can be used by players to SWAP or change a question. However, they must surrender a SWAP card each time they SWAP a question. A player may ONLY
collect and use a maximum of 3 SWAP CARDS ! Subsequently, if a player lands on that spot they only get to stay and occupy that space ¨ no more SWAPPING! Players are NOT allowed to trade or exchange SWAP cards!
Also players may NOT use a SWAP card and a HELP card in succession for assistance with the same question!
RECORD KEEPING: Players must use the MATH-0PS¨ record keeping notepad to keep track of the game.
(Time): Players have a maximum of 2 minutes to answer a question.

[0051] TABLE 5A and TABLE 5B set out a set of example rules as part of an educational board game incorporating a single question strand, relating to data management and probability.
MATH-OPS" Rules ¨ DATA MANAGEMENT & PROBABILITY a MATH question, get a MATH
UP boost, earn FREE TIME or get a SWAP or HELP card.
MATH-OPS- IS FOR 2-6 PLAYERS! AGES 6 to ADULT
b. The first time a player passes START they CONTENTS
collect $10 MATH-OPc cash, the second time Gameboard, 6 tokens, game instructions, 36 HELP $100 MATH-OPS" cash and thirdly $1,000 cards, 36 SWAP cards, 6 SPOILER cards, a die, 100 MATH-0P5- cash.
QUESTION cards, cash (6 $10.6, $100. & 6 $1 0001, CHEQUES (10 000 cheques (6), 100.000 cheques (6) C. For completing the fourth revolution, players & 1 000 000 cheques (6)1, a record keeping note pad. collect a MATH-OPS"
cheque for $10,000, fifth revolution $100,000 and on the sixth and final AIM
revolution $1,000,0001 The aim of MATH-OPS- Is to be the first player 3. How to determine the winner?
to go around the game board six (6) times.
The player who collects the first $1,000,000.00 BEFORE THE GAME BEGINS MATH-0PS- cheque wins! They will now have collected $1,111,110.00 MATH-OPS- currency Before the game begins, each player selects a In total. The other players may compete for the token and places it on the game board at remaining spots.
START. Next, each player collects ONE MATH-OW SPOILERS card which they MAY OR MAY RULES
NOT use to STOP another player from 1. No cheating! - if a player is caught cheating completing the LASTor ANY revolution on the they immediately lose ALL their collected SWAP
game board. If a player wants to use their and HELP cards or alternatively restart the SPOILER card, they must inform that player revolution they were on.
before that player takes their next turn.
2. Calculators may be used (this must be HOW TO PLAY THE GAME? decided before the game starts).
1. Starting the game 3. One six-sided die is to be used.
However, players may agree to use a die with more faces.
Players toss a six-sided die and the person with 4. Each player must have their own game token.
the lowest number begins the game. If there is a tie, those players have a Loji until a winner 5. Players must use the MATH-OPS" record is determined. The game then starts from the keeping notepad to keep track of the number of winner of the toss-off and continues in a times players pass START, when and which player used their SPOILER card as well as how clockwise direction.
much MATH-0PS- currency they've collected.
2. How to continue the game? 6. If a player is sent back to START
due to another player using their SPOILER card they a. Player 1 tosses the die and moves their token get to keep any MATH-OPc currency they have to a spot on the game board based on the digit collected up to that point.
shown on the die. Their next move is dependent on the spot they land. They may have to answer 7. To win a player must collect $1,111,110.00 MATH-OPS- currency in total.

MATIi-0P5- Rules ¨ DATA MANAGEMENT & PROBABILITY a MATH question, get a MATH UP boost, earn FREE TIME or get a SWAP or HELP card.
MATH-OPS- IS FOR 2-6 PLAYERS / AGES 6 to ADULT
b. The first time a player passes START they CONTENTS
collect $10 MATH-0PS- cash, the second time Gameboard, 6 tokens, game instructions, 36 HELP $100 MATH-OPS- cash and thirdly $1,000 cards, 36 SWAP cards, 6 SPOILER cards, a die, 100 MATH-0PS- cash.
QUESTION cards, cash [6 $10, 6, $100, & 6 Si 000), CHEQUES [10 000 cheques (6), 100,000 cheques (6) c. For completing the fourth revolution, players & 1 000 000 cheques (6)), a record keeping note pad. collect a MATH-0PS-cheque for $10,000, fifth revolution $100,000 and on the sixth and final AIM revolution $1,000,000!
The aim of MATH-0PS- is to be the first player 3. How to determine the winner?
to go around the game board six (6) times.
The player who collects the first $1,000,000.00 BEFORE THE GAME BEGINS MATH-0PS- cheque wins! They will now have Before the game begins, each player selects a collected $1,111,110.00 MATH-0PS- currency in total. The other players may compete for the token and places it on the game board at remaining spots.
START. Next, each player collects ONE MATH-OPS- SPOILER card which they MAY OR MAY RULES
NOT use to STOP another player from 1. No cheating! - if a player is caught cheating completing the LAST or ANY revolution on the they immediately lose ALL
their collected SWAP
game board. If a player wants to use their and HELP cards or alternatively restart the SPOILER card, they must inform that player revolution they were on.
before that player takes their next turn.
2. Calculators may be used (this must be HOW TO PLAY THE GAME? decided before the game starts).
3. One six-sided die is to be used. However, 1. Starting the game players may agree to use a die with more faces.
Players toss a six-sided die and the person with 4. Each player must have their own game token.
the lowest number begins the game. If there is a tie, those players have a toss off until a winner 5. Players must use the MATH-OPS- record is determined. The game then starts from the keeping notepad to keep track of the number of winner of the toss-off and continues in a times players pass START, when and which player used their SPOILERy card as well as how clockwise direction. much MATH-OPS- currency they've collected.
2. How to continue the game? 6. If a player is sent back to START
due to another player using ti_aliE SPOILER card they a. Player 1 tosses the die and moves their token get to keep any MATH-0PS- currency they have to a spot on the game board based on the digit collected up to that point.
shown on the die. Their next move is dependent on the spot they land. They may have to answer 7. To win a player must collect $1,111,110.00 MATH-0PS- currency in total.

[0052] TABLE 5C, TABLE 5D, and TABLE 5E set out a set of example rules as part of another embodiment of an educational board game incorporating a single question strand, relating to data management and probability.
MATH-OPS- RULES-SINGLE STRAND (Data Management & Probability) MATH-0PS¨ IS FOR 2-4 PLAYERS / AGES 8 to ADULT
CONTENTS
1 Game board, 4 tokens (cube-links), 1 game instruction, 12 HELP Cards, 12 SWAP Cards, 4 SPOILER Cards, I dice, 60 QUESTION cards, 4x $10 COINS, 4x $100 COINS, 4x Si 000 COINS, 4x $10 000 COINS, 4x $100 000 COINS 4" 51 000000 COINS, 1 ANSWER KEY and 1 record keeping note pad.
AIM
The aim of MATH-0PS¨ is to be the first player to go around the game board six (6) times, BEFORE THE GAME BEGINS
Before the game begins, each player Is given ONE MATH-0PS¨ SPOILER a Card which they MAY OR MAY
NOT use to STOP another player from completingthe LAST or ANY revolution on the game board.
HOW TO PLAY THE GAME?
1. Starting the game Each player selects a token and places it on the game board at START, Next, players toss a six-sided dice and the person with the lowest number begins the game. If there is a tie, those players have a toss off until a winner is determined. The game then starts from the winner of the toss-off and continues in a clockwise direction.
2. How to play?
a. Player 1 tosses the die and moves their token to a spot on the game board based on the number shown on the die. Their next move is dependent on the spot they land, They may have to answer a MATH question, get a MATH UP boost, earn FREETIME or get a SWAP or HELP Card.
b. The first time a player passes START they collect a $10 MATH-OPS ¨COIN, secondly, a $100 MATH-OPS÷. COIN, thirdly, a $1,000 MATH-OPS 'COIN, fourthly, a $10,000 MATH-OPS v.
COIN, fifthly, a $100,1300 MATH-0PS- COIN and finally (sixthly) a $1,000 ,000 MATH-OPS" COIN, 3. How to determine the winner?
The player who collects the first$1,000,000.00 MATH-OPS COINwins! They will now have collected $1,111,110.00 MATH-OPS ¨ COINS in total. The other players may compete for the remaining spots.
RULES
1. No cheating! ¨ if a player is caught cheatingthey immediately lose ALL
their collected SWAP and HELP Cards. If they do not have SWAP or HELP cards they MUSTrestart the revolution they were on.
2. Calculators may be used (this must be decided before the game starts).

3. One six-sided dice is to be used. However, players may agree to use dice with more than 6 faces.
4. Each player must have their own game token.
5. The question cards are to be shuffled randomly and placed face down in the playing area within reach of all the players, Players pick a question card from the top of the pile each time they have to answer a question, Even if a question is answered correctly or incorrectly, swapped or a player seeks help, that question card still goes to the bottom of the pile.
6. Players may elect a scorekeeper (or a player may volunteer to be scorekeeper) who shall use the MATH-0PS'. record keeping notepad to keep track of the number of times players pass START, when and which player used their SPOILER C Card as well as how many MATH-0PS¨
coins, players have collected.
7.1f a player is sent back to START due to another player using theirSPOILER
Card they get to keep any MATH-OPS- coins they have collected up to that point.
8. ANY player has the option of usingtheir SPOILER CARD as they see fit, to STOP another player from completingthe LAST or ANY revolution on the game board. However, a player usingtheir SPOILER CARD
must so inform the targeted player before that player takes their nexttum.
9. The first time a player passes START they collect a $10 MATH-0PS¨ coin, secondly, a $100 MATH-OPS¨ coin, thirdly, a $1,000 MATH-OPS- coin, fourthly, a $10,000 MATH-0PS¨
coin, fifthly, a $100,000 MATH-0PS- coin and finally (sixthly) a $1,000 .000 MATH-OPS ¨ coin.
GAME SPOTS /GAME CARDS
MATH-UPSe: If a player lands on a MATH-UPe spot on the game board they get a boost depending on the type of MATH-UPS, that is, DIAMOND, SILVER, GOLD or BRONZE .
Diamond: move forward 6 spaces to FREE TIME . Gold: move forward 5 spaces to FREE TIME Silver:
move forward 4 spaces to FREE TIME . Bronze: move forward 3 spaces to FREETIME
. (For MATH-OPS
SINGLE STRAND only!) QUESTION SPOTS:
When a player lands on a question spot they pick up a question card at the top of the pile, read it loudly and then has a maximum of 2 minutes to provide the correct answer. A player gets to stay on a QUESTION SPOT by correctly answering the question themselves, getting HELP or after svvappingthe question. If a player cannot answer their question, they go back to the spot they occupied before their incorrect answer. If they go back and land on a QUESTION SPOT, they are not required to answer another question. If a player goes backward because they could not answer a question they may NOT go further back than START. If they fail to answer subsequent questions they still remain at START and do not get to collect MATH-0PS¨ coins.
QUESTION CARDS : The 60 QUESTION CARDS are for ONE strand ONLY and are sorted into 5 categories, that is, MENTAL MATH, TRUE or FALSE, MULTIPLE CHOICE, SPELLING and VOCABULARY, with each category having 12 questions.
TABLE SD

The QUESTION CARDS are named by strand and numbered 1-12 inclusive. To confirm the correct answers players match the question number on the QUESTION CARDS with the answers in the answer booklet provided.
PRINCIPAL'S OFFICE: players stay on that spot and miss two turns. However, if a player was in the PRINCIPLS'S OFFICE and on their next turn or turns they cannot answer a question(s), they go back to the PRINCIPLS'S OFFICE but only to occupy that spot.
DETENTION: players stay on that spot and miss a turn. However, if a player was In DETENTION and on their next turn or turns they cannot answer a question(s), they go back to DETENTION but only to occupy that spot.
GYM: If a player lands on the GYM spot they immediately choose and perform a fun physical activity/exercise to the best of their ability - no more than 15 reps and no less than 10 I However, if a player was in the gym SPOT and on their next turn or turns they cannot answer a question(s), they go back to the GYM to perform a fun physical activity/exercise to the best of their ability - no more than 10 reps and no less than 5!
FREETIME: you have a FREETIME spot to land on - no questions asked!
HELP CARD g: If a player thinks a question is too hard orthey are not sure of the answer to a question, they may opt to use a HELP CARD g. If the "helper" gives them a wrong answer they do not get another chance to ask for HELP on that turn. However, they must surrender a HELP card each time they seek help. Even if a player gets the corr ect answerthey must surrender a HELP card every time they use it! A
player may ONLY collect and use a maximum of 3 HELP CARDS! Subsequently, if a player lands on that spot they only get to stay and occupy that space ¨no more HELP! Players are NOT allowed to trade or exchange HELP cards! Also players may NOT use a HELP card and a SWAP card in succession for assistance with the same question!
The HELP CARD g can only be used in the following ways:
a) a player may ask another player or any other person for help;
b) a player may seek help from a textbook, dictionary or other similar source within thetime limit ¨2 minutes.
SWAP CARD g: a SWAP CARD g can be used by players to SWAP or change a question. However, they must surrender a SWAP card each time they SWAP a question. A player may ONLY
collect and use a maximum of 3 SWAP CARDS ! Subsequently, if a player lands on that spot they only get to stay and occupy that space ¨ no more SWAPPING! Players are NOT allowed to trade or exchange SWAP cards!
Also players may NOT use a SWAP card and a HELP card In succession for assistance with the same question!
RECORD KEEPING: Players must use the MATH-0PS- record keeping notepad to keep track of the game.
(Time): Players have a maximum of 2 minutes to answer a question.

[00531 TABLE 6A and TABLE 6B set out a set of example rules as part of an educational board game incorporating a single question strand, relating to geometry and spatial sense.
MATH-OPS- Rules - GEOMETRY & SPATIAL SENSE a MATH question, get a MATH UP
boost, earn FREE TIME or get a SWAP or HELP card.
MATH-0PS- IS FOR 2-6 PLAYERS / AGES 6 to ADULT
b. The first time a player passes START they CONTENTS
collect $10 MATH-0PS- cash, the second time Gameboard, 6 tokens, game instructions, 36 HELP $100 MATH-0PS- cash and thirdly $1,000 cards, 36 SWAP cards, 6 SPOILER cards, a die, 100 MATH-OPS" cash.
QUESTION cards, cash 16 $10, 6, 5100, & 6 51 Oen CHEQUES [TO 000 cheques (6), 100,000 cheques (6) c. For completing the fourth revolution, players & 1 OW 000 cheques (6)1, a record keeping note pad. collect a MATH-OPc cheque for $10,000, fifth revolution $100,000 and on the sixth and final AIM revolution 51,000,0001 The aim of MATH-0P5" is to be the first player 3. How to determine the winner?
to go around the game board six (6) times.
The player who collects the first $1,000,000.00 BEFORE THE GAME BEGINS MATH-OPS- cheque winsl They will now have collected $1,111,110.00 MATH-OPS- currency Before the game begins, each player selects a In total. The other players may compete for the token and places it on the game board at remaining spots.
START. Next, each player collects ONE MATH-of SPOILER card which they MAY OR MAY RULES
NOT use to STOP another player from 1. No cheating, - if a player is caught cheating completing the LAST or ANY revolution on the they immediately lose ALL
their collected SWAP
game board. If a player wants to use their and HELP cards or alternatively restart the SPOILER card, they must inform that player revolution they were on.
Ware that player takes their next turn.
2. Calculators may be used (this must be decided before the game starts).
HOW TO PLAY THE GAME?
3. One six-sided die is to be used. However, 1. Starting the game players may agree to use a die with more faces.
Players toss a six-sided die and the person with 4. Each player must have their own game token.
the lowest number begins the game. If there is a tie, those players have a toss off until a winner S. Players must use the MATH-0PS- record is determined. The game then starts from the keeping notepad to keep track of the number of times players pass START, when and which winner of the tc_gizifo and continues in a player used their SPOILER* card as well as how clockwise direction. much MATH-OPS" currency they've collected.
2. How to continue the game? 6. If a player is sent back to START due to another player using their SPOILER card they a. Player 1 tosses the die and moves their token get to keep any MATH-OPS"
currency they have to a spot on the game board based on the digit collected up to that point.
shown on the die. Their next move is dependent on the spot they land. They may have to answer 7. To win a player must collect $1,111,110.00 MATH-OPS- currency in total.
34 GAME SPOTS question, they may opt to use a HELP
CARD. If the "helper" gives them a wrong answer they MATH-UPS : If a player lands on a MATH-UP
do not get another chance to ask for HELP on spot on the game board they get a boost that turn. However, they must surrender a HELP
depending on the type of MATH-UP , that is, DIAMOND, SILVER, GOLD or BRONZE. card each time they seek help. Even if a player gets the correct answer they must surrender a Diamond: move forward 6 spaces to FREE TIME. HELP card every time they use it! A player may Gold: move forward 5 spaces to FREE TIME. ONLY collect and use a maximum of Silver: move forward 4 spaces to FREE TIME.
CARDS! Subsequently, if a player lands on that Bronze: move forward 3 spaces to FREE TIME.
spot they only get to stay and occupy that space PRINCIPAL'S OFFICE: you miss two turns - no more HELP! Players are NOT
allowed to trade or exchange HELP cards!
DETENTION: you miss a turn GYM: you get to choose a physical activity - no The HELP CARD can only be used in the more than 20 reps and no less than 10! following ways:
FREE TIME: you have a FREE TIME spot to land a) a player may ask another player or any other person for help;
on - no questions asked!
b) a player may seek help from a textbook, GYM: If a player lands on the GYM spot they dictionary or other similar source within the immediately choose and perform a fun physical time limit - maximum of two minutes.
activity/exercise to the best of their ability.
SWAP CARD: a SWAP CARD can be used by QUESTION SPOTS: The QUESTION cards are to be players to SWAP or change a question.
shuffled and placed face down on the game However, they must surrender a SWAP card board. When a player lands on a question spot each time they SWAP a question. A player may the player to their right picks up a question card ONLY collect and use a maximum of 6SWAP
at the top of the pile and asks them that CARDSI Subsequently, if a player lands on that question. If a player cannot answer their spot they only get to stay and occupy that space question, they go back to the spot they - no more SWAPPING! Players are NOT
allowed occupied before their incorrect answer. If they to trade or exchange SWAP
cards!
go back and land on a MATH question spot, RECORD KEEPING: Players must use the MATH-they are not required to answer a question. In OPS- record keeping notepad to keep track of addition, if a player goes backward because they could not answer a question they may NOT the game.
go further back than START. If they fail to Time: Players have a maximum of 2 minutes to answer subsequent questions they still remain answer a question. A
stopwatch or clock is at START and do not get to collect MATH-OPS- required.
dollars or cheques.
GAME CARDS
HELP CARD: If a player thinks a question is too hard or they are not sure of the answer to a
35 [0054] TABLE 6C, TABLE 6D, and TABLE 6E set out a set of example rules as part of another embodiment of an educational board game incorporating a single question strand, relating to geometry and spatial sense.
MATH-OPS' RULES¨ SINGLE STRAND (Geometry & Spatial Sense) wismoPs- IS FOR 2-4 PlAYERS / AGES 8 to ADULT
CONTENTS
1 Game board, 4 tokens (cube-links), 1 game instruction, 12 HELP Cards, 12SWAP
Cards, 4 SPOILER Cards, 1 dice, 60 QUESTION cards, 4x $10 COINS, 4x $100 COINS, Is $1. 000 COINS,4x $10 000 COINS, 4x $100 000 COINS, 4x $1 000000 COINS, 1 ANSWER KEY and 1 record keeping note pad .
AIM
The aim of MATH-OPS- is to be the first player to go around the game board six (6) times.
BEFORE THE GAME BEGINS
Before the game begins, each player is given ONE MATH-0PS- SPOILER Card which they MAY OR MAY
NOT use to STOP another player from completing the LAST or ANY revolution on the game board.
HOW TO RAVINE GAME?
1. Starting the game Each player selects a token and places it on the game board at START. Next, players toss a six-sided dice and the person with the lowest number begins the game. If there is a tie, those players have a toss off until a winner is determined. The game then starts from the winner of the toss-off and continues In a clockwise direction.
2. How to play?
a. Player 1 tosses the die and moves theirtoken to a spot on the game board based on the number shown on the die. Their next move is dependent on the spot they land. They may have to answer a MATH question, get a MATH UP boost, earn FREE TIME or get a SWAP or HELP Card.
b. The first time a player passes START they collect a $10 MATH-OPS -COIN, secondly, a $100 MATH-OPS- COIN, thirdly, a $1,000 MATH-0PS¨ COIN, fourthly, a $10,000 MATH-0PS-COIN, fifthly, a $100,000 MATH-OPS- COIN and finally (sixthly) a $1,000 ,000 MATH-OPS¨ COIN.
3. How to determine the winner?
The player who collects the first $1,000,000.00 MATH-OPS ODINwins! They will now have collected $1,111,110.00 MATH-OPS ¨ COINS in total. The other players may compete for the remaining spots.
RULES
1. No cheating! ¨ ifs player is caught cheating they Immediately lose ALL
their collected SWAP and HELP Cards. If they do not have SWAP or HELP cards they MU,STrestart the revolution they were on.
2. Calculators may be used (this must be decided before the game starts).
36 3. One six-sided dice Is to be used. However, players may agree to use dice with more than 6 faces.
4. Each player must have their own game token.
5. The question cards are to be shuffled randomly and placed face down in the playing area within reach of all the players. Players pick a question card from the top of the pile each time they have to answer a question. Even if a question is answered correctly or incorrectly, swapped or a player seeks help, that question card still goes to the bottom of the pile.
6. Players may elect a scorekeeper (or a player may volunteer to be scorekeeper) who shall use the MATH-OPS". record keeping notepad to keep track of the number of times players pass START, when and which player used their SPOILER Card as well as how many MATH-OPS -coins, players have collected.
7. If a player is sent back to START due to another player using their SPOILER
Card they get to keep any MATH-0PS- coins they have collected up to that point.
8. ANY player has the option of usingtheir SPOILER CARD as they see fit, to STOP another player from completIngthe LAST or ANY revolution on the game board, However, a player using their SPOILER CARD
must so inform the targeted player beforethat player takes their next turn.
9. The first time a player passes START they collect a $10 MATH-OPS ¨ coin, secondly, a $100 MATH-OPS¨ coin, thirdly, a $1,000 MATH-OPS ¨ coin, fourthly, a $10,000 MATH-0PS¨
coin, fifthly, a $100,000 MATH-0PS- coin and finally (sixthly) a $1,000 ,000 MATH-0PS- coin.
GAME SPOTS /GAME CARDS
MATH-UPS : If a player lands on a MATH-UP spot on the game board they get a boost depending on the type of MATH-UP , that is, DIAMOND, SILVER, GOLD or BRONZE .
Diamond: move forward 6 spaces to FREE TIME. Gold: move forward 5 spaces to FREETIME.
move forward 4 spaces to FREE TIME . Bronze: move forward 3 spaces to FREE
TIME . (For MATH-OPS
SINGLE STRAND only!) QUESTION SPOTS:
When a player lands on a question spot they pick up a question card at the top of the pile, read it loudly and then has a maximum of 2 minutes to provide the correct answer. A player gets to stay on a QUESTION SPOT by correctly answering the question themselves, getting HELP or after swappingthe question. If a player cannot answer their question, they go back to the spot they occupied before their incorrect answer. If they go back and land on a QUESTION SPOT ,they are not required to answer another question. If a player goes backward because they could not answer a question they may NOT go further back than START. If they fail to answer subsequent questions they still remain at START and do not get to collect MATH-0PS¨ coins.
QUESTION CARDS : The 60 QUESTION CARDS are for ONE strand ONLY and are sorted into 5 categories, that is, MENTAL MATH, TRUE or FALSE, MULTIPLE CHOICE, SPELLING and VOCABULARY, with each category having 12 questions.
37 The QUESTION CARDS are named by strand and numbered 1-12 inclusive. To confirm the correct answers players match the question number on the QUESTION CARDS with the answers in the answer booklet provided.
PRINCIPAL'S OFFICE: players stay on that spot and miss two turns. However, if a player was in the PRINCIPLS'S OFFICE and on their next turn orturns they cannot answer a question(s), they go back to the PRINCIPLS'S OFFICE but only to occupy that spot.
DETENTION: players stay on that spot and miss a turn. However, if a player was In DETENTION and on their next turn or turns they cannot answer a question(s), they go back to DETENTION but only to occupy that spot.
GYM: If a player lands on the GYM spot they immediately choose and perform a fun physical activity/exercise to the best of their ability - no more than 15 reps and no less than 10 I However, if a player was in the gym SPOT and on their next turn or turns they cannot answer a question(s), they go back to the GYM to perform a fun physical activity/exercise to the best of their ability - no more than 10 reps and no less than 5!
FREETIME: you have a FREETIME spot to land on - no questions asked!
HELP CARD 6: If a player thinks a question is too hard or they are not sure of the answer to a question, they may opt to use a HELP CARD 6. If the "helper" gives them a wrong answerthey do not get another chance to ask for HELP on that turn. However, they must surrender a HELP card each time they seek help. Even if a player gets the corr ect answerthey must surrender a HELP card every time they use it! A
player may ONLY collect and use a maximum of 3 HELP CARDS! Subsequently, if a player lands on that spot they only get to stay and occupy that space ¨no more HELP! Players are NOT allowed to trade or exchange HELP cards! Also players may NOT use a HELP card and a SWAP card in succession for assistance with the some question!
The HELP CARD gcan only be used in the following ways:
a) a player may ask another player or any other oerson for help;
b) a player may seek help from a textbook, dictionary or other similar source within thetime limit ¨ 2 minutes.
SWAP CARD 6: a SWAP CARD e can be used by players to SWAP or change a question. However, they must surrender a SWAP card each time they SWAP a question. A player may ONLY
collect and use a maxim urn of 3 SWAP CARDS I Subsequently, if a player lands on that spot they only get to stay and occupy that space ¨no more SWAPPING! Players are NOT allowed to trade or exchange SWAP cards!
Also players may NOT use a SWAP card and a HELP card in succession for assistance with the same question!
RECORD KEEPING: Players must use the MATH-OPS¨ record keeping notepad to keep track of the game.
(Time): Players have a maximum of 2 minutes to answer a question.
38 100551 TABLE 7A and TABLE 7B set out a set of example rules as part of an educational board game incorporating multiple question strands, such as five questions strands each providing 60 questions.
MATH-OPS" Rules - ALL STRANDS a MATH question, get a MATH UP boost, earn FREE TIME or get a SWAP or HELP card.
MATH-0P5- IS FOR 2.6 PLAYERS / AGES 6 to ADULT
b. The first time a player passes START they CONTENTS collect $10 MATH-OPS- cash, the second time $100 MATH-OPS- cash and thirdly $1,000 Gameboard, 6 tokens, game instructions, 36 HELP
MATH-OPr cash.
cards, 36 SWAP cards, 6 SPOILER cards, a die, SOO
QUESTION cards, cash 16 $10, 6, $100, & 651 0001. C. For completing the fourth revolution, players CHEQUES 110 000 cheques (6), 100,000 cheques 161 collect a MATH-OPS- cheque for $10,000, fifth & 1 000 000 cheques (6)1, a record keeping note pad.
revolution $100,000 and on the sixth and final AIM revolution $1,000,0001 The aim of MATH-0PS- is to be the first player 3. How to determine the winner?
to go around the game board six (6) times.
The player who collects the first $1,000,000.00 BEFORE THE GAME BEGINS MATH-OPS" cheque wins! They will now have collected $1,111,110.00 MATH.OPS- currency Before the game begins, each player selects a in total. The other players may compete for the token and places it on the game board at remaining spots.
START. Next, each player collects ONE MATH-RULES
0P5- SPOILER card which they MAY OR MAY
NOT use to STOP another player from 1. No cheating! - if a player is caught cheating completing the LAST or ANY revolution on the they immediately lose ALL
their collected SWAP
game board. If a player wants to use their and HELP cards or alternatively restart the revolution they were on.
SPOILER card, they must inform that player before that player takes their next turn. 2. Calculators may be used (this must be decided before the game starts).
HOW TO PLAY THE GAME?
3. One six-sided die is to be used. However, 1. Starting the game players may agree to use a die with more faces.
Players toss a six-sided die and the person with 4. Each player must have their own game token.
the lowest number begins the game. If there is a 5. Players must use the MATH-0PS- record tie, those players have a toli_off until a winner keeping notepad to keep track of the number of Is determined. The game then starts from the times players pass START, when and which winner of the toss-oft and continues in a player used their SPOILER card as well as how clockwise direction. much MATH-0PS- currency they've collected.
2. How to continue the game? 6.1f a player is sent back to START due to another player using theq SPOILER card they a. Player 1 tosses the die and moves their token get to keep any MATH-0PS-currency they have to a spot on the game board based on the digit collected up to that point.
shown on the die. Their next move is dependent 7. To win a player must collect $1,111,1moo on the spot they land. They may have to answer MATH-OPS- currency in total.
39 GAME SPOTS HELP CARD: If a player thinks a question is too hard or they are not sure of the answer to a MATH-UPS : If a player lands on a MATH-UP question, they may opt to use a HELP CARD. If spot on the game board they get a boost the "helper" gives them a wrong answer they depending on the type of MATH-UP , that is, DIAMOND, SILVER, GOLD or BRONZE. do not get another chance to ask for HELP on that turn. However, they must surrender a HELP
Diamond: move forward 6 spaces to FREE TIME, card each time they seek help.
Even if a player Gold: move forward 5 spaces to FREE TIME, gets the correct answer they must surrender a Silver: move forward 4 spaces to SWAP.
HELP card every time they use it! A player may drogue: move forward 3 spaces to HELP.
ONLY collect and use a maximum of 6 HELP
PRINCIPAL'S OFFICE: you miss two turns CARDS! Subsequently, if a player lands on that spot they only get to stay and occupy that space DETENTION: you miss a turn - no more HELP! Players are NOT allowed to GYM: you get to choose a physical activity - no trade or exchange HELP
cards!
more than 20 reps and no less than 10!
The HELP CARD can ottly be used in the FREE TIME: you have a FREE TIME spot to land following ways:
on - no questions asked!
a) a player may ask another player or any other GYM: If a player lands on the GYM spot they person for help;
immediately choose and perform a fun physical b) a player may seek help from a textbook, activity/exercise to the best of their ability, dictionary or other similar source within the time limit maximum of two minutes.
QUESTION SPOTS: The 500 QUESTION cards for the 5 strands are to be shuffled and placed face SWAP CARD: a SWAP CARD can be used by down on the game board by strand. When a players to SWAP or change a question.
player lands on a question spot the player to However, they must surrender a SWAP card their right picks up a question card at the top of each time they SWAP a question. A player may the pile that matches that strand and asks them ONLY collect and use a maximum of 6 SWAP
that question. If a player cannot answer their CARDS! Subsequently, if a player lands on that question, they go back to the spot they spot they only get to stay and occupy that space occupied before their incorrect answer. If they - no more SWAPPING! Players are NOT allowed go back and land on a MATH question spot, to trade or exchange SWAP cards!
they are not required to answer a question. In RECORD KEEPING: Players must use the MATH-addition, if a player goes backward because they could not answer a question they may NOT OPS- record keeping notepad to keep track of go further back than START. If they fail to the game.
answer subsequent questions they still remain Time: Players have a maximum of 2 minutes to at START and do not get to collect MATH-OPS- answer a question. A stopwatch or clock is dollars or cheques. required, GAME CARDS
40 100561 TABLE 7C, TABLE 7D, and TABLE 7E set out a set of example rules as part of another embodiment of an educational board game incorporating multiple question strands.
MATH-OPS- RULES - ALL STRANDS
MATH-OPS' IS FOR 2-4 PLAYERS / AGES 8 to ADULT
CONTENTS
I Game board, 4 tokens (cube-links), 1 game instruction, 12 HELP Cards, 12 SWAP Cards, 4 SPOILER Cards, I dice, 300 QUESTION cards, 4x $10 Coins, 4x $100 Coins, 4x $1 000 Coins, 4x $10 000 Coins, 4s $100000 Coins, 4x $1 000 000 Coins, I ANSWER KEY and 1 record keeping note pad.
AIM
The aim of MATH-0PS- is to be the first player to go around the game board six (6) times.
BEFORE THE GAME BEGINS
Before the game begins, each player is given ONE MATH-OPS- SPOILER e Card which they MAY OR MAY
NOT use to STOP another player from completing the LAST or ANY revolution on the game board.
HOW TO PLAY THE GAME?
1. Starting the game Each player selects a token and places it on the game board at START. Next, players toss a six-sided dice and the person with the lowest number begins the game. If there is a tie, those players have a toss off until a winner is determined. The game then starts from the winner of the toss-off and continues in a clockwise direction.
2. How to play?
a. Player 1 tosses the die and moves their token to a spot on the game board based on the number shown on the die. Their next move is dependent on the spot they land. They may have to answer a MATH question, get a MATH UP boost, earn FREE TIME or gets SWAP or HELP Card.
b. The first times player passes START they collect a $10 MATH-OPS COIN, secondly, a $100 MATH-OPS" COIN, thirdly, a $1,000 MATH-OPS - COIN, fourthly, a $10,000 MATH-OPS "
COIN, fifthly, a $100 ,000 MATH-OPS - COIN and finally (sixthly) a $1,000 ,000 MATH-OPS -COIN.
3. How to determine the winner?
The player who collects the first$L000,000.00 MATH-OPS " COIN wins! They will now have collected $1,111,110.00 MATH-OPS - COINS in total. The other players may compete for the remaining spots.
RULES
1. No cheating! - if a player is caught cheating they immediately lose ALL
their collected SWAP and HELP Cards. If they do not have SWAP or HELP cards they MUSTrestart the revolution they were on.
2. Calculators may be used (this must be decided before the game starts).
41 3. One six-sided dice is to be used. However, players may agree to use dice with more than 6 faces.
4. Each player must have their own game token, 5. The question cards are to be shuffled randomly and placed face down in the playing area within reach of all the players. Players pick a question card from the top of the pile each time they have to answer a question. Even if a question is answered correctly or incorrectly, swapped or a player seeks help, that question card still goes to the bottom of the pile.
6. Players may elect a scorekeeper (or a player may volunteer to be scorekeeper) who shall use the MATH-0PS- record keeping notepad to keep track of the number of times players pass START, when and which player used their SPOILER @= Card as well as how many MATH-OPV-coins, players have collected.
7. If a player is sent back to START due to another player using their SPOILER
. Card they get to keep any MATH-0PS- coins they have collected up to that point.
8. ANY player has the option of usingthelr SPOILER CARD as they see fit, to STOP another player from completingthe LAST or ANY revolution on the game board. However, a player using their SPOILER CARD
must so inform the targeted player beforethat player takes their next turn.
9. The first time a player passes START they collect a $10 MATH-0PS- coin, secondly, a $100 MATH-OPS- coin, thirdly, a $1,000 MATH-OPS - coin, fourthly, a $10,000 MATH-0PS-coin, fifthly, a $100,000 MATH-OPS- coin and finally (sixthly) a $1,000 .000 MATH-OPS- coin.
GAME SPOTS /GAME CARDS
MATH-UPS 8: If a player lands on a MATH-UP ID spot on the game board they get a boost depending on the type of MATH-UP e, that is, DIAMOND, SILVER, GOLD or BRONZE .
Diamond: move forward 6 spaces to FREE TIME . Gold: move forward 5 spaces to FREE TIME . Silver:
move forward 4 spaces to SWAP. Bronze: move forward 3 spaces to HELP , (For MATH-OPS ALL
STRANDS only!) QUESTION SPOTS:
When a player lands on a question spot they pick up a question card at the top of the pile, read it loudly and then has a maximum of 2 minutes to provide the correct answer. A player gets to stay on a QUESTION SPOT by correctly answering the question themselves, getting HELP or after swapping the question. If a player cannot answer their question, they go back to the spot they occupied before their incorrect answer. If they go back and land on a QUESTION SPOT , they are not required to answer another question. If a player goes backward because they could not answer a question they may NOT go further back than START. If they fail to answer subsequent questions they still remain at START and do not get to collect MATH-OPS- coins, QUESTION CARDS : The 300 QUESTION CARDS have been sorted into the 5 strands with each strand having 60 questions. The 60 strand questions are sorted into 5 categories, that is, MENTAL MATH, TRUE
or FALSE, MULTIPLE CHOICE, SPELLING and VOCABULARY, with each category having 12 questions,
42 The QUESTION CARDS are named by strand and numbered 1-12 inclusive. To confirm the correct answers players match the question number on the QUESTION CARDS with the answers in the answer booklet provided.
PRINCIPAL'S OFFICE: players stay on that spot and miss two turns. However, if a player was in the PRINCIPLS'S OFFICE and on their next turn or turns they cannot answer a question(s), they go back to the PRINCIPLS'S OFFICE but only to occupy that spot.
DETENTION: players stay on that spot and miss a turn, However, if a player was in DETENTION and on their next turn or turns they cannot answer a question(s), they go back to DETENTION but only to occupy that spot.
GYM: If a player lands on the GYM spot they immediatelv choose and perform a fun physical activity/exercise to the best of their ability - no more than 15 reps and no less than 10 I However, if a player was in the gym SPOT and on their next turn orturns they cannot answer a question(s), they go back to the GYM to perform a fun physical activity/exercise to the best of their ability - no more than 10 reps and no less than 5!
FREE TIME: you have a FREE TIME spot to and on - no questions asked!
HELP CARD 8: If a playerthinks a question is too hard orthey are not sure of the answer to a question, they may opt to use a HELP CARD e. If the "helper" gives them a wrong answerthey do not get another chance to ask for HELP on that turn. However, they must surrender a HELP card each time they seek help. Even if a player gets the correct answerthey must surrender a HELP card every time they use it! A
player may ONLY collect and use a maximum of 3 HELP CARDS! Subsequently, if a player lands on that spot they only get to stay and occupy that space ¨no more HELP! Players are NOT allowed to trade or exchange HELP cards! Also players may NOT use a HELP card and a SWAP card in succession for assistance with the same question!
The HELP CARD le can only be used In the following ways:
a) a player may ask another player or anv other person for help;
b) a player may seek help from a textbook, dictionary or other similar source within thetime limit ¨2 minutes, SWAP CARD: a SWAP CARD e' can be used by players to SWAP or change a question.
However, they must surrender a SWAP card each time they SWAP a question. A player may ONLY
collect and use a maximum of 3 SWAP CARDS I Subsequently, if a player lands on that spot they only get to stay and occupy that space ¨ no more SWAPPING! Players are NOT allowed to trade or exchange SWAP cards!
Also players may NOT use a SWAP card and a HELP card in succession for assistance with the same question!
RECORD KEEPING: Players must use the MATH-OPS¨ record keeping notepad to keep track of the game.
(Time): Players have a maximum of 2 minutes to answer a question.
43 [0057] TABLE 8A, TABLE 8B, and TABLE 8C set out a set of example rules as part of an educational board game for a single unspecified strand.
MATH-CPS' RULES - STRAND
MATH-OPS- IS FOR 2-4 PLAYERS I AGES-Ste ADULT
CONTENTS
1 Game board, 4 tokens (cube-links), 1 game instruction, 12 HELP Cards, 12 SWAP Cards, 4 SPOILER Cards, 1 dice, 60 QUESTION cards, 4x $10 COINS, 4x $100 COINS, 4x $1000 COINS, 4x $10000 COINS, 4x $100 000 COINS, 4x $1 000 000 COINS, 1 ANSWER KEY and 1 record keeping note pad.
AIM
The aim of MATH-OPS- is to be the first player to go around the game board six (6) times.
BEFORE THE GAME BEGINS
Before the game begins, each player is given ONE MATH-OPS- SPOILER e Card which they MAY OR MAY
NOT use to STOP another player from completing the LAST or ANY revolution on the game board.
HOW TO PLAY THE GAME?
1. Starting the game Each player selects a token and places it on the game board at START . Next, players toss a six-sided dice and the person with the fowest number begins the game. If there is a tie, those players have a toss off until a winner is determined. The game then starts from the winner of the toss-off and continues In a clockwise direction.
2. How to play?
a, Player 1 tosses the die and moves their token to a spot on the game board based on the number shown on the die. Their next move is dependent on the spot they land. They may have to answer a MATH question, get a MATH UP boost, earn FREE TIME or gets SWAP or HELP Card.
b. The first time a player passes START they collect $10 MATH-OPS -COIN, secondly, a $100 MATH-OPS- COIN, thirdly, a $1,000 MATH-OPS- COIN, fourthly, a $10,000 MATH-OPS-COIN, fifthly, a $100,000 MATH-OPS- COIN and finally (sixthly) a $1,000 ,000 MATH-OPS- COIN, 3. How to determine the winner?
The player who collects the first $1,000,000.00 MATH-OPS COINwins! They will now have collected $1,111,110.00 MATH-OPS - COINS in total. The other players may compete for the remaining spots.
RULES
1. No cheating! - if a player is caught cheating they immediately lose ALL
their collected SWAP and Hap Cards. If they do not have SWAP or HELP cards they MU,ST,restart the revolution they were on.
2. Calculators may be used (this must be decided before the game starts).
44 3. One six-sided dice is to be used. However, players may agree to use dice with more than 6 faces.
4. Each player must have their own game token.
5. The question cards are to be shuffled randomly and placed face down in the playing area within reach of all the players. Players pick a question card from the top of the pile each time they have to answer a question. Even if a question is answered correctly or incorrectly, swapped or a player seeks help, that question card still goes to the bottom of the pile.
6. Players may elect a scorekeeper (or a player may volunteer to be scorekeeper) who shall use the MATH-0PS- record keeping notepad to keep track of the number of times players pass START, when and which player used their SPOILER e Card as well as how many MATH-0PS."
coins, players have collected.
7.1f a player is sent back to START due to another player using theirSPOILER
ID Card they get to keep any MATH-0PS- coins they have collected up to that point.
8. ANY player has the option of using their SPOILER CARD as they see fit, to STOP another player from completingthe LAST or ANY revolution on the game board. However, a player using their SPOILER CARD
must so inform the targeted player beforethat playertakes their nextturn.
9. The first time a player passes START they collect a $10 MATH-0PS¨ coin, secondly, a $100 MATH-OPS¨ coin, thirdly, a $1,000 MATH-OPS- coin, fourthly, a $10,000 MATH-OPS¨
coin, fifthly, a $100,000 MATH-0PS- coin and finally (sixthly) a $1,000 .000 MATH-OPS¨ coin.
GAME SPOTS /GAME CARDS
MATH-UPS : If a player lands on a MATH-UP spot on the game board they get a boost depending on the type of MATH-UPS, that is, DIAMOND, SILVER, GOLD Of BRONZE .
Diamond: move forward 6 spaces to FREETIME. Gold: move forward 5 spaces to FREETIME. Silver:
move forward 4 spaces to FREETIME. Bronze: move forward 3 spaces to FREETIME.
(For MATH-OPS
SINGLE STRAND only!) QUESTION SPOTS:
When a player lands on a question spot they pick up a question card at the top of the pile, read it loudly and then has a maximum of 2 minutes to provide the correct answer. A player gets to stay on a QUESTION SPOT by correctly answering the question themselves, getting HELP or after swappingthe question. If a player cannot answertheir question, they go back to the spot they occupied before their incorrect answer. If they go back and land on a QUESTION SPOT , they are not required to answer another question. If a player goes backward because they could not answer a question they may NOT go further back than START. If they fail to answer subsequent questions they still remain at START and do not get to collect MATH-OPS¨ coins.
QUESTION CARDS : The 60 QUESTION CARDS are for ONE strand ONLY and are sorted into 5 categories, that is, MENTAL MATH, TRUE or FALSE, MULTIPLE CHOICE, SPELLING and VOCABULARY, with each category having 12 questions.
45 The QUESTION CARDS are named by strand and numbered 1-12 inclusive. To confirm the correct answers players match the question number on the QUESTION CARDS with the answers in the answer booklet provided.
PRINCIPAL'S OFFICE: players stay on that spot and miss two turns. However, if a player was in the PRINCIPLS'S OFFICE and on their next turn or turns they cannot answer a question(s), they go back to the PRINCIPLS'S OFFICE but only to occupy that spot.
DETENTION: players stay on that spot and miss a turn. However, if a player was in DETENTION and on their next turn or turns they cannot answer a question(s), they go back to DETENTION but only to occupy that spot.
GYM: If a player lands on the GYM spot they immediately choose and perform a fun physical activity/exercise to the best of their ability - no more than 15 reps and no less than 10 I However, if a player was in the gym SPOT and on their next turn orturns they cannot answer a question(s), they go back to the GYM to perform a fun physical activity/exercise to the best of their ability - no more than 10 reps and no less than 5!
FREE TIME: you have a FREE TIME spot to land on - no questions asked!
HELP CARD a: If a playerthinks a question is too hard orthey are not sure of the answer to a question, they may opt to use a HELP CARD a. If the "helper" gives them a wrong answerthey do not get another chance to ask for HELP on that turn. However, they must surrender a HELP card each time they seek help. Even if a player gets the correct answer they must surrender a HELP card every time they use it A
player may ONLY collect and use a maximum of 3 HELP CARDS! Subsequently, if a player lands on that spot they only get to stay and occupy that space ¨ no more HELP! Players are NOT allowed to trade or exchange HELP cards! Also players may NOT use a HELP card and a SWAP card in succession for assistance with the same question!
The HELP CARD a can only be used in the following ways:
a) a player may ask another player or any other person for help;
b) a player may seek help from a textbook, dictionary or other similar source within theti me limit ¨ 2 minutes.
SWAP CARD a: a SWAP CARD a can be used by players to SWAP or change a question. However, they must surrender a SWAP card each time they SWAP a question. A player may ONLY
collect and use a maximum of 3 SWAP CARDS I Subsequently, if a player lands on that spot they only get to stay and occupy that space ¨no more SWAPPING! Players are NOT allowed to trade or exchange SWAP cards!
Also players may NOT use a SWAP card and a HELP card in succession for assistance with the same question!
RECORD KEEPING: Players must use the MATH-0PS- record keeping notepad to keep track of the game.
(Time): Players have a maximum of 2 minutes to answer a question.
46 [0058] TABLE 9A, TABLE 9B and TABLE 9C set out a set of example rules as part of an educational board game for a two-sided game board, one side for multiple question strands and the other for a single strand.
Eir I pi0 I grt4 nne Ay's RULE
THE MATH OPSIII LEARNING AND CONIPETMVE GAMING

GOAL: Boost players ' efficacy or productivity and Math scores while hewing fun playing this knowledge-based, compettlive scholastic game.
OONTEtirS 1 Dice 1 Garneboard - 2-sided 24 Ops Coins: (4 x $10, 4 x $100, 4 tokens 4 x$1000,4x$1P,000, 4x$100,000.
Game instructionsillukm 4 x $1,00(L000) 12 HELP cards 1 Answer Booklet 12 SWAP cards 300 Question Cards 4 SPOtLER outs AIM
The alm of MATH-CPS' to be the first player to go would the game board six ri) times .tile earning MATH OPS corns BEFORE THE GAME BEGINS
Players should deeds which side of the game board they wart to use first. One side focuses on miltiple strands or rbiatn topics while the other targets one strand or Math topic, Players should note that the QUESTION cards come in5 colours. If players decide on multiple strands then they are to use ALL 300 question cards. if they want to focus on one strand they cal choose ONE odour type.
SETTING UP THE GAME BOARD
1. Open up the game box, remove the game board and piles it In the designated pitaOng area.
2. Each player meets a token arid places It on the START position.
3. Each player collects a SPOILER ALERT Celli to be used later to STOP
a player from completing any of the six revolutions.
4. The QUESTION cats, which are sorted by caw aid strand, ass shuffled and placed face down in the center of the gameboard.
5, Piece the HELP aid SWAP cards Ii the center of the game board.
EL Put Answer Booklet n the center of the game boeud.
7. Players decide on a method of keeping time.
47 PLAYING THE GAME
1. Starting the game Players toss a six-skied dice and the person Wei the bwest number begins the gane. 11 there is a tie, those players hare a tie-breaker. The game then continues ill a docketing. direction.
2. How to play?
a) Player 1 tosses the dice aid moves the token to a spot on the game board based on the number shown on the dice Thee next frIOVe is depen-dent on the spot they laid. They may have to answer a MATH question, get a MATH UP boost. eam FREE TIME or get a SWAP or HELP card.
b) Later In the gars players may lard on DETENTION, PRIN(IPAL'S
OFFICE or GYM.
c) The first time a player passes START they cahoot the $10 coin, secondiy, the $100 coin, thirdly, the $1,000 coin, fourttly, the $10,000 coin, filthy, the $104000 coin and Melly (stighly) the $1,000,000 coin.
3. How to determine tie winner?
The Mayer who Is the first to collect the $1,000,000 coin wins1 That player would have now collected $1,111,110 total Oise coins. The Wier players may compete for the rerraining spots.
If time does not permit ter a wives to be declared, the player(s) furthest ahead is the winner. There can be joint winners.
RULES
1. No cheating! - If a player Is caught cheating they immediately lose ALL
their collected SWAP and I-ElP cards or alterretively restal the revolution they were on.
2. Cakdaces may be used (this must be decided before the game starts).
3. One six-sided dice is to be used.
4. Each playa must have Dyer can game token.
5. Two or more tokens nay rest on the same spot on the game board.
6. The question cards se to be shuffled randomly aid placed face down in the playing awe. Players pice a quesecn cad from the top of the pile each time they travel answer a question. Once a question card is revealed and the question Is answered correctly or Incorrectly, swapped or a player seeks ham that question card must go to the bottom of the pile.
7. If a player Is seri back to START due to another player using their SPOILIR cad they get to keep any OPS coins they may rave collected.
8. ANY prays tea the option of using their SPOILER CARD as they see fit, to STOP another player from competing the LAST at ANY revoiution on the game board. However, a piajer using Mei SPOILER CARD must so Worm the targeted player before that player takes their next turn.
9. One player rnty take on the role of recorder, time keeper aid dalfla of answers based on the Answer Booklet.
GAME SPOTS/GAME CARDS
QUESTION SPOT. When a player lands on a question spot they nick up a question card at the top of the pie, read It loudly, than have a maximum of 2 minutes to provide the correct answer.
A pewee gets to stay cn a QUESTION SPOT by:
4. correctly answering a question;
2. getting HELP aid getting tte correct answer;
48 3. wrapping the question, then answering the next question carecdy.
If a player camel wavier a question, they go back to the spot they occupied before their wrong answer. V they go back and lend on a QUESTION SPOT, they as net required to answer another question.
However, if a player goes backward because they could not answer a question, they may NOT go further back than START. Further; if they fail to answer subsequent questions they still refrain at START and do not get to collect MS coins for passing START.
PAPICIPAUS OFRCE you miss two turns DETENTION: you miss a turn GYM: you get to choose a physical activity - no mote then 20 reps and no less than 1( FREE TIME you hsve a FREE TIME spot to land on - no questions asked!
MATH-UPS: if a player lends on a MATH-UP spot they get a boost depending on the type of MATH-UP!
DIAMOND: move fonivard6spaces to FREE TIME
GOLD: move forward 5spaces to FREE TIME.
StLVER: move forward 4 spaces to SWAP/FREE TIME.
EFIONZE: move fonvani3 spaces to HELP/FREE TIME.
HP CARD: If a player thinks a question is too had at they are not sure of the answer to a question, they crew opt to use a HELP CARD.
When a player lands on the HELP spot they am able to colect a HELP
cad to be used In the following ways:
a) a player may ask another player or any other person for help;
b) a player may seek he from a textbook, dictionaiy or other source within the time lima -2 minutes.
If titer seeking HELP a player gets the wrong trisiver they do not get another chance to seek HELP on that turn. HOWeVar, they must Saran-der a HELP card each time they seek help. Playas are oily bwed to collect 3 HELP coda Subsequently, if a player lands on the HELP toot they Orly get to stay and occupy that spot Players are NOT allowed to trade or exchange HELP cards! Even if a player gets the coned answer' they must awarder a HELP cad every tine they melt!
SWAP CARD: When a player lands on the SNAP spot they get to collect a SNAP excl. SWAP cards as to be used by prayers to SWAP
or change a question. If after scrapping the question a player gets the wrong answer they do not get another chance to SWAP on that turn. A
player may ONLY collect and use a maxirnum of 3 SWAP CARDS
Subsequently, if a player lands on that spot they only get to stay and occupy that spot Players are NOT a Sowed to trade or exchange SWAP
cads! However, they must surrender a SWAP c=vel each time they SWAP a question.
SPOILER ALERTt each player gets only ONE at the beginning of the game. Players MAYOR MAY NOT use It to prevail an opponent horn coat:oath ANY revorutIon and sending than back to START]
Ha payer Intends to use their SPOILER card they MUST tel Was targeted player BEFORE that player takes their next turn!
(Time): Myers have amine:a of 2 minutes to answer a question.
MAY THE BEST PLAYER WIN! ITS MIND OVER MATH!
49 [0059] TABLE 10A, TABLE 10B and TABLE 10C set out a set of example rules as part of an educational board game in French.
141 MATH, n nc, S
glIME RULE
LE PROTOCOLE DU OCINSEIL D'APPRENTISSAGE ET DE

Objectif: Augmenter ffefficacite ou la productivite du joueur et see rectultata en mathernatiquee tout en s'armsaant jouer ace jeu scolaire competitif et foncie sur Ia connaisaance.
tee Contenua Un un jou de SOCIete 24 pieces O'Cips: (4 x $10, 4 x $100, 4 latons 4 x $1000, 4 x $10,000, 4 x $100,000, Des instructions Oa jou 4 x $1 000000) 12 CartA5 (d)AIDE 300 CartaS ale questions 12 cartes (0')ECHANGE un Iheret Oes reponses 4 cartes (cla) SPOILER' LE BUT
Le but cle MATH-OPS"." eat d'etre ala premperciere) joueur(eure) d'aller autour du venom six (15) foie.
AVANT LE JEU COMMENCE
Lea joueurs doivent decider quei oath du plateau ils veulent utilaer an premier. une partie se concentre sur pkeieura dominos ou sujeta tandia qua rautre dble un dornaine ou un aujet. Les joueura doivent noter qua lee cartes QUESTION sant ciespanibles on 5 couleurs. Si lea joueura decident de multiples &deb. la doivent utiliser TOUTES lee 300 cartes QUESTION. Mb veulent as concerrtrer atrr UN aujet ha choisissent UN type de couleur CONFIGURATION OE LA CARTE DE JEU
1. Ouvrez la bolts de jou, istirez le plateau de jeu et placez-le dans la zone designee.
2. Cheque joueur selectionne un jeton at le place en position START
3. Cheque joueur tempers une carte SPOILER ALERT a utiliaer plus tard pour ARRETER Lii joueur de terminer rune dee six revolutions.
4. Lea cartes de questiona, clessees per couleur at par theme ou par aujet Boat melangeea at placees face cachee aur le plateau de jeu.
5. Ptacez lea cense HELP at SWAP SU centre du plateau de jeu.
6. Racez to livret de reponees au centre du plateau de jeu.
7. Lea }mews decident thine rnethode de conservation du temps.
JOUER AU JEU
1. POW" COMITIOneer la jeu Lea loueurs(euass) kincent un de a six (6) crotea at la peraonne avec le chiffre le plus bee commence to jou. Wily a une egalito. cos immure lencent le de encore. La jeu commence avec ce gagnant at continue dana une direction darts to sena horaire.
2. Comment jouer?
a) Joueur(suae) lance to de at bouge leur jeton è une recce stir le plateau correspondent au chrffre elk le de. Leur prachain tour eat dependant du place qu'iVelle atberrit. II se pout qu'iVelle dolt repondre a LIM question dee MATHS, recolt une Ileums "MATH UP", merits du TEMPS GRATUft oCa regoit une carte (d)CHANGE crir une carte (d)AIDE.
b) La premiere foie qu'un(e) joueur(euae) prime COMMENCEMENT Welle
50 collectionne la piece de $10. deuxiemernent Is piece de $100. troisiterne-ment, Is piece de $1 000. quatriemement. la Fides de $10 000, dm:Warne-men& Is piece de $100 000. at siidemernent Is piece de $1 000 000.
& Comment determiner le gagneint?
Ls/la joueur(euse) qui cobectionne Is premiere pike de $1 000 000 game!
Lea autres joueure(eusee) peuvent termener le jeu pour lee places reetantes.
Si le temps ne pelmet pea I un gagnant dikes declare, to (a) joueur (a) to plus en avarice est. le gagrientt II pout y avoir des gagriards commons.
LES REGLES
1. Pas de tricherie! Si un(e) joueur(euse) triohe il/elle peed totdes see cartes (d')ECHANGE M (d)AIDE, ou hen, dolt recornmencer leur revolu-tion_ 2_ Lee calculatices peuvent etre utiliedes (cent eat uric decision qui dolt he fait avant que le jeu commence).
& Un (1) de A six cotes dolt etre utilise. Male lee joueurafeuses) peuvent decider d'utiliser isi de avec plus que six (6) cage_ 4_ Cheque joueur(euse) dolt avoir un jeton pour eu marrie.
5. Deux jetona ou plus peuvent ee bouver au mdrne endrolt eur le plateau de jeu.
& Lee cartes de question doivent dire tattle au hasard at place avec lea faces envers le bas dens un endrod Mitousebautes tee joueure(euses) QM
recces. Les joueungeuees) choiaissent une carte du swank de la pie cheque foie qu'd/eNe dolt repondre I tine question_ Line foie qu'une carte eat revile at Is question regoit tine reponse carrecte ou incorrecte, la carte de* slier au fond de la pee.
7.31 un(e) joueurieuse) eat envoye au COMMENCEMENT I cause crur(e) evils joueur(euse) en utilised lets carte (de) SPOILER' iVelle garde nimporte queles pieces illelle wait collectionne Ice point.
& N'IRM2ORTE QUEL(LE) joueur(euse) a roption d'utiser leur CARTE (de) SPENLEIr oomme Wale vest pour arreter Ia progree d'un(e) autre joueur(euse) darts leur DERPLIERE ou N'IMPORTE QUELLE revolution cur le plateau. Maki un(e) joueudeuse) qui utilise [eve CARTE (de) SPOILER' dolt informer lella joueue(euse) c5:84(e) AVANT que oet(te) joueur(euse) pria leur prochaine tour.
& Un joueur peut jouer Is role de lithe I bee, de chninorrietreur at de clarificateur de niponses en fonction du tenet de reponses.
SPOTS DE JEU / CARTES DE JEU
Lorsqu'un joueur attend cur un point de la question, it prend one carte de questions an haul de la pile. la lit it haute voix. puts dispose de 2 minutes maximum pour dormer la bonne reponse.
Un joueur pout rester aur uric place de question en:
1. reexindre coerecternent a one question;
2. obtenir de raids at obtenir to bonne reponse;
3. echanger la question. puts *cricks correctement è Is question outwards.
Si on !Queue ne pout pas reporridire a one question. il reitimsne I rendroit occupail avant ea mauvaise reponse. Wits retoument at atterriesent 8411 on point d'interrogation, ta no sant pas obligee de ripondre a one question.
Capendant al tat Jousur nodule parts ne pout pas re'pondre I one question. it ne pout MS alter plua loin que START En cadre. site ne repondent pas aux questions auivantes, Is indent A START et ne peuvent pas collecter des pieces OPS pour passer Start LE BUREAU DU DIRECTEUR; voua perdez deux (2) tours
51 LA DETENTION: yowl perdez un (1) tour LE GYMNASE: voua pouvez choiair une activite physique - pas plus qua vingt (2o) "rape et pas moms qua dix (10) I
LE TEMPS GRArun-: vow' roma un endroit de TEMPS GRATUIT pour vous atterrir - pas de questions!
"MATH-UPS" : ai urXe) Joueur(euse) atterri aur un endroir de "MATH-UP' stir ^ plateau Wale regoit une Muses dependant du type de "MATH-UP", ces types aont : LE DIAMANT. LAMENT, L'OR, ou LE BRONZE
LE D1AMANT bouger en avant six (6) places au TEMPS ORATU1T
UDR : bouger en avant cinq (8) pieces au TEMPS (3FIATUIT
L'ARGENT : bouger an avant quake (4) pieces a ECHANGE ou TEMPS
GRATUIT (tin chemin= aingulier) LE BRONZE: bouger en avant troia (3) place a ECHANGE ou TEMPS
GRATIAT (un chernirr singulier) UNE CARTE D'AIDE : Quand uri(e) joueur(euee) atterri stir un endroit d'AlDE
Wale regoit une carte crAIDE Maki, une Joueur(euse) petit collectionner un maximum de TROIS (3) CARTES crAIDES SEULEMENT I Par Is suite*, re un(e) loueur(euse) atterri sur bet endroit' petit rester stir cat endroit' at caper cat espace - pas plus d'AIDE I Lea joueurs(eusea) no peuvent PAS
echanger lee cartea &ADE! Si un(e) Joueur(euse) penes qu'une question eat trap difficile ou West pas sOr de Is reponse. A/We petit utiliser une CARTE
&AIDE_ Si "raid'? lui dome une reponse incorrecte, iVeAe no tegoit pas une SIAM chance pour demander pour &aide stir ce tow Maki. Weds dolt abandonner LIM carte crAIDE cheque foie qu'iVelle rube:lel LEIB CARTES crAIDE peuvent etre utiliseee clans lea fawns auivantes, seulernent a) un(e))oueur(euse) petit demander a un(e) autre Joueur(euse) ou n'importe quoits autrea peraonnee pour craide;
b) un(e) Jousur(euse) petit chercher dada stir !Internet dun manual molars, un dictionnawe ou une aube source simAaire dans Is limite de temps deux ary rrenutea UNE CARTE D'ECHAN(3E Quand un(a) Joueur(ause) atterri Bur llrl endroit crECHANGE iVelle coilectionne une cane crECHANGE. Maki, un(e) Joueur(euse) petit collectionner at ubliaer un maximum de TROIS (3) CARTES
d'ECHANCE SBAEMENT I Par la suite", ai un(e) loueur(euse) atterri sum oat endroit Webs pout teeter at cotta place at occuper cot eapace - pas plus d'ECHANCE I Les joueura(euses) no peuvent pea &hanger lea cartes crECHANGE 1 Lee cartes crECHANGE peuvent etre utifisees par lea Joueure(euses) pow ECHANGER or changer une question. Mats, Melte dolt iabandonner une carte crECHANGE cheque toia iVelle ECHANGE une question.
UNE ALERTE DE SPOILER': cheque Joueur(euse) recoil UNE (1) de cies cartea au commencement du leu at lea loueure(euses) PEUVENT ruiiliaer pour envoyer un(e) aube jousur(euee) au COMMENCEMENT pour ranker de finir lour DERRIERE, Oil N'IMPORTE QUELLE revolution/
(LA t9171p3) : 103 JOuGurS(90303) ont un maximum 00 deux (2) Mlnut93 pour repondra a une question.
QUE LE MEILLEUR JOUEUR GAGNE! OEST L'ESPRIT OUR
MATH.
52 [0060] In some embodiments, the set of game instructions may provide for a plurality of strands, while in others, the game instructions may provide for one strand.
For example, where a focus on one subset of the subject focus is required, the game instructions may relate only to that subset and the game may include questions relating only to that subset.
[0061] Educational game 1000 may also include a record keeping table or notepad, such as a scorecard depicted in TABLE 11, below. A record keeping table may be provided in addition to or in replacement of monetary signifiers.
Scorecard Names Rev.1 Rev.2 Rev.3 Rev.4 Rev.5 Rev.6 Results Spoiler use tracker [0062] In an embodiment, a single game unit may include a 'strand' game board, an 'all strands' game board, 1 dice, 4 SPOILER cards 1230, 60 QUESTION cards for each of 5 strands for a total of 300 QUESTION cards, 12 HELP cards 1210, 12 SWAP cards 1220, 6 tokens, 6 $10 OPS chips, 6 $100 OPS chips, 6 $1,000 OPS chips, 6 $10,000 OPS chips, 6 $100,000 OPS chips, 6 $1,000,000 OPS chips, 1 recording sheet, 2 rules sheets, and 1 answer booklet.
[0063] The numbers specified above are provided as an exemplary embodiment. In other embodiments, more or less cards may be used, more or less tokens may be used, more or less laps and rewards may be used, a subset of the different tile and card types may be used,
53 functional equivalents of the tile or card types may be used, etc. In some embodiments, more components may be provided to encourage large games. For example, more than six tokens may be provided to allow more than six players, and corresponding increases in the amount of monetary pieces, cards, and other game pieces may also be made. In some embodiments, less components may be provided to lower production costs and because fewer players may result in greater player engagement. For example, the game may be designed for 2 to 4 players, and the number of tokens, cards, and other items may be provided accordingly. In an embodiment designed for four players, a game may include 4 tokens, 12 HELP cards 1210, 12 SWAP cards 1220, and 4 SPOILER cards 1230, instead of the quantities provided for six players.
100641 In some embodiments, a set of game pieces may include one or more boards with game boards provided on each surface. For example a set of game pieces may include one board with one face being an 'all strands' board and the other face being a 'strand' face.
100651 In some embodiments an educational game may include an administrator or teacher function, which may allow a teacher or other educator to participate in a modified role to guide gameplay. For example, a teacher role may enable an educator to modify the rules during gameplay to accommodate situational concerns.
100661 In embodiments, particularly in embodiments of an educational board game in which the propagation of learning other than math-related learning is the objective, changes may be made to the math-related embodiment detailed herein. For example, playing tokens may represent famous artists or works of art, question cards may be replaced with representations of artwork or geographic features, HELP options may include consulting a specified website for an answer, etc.
100671 In some embodiments a board game may come in a variety of sizes and compositions.
An educational board game may include a standard table-top board size of 1.5 to 3 feet by 1.5 to 3 feet, and may be made of semi-rigid cardboard-style material. An educational board game may include a human-size board proportioned to allow players to walk from tile to tile, and may be made of softer material such as a firm foam, such as a set of foam tiles with serrated edges to clip together to allow users to customize a game board. An educational board game may include an
54 intermediary sized board, such as a mat made of rollable cloth-style material, such as to allow children to play the educational board game on a floor.
[0068] In some embodiments the board of an educational board game may incorporate one or more board magnetic components for interaction with one or more play piece magnetic components built into play pieces, such as magnets built into tokens. Magnetic interaction may assist in keeping the educational board game tidy, and may keep players from becoming frustrated or otherwise unfocused from the desired aspects of the game.
[0069] In some embodiments the tiles or spaces of a game board may be interchangeable or customizable, allowing players to design their own game, focus on subjects and subject strands of particular interest, or otherwise interact with the game and gameplay. In embodiments in which magnetic components are integrated, magnetic interaction may be used to hold a tile face onto a tile. In other embodiments, other fasteners may be used, such as hook and loop fasteners.
[0070] In some embodiments educational board game may be provided without questions, or may otherwise include options or opportunities for players to come up with and pose questions during game play. For example, where an on-turn player is required to answer a question, the question could be posed by one or more off-turn players. In some embodiments, questions may be formed or provided or posed by a teacher or other authority figure, who may be one of the players or may be a non-player participant or may be a player participating in an executive or authority role.
[0071] In some embodiments, educational board game may be presented as a military-style operation for dealing with an educational subject. For example, when dealing with math, educational board game may be presented as a 'Math-Op' game, comprising a military-style operation for beating math, and may include reference to math operations such as addition or subtraction. Such presentation may assist in player engagement. In other embodiments, the game could be presented in ways to appeal to particular demographic groups.
[0072] In some embodiments, an educational board game may not be provided for play by six players. In some embodiments, an educational board game may be played by one or more player.
In some embodiments, play allowing only one player may expand the opportunities for
55 educational board game to be played. In some embodiments, play requiring two or more players may provide additional opportunities for the inclusion of desired elements, such as competition and teamwork.
100731 This description also relates to teaching a subject using a rubric for instructing students in the creation of an educational game. In some embodiments, the rubric may include a listing of essential elements of an educational game. In some embodiments, the rubric may include required components of an educational game. The rubric may be a project for incorporation into a curriculum. The rubric may itself be an educational game involving requiring players to develop educational sub-games according to provided guidelines.
[0074] In some embodiments, an educational game may be provided as a project for inclusion in a teaching curriculum, such as an end-of-year fun project. As a project, an educational game board may include a rubric to go with the project, and may include a marking guide, such as for evaluating student participation, completion, teamwork, or other aspects, and may also include other project-related instruction.
[0075] In the exemplary embodiment depicted in FIG. 5, an educational game 3000 includes gathering a group of players at step 3001, such as a class of students.
Educational game 3000 may be provided to encourage player engagement with a subject area of interest.
[0076] The educational game 3000 also includes assigning a sub-game creation task at step 3002, such as assigning a class of students to break up into groups with each group creating a sub-game, such as a math-related board game. Assigning the creation of sub-games may encourage players to engage with a subject area of interest, and may encourage players to critically examine a subject area to find material for the game, while also engaging a creative aspect. Where groups work together, assigning the creation of a sub-game may encourage teamwork. Assigning the creation of an independently playable sub-game may increase player interest in the educational game, may encourage an atmosphere of fun, and may enable players to bring together outside expertise in combination with the subject area of interest, such as bringing their knowledge and love of commonly played games into combination with math or geography.
56 [0077] The educational game 3000 also includes setting sub-game creation criteria at step 3003, such as requiring that each subgame include a set of questions relating to a subject or strand or requiring that the game be a board game or requiring that a board game include specified tiles or creating a game brochure having specified elements.
Criteria may enable the educational game to be sufficiently defined to keep players interested and enable sub-games to be compared, while also ensuring sub-game creation includes a significant educational component, such as by requiring a set of questions relating to a subject area of interest.
[0078] The educational game 3000 also includes receiving and grading the resulting sub-games at step 3004. Receiving and grading the subgames may include taking up the games in an interactive way or a more private grading. Grading may simply involve sharing the resulting sub-games with the larger group, or may involve providing a formal mark or feedback for inclusion in a broader curriculum evaluation.
[0079] FIGs. 8 to 10 show an example of a box for an educational board game.
FIG. 8 shows box 4000 closed, while FIG. 9 shows box 4000 partially opened. Box 4000 is provided as a convenient container for the delivery and storage of an educational board game. FIG. 10 shows an example box blank, box blank 6000, for forming the bottom portion of box 4000, similar box blanks may be used to form the top portion of box 4000.
[0080] In some embodiments, a rubric or other set of instructions for the playing of an educational game involving the creation of subgames may be provided. For example, a rubric may be provided in association with gameplay aids for use in classroom gameplay.
[0081] In some embodiments, an educational game may also be provided in an app or otherwise electronically. One or more computers may host a gameplay server, which may enable a player to engage with the educational game using one or more display device.
[0082] Various embodiments of the invention have been described in detail.
Since changes in and or additions to the above-described best mode may be made without departing from the nature, spirit or scope of the invention, the invention is not to be limited to those details but only by the appended claims.

Claims (15)

What is claimed is:
1. An educational tool, comprising:
a set of question cards relating to at least one strand of at least one subject area, each card of the set of question cards containing at least one question; and a game board defining a victory condition and a set of gameplay conditions, the set of gameplay conditions including at least one question trigger, each question trigger of the at least one question trigger instructing a user of the educational tool to select a card of the set of question cards and answer the at least one question contained.
2. The educational tool of claim 1, wherein the at least one strand is at least two strands.
3. The educational tool of claim 1, wherein the at least one subject area is at least two subject areas.
4. The educational tool of claim 1, further comprising a set of swap cards, wherein the game board further defines at least one swap trigger, each swap trigger of the at least one swap trigger instructing the user to procure a swap card of the set of swap cards.
5. The educational tool of claim 1, further comprising a set of help cards, wherein the game board further defines at least one help trigger, each help trigger of the at least one help trigger instructing the user to procure a help card of the set of help cards.
6. The educational tool of claim 1, further comprising a set of monetary signifiers, wherein the game board further defines at least one monetary trigger, each monetary trigger of the at least one monetary trigger instructing the user to procure a monetary signifier of the set of monetary signifiers.
7. The educational tool of claim 6, wherein each monetary trigger of the at least one monetary trigger further instructs the user to keep a count of monetary triggers and to collect a monetary signifier corresponding to the count.
8. The educational tool of claim 1, wherein the game board further defines at least one free time trigger.
9. The educational tool of claim 1, wherein the game board further defines at least one gym trigger.
10. The educational tool of claim 1, wherein the game board further defines at least one principal's office trigger.
11. The educational tool of claim 1, wherein the game board further defines at least one detention trigger.
12. The educational tool of claim 1, wherein the game board further defines at least one math up trigger.
13. A method of teaching a subject, composing:
gathering a group of players, the group of players including at least two teams;
assigning to each team of the at least two teams the creation of a sub-game relating to the subject;
setting a set of sub-game creation criteria for the creation of sub-games; and receiving a sub-game from each team of the at least two teams.
14. The method of claim 13, wherein the set of sub-game creation criteria includes requiring each team of the at least two teams to create a set of questions relating to the subject.
15. The method of claim 13, wherein the set of sub-game creation criteria includes requiring each team of the at least two teams to create a set of rules, a set of play instructions, a start instruction, and a win criterion relating to their sub-game.
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