US20190308091A1 - Educational game - Google Patents

Educational game Download PDF

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US20190308091A1
US20190308091A1 US16/268,742 US201916268742A US2019308091A1 US 20190308091 A1 US20190308091 A1 US 20190308091A1 US 201916268742 A US201916268742 A US 201916268742A US 2019308091 A1 US2019308091 A1 US 2019308091A1
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player
question
math
game
players
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Clyde Pestano
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    • 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

Definitions

  • the present specification relates generally to games, and specifically to educational games.
  • 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.
  • 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.
  • 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.
  • the board game disclosed in U.S. Pat. No. 2,026,082 may induce players to attempt to build real estate monopolies and divest opponents of real estate holdings and other game assets.
  • 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.
  • 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.
  • 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.
  • FIG. 1 shows a schematic diagram of an embodiment
  • FIG. 2 shows a game board, according to an embodiment
  • FIG. 3 shows cards, from a set of cards, according to an embodiment
  • FIG. 4 shows OPS coins, according to an embodiment
  • FIG. 5 shows a flow diagram of an embodiment
  • FIG. 6 shows a box blank for forming the top of a game board box for participants aged 12 years and older;
  • FIG. 7 shows a box blank for forming the bottom of the game board box of FIG. 6 ;
  • FIG. 8 shows a game board box, according to an embodiment
  • FIG. 9 shows the game board box of FIG. 8 , partially opened.
  • FIG. 10 shows a box blank for forming the bottom of the game board box of FIG. 8 .
  • 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.
  • 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.
  • 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 .
  • 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.
  • TABLE 1 sets 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.
  • Board 1100 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.
  • 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.
  • strand boards may not be specifically marked according to strand, but may be designed to be used with any strand.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • Board 1100 also includes QUESTION 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.
  • 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.
  • 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.
  • answers may be provided on the card.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • set of cards 1200 includes 12 HELP cards 1210 , 12 SWAP cards 1220 , 4 SPOILER cards 1230 , and 300 QUESTION cards, a series of cash representations, and a series of cheque representations.
  • 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.
  • 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.
  • the series of cash representations may tend to refer to virtual or crypto currency rather than a national currency.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • TABLE 2A, TABLE 2B and TABLE 2C 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 TM Rules - NUMBER SENSE & NUMERATION
  • MATH-OPS TM IS FOR 2-6 PLAYERS/AGES 6 to ADULT CONTENTS Gameboard, 6 tokens, game instructions, 36 HELP cards, 36 SWAP cards, 6 SPOILER cards, a die, 100 QUESTION cards, cash [6 $10, 6 $100, & 6 $1 000], CHEQUES [10 000 cheques (6), 100,000 cheques (6) & 1 000 000 cheques (6)], a record keeping note pad.
  • the aim of MATH-OPS TM is to be the first player to go around the game board six (6) times.
  • each player selects a token and places it on the game board at START. Next, each player collects ONE MATH-OPS TM SPOILER ⁇ card which they MAY OR MAY NOT use to STOP another player from completing the LAST or ANY revolution on the game board. If a player wants to use their SPOILER ⁇ card, they must inform that player before that player takes their next turn. HOW TO PLAY THE GAME? 1. Starting the game Players toss a six-sided die 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.
  • Player 1 tosses the die and moves their token to a spot on the game board based on the digit 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 $10 MATH-OPS TM cash, the second time $100 MATH-OPS TM cash and thirdly $1,000 MATH-OPS TM cash.
  • players For completing the fourth revolution, players collect a MATH-OPS TM cheque for $10,000, fifth revolution $100,000 and on the sixth and final revolution $1,000,000! 3. How to determine the winner?
  • GAME SPOTS 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 FREE TIME. Silver: move forward 4 spaces to FREE TIME. Bronze: move forward 3 spaces to FREE TIME. PRINCIPAL'S OFFICE: you miss two turns DETENTION: you miss a turn GYM: you get to choose a physical activity - no more than 20 reps and no less than 10! FREE TIME: you have a FREE TIME spot to land on - no questions asked!
  • 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.
  • QUESTIONS SPOTS The QUESTION cards are to be shuffled and placed face down on the game board. When a player lands on a question spot the player to their right picks up a question card at the top of the pile and asks them that 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 MATH question spot, they are not required to answer a question. In addition, if a player goes backward because they could not answer a question they may NOT go further back than START.
  • GAME CARDS HELP CARD 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. 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 6 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
  • SWAP CARD a SWAP CARD 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 6 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! RECORD KEEPING: Players must use the MATH-OPS TM record keeping notepad to keep track of the game. Time: Players have a maximum of 2 minutes to answer a question. A stopwatch or clock is required.
  • TABLE 2D, TABLE 2E, and TABLE 2F 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 TM RULES - SINGLE STRAND (Number Sense & Numeration)
  • MATH-OPS TM 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, 4 ⁇ $10 COINS, 4 ⁇ $100 COINS, 4 ⁇ $1 000 COINS, 4 ⁇ $10 000 COINS, 4 ⁇ $100 000 COINS, 4 ⁇ $1 000 000 COINS, 1 ANSWER KEY and 1 record keeping note pad.
  • MATH-OPS TM The aim of MATH-OPS TM 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 TM SPOILER ⁇ Card which they MAY OR MAY NOT use to STOP another player from completing the LAST or ANY revolution on the game board.
  • 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.
  • 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 get a SWAP or HELP Card. b.
  • TABLE 2E One six-side 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 a scorekeeper) who shall use the MATH-OPS TM 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 TM 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-OPS TM 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 using their SPOILER CARD must so inform the targeted player before that players takes their next turn. 9.
  • 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.
  • 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 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! 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 ⁇ : 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 ⁇ .
  • 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 ⁇ 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 the time limit - 2 minutes.
  • SWAP CARD ⁇ a SWAP CARD ⁇ 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!
  • TABLE 3A, TABLE 3B and TABLE 3C 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 TM Rules - MEASUREMENT MATH-OPS TM IS FOR 2-6 PLAYERS/AGES 6 to ADULT CONTENTS Gameboard, 6 tokens, game instructions, 36 HELP cards, 36 SWAP cards, 6 SPOILER cards, a die, 100 QUESTION cards, cash [6 $10, 6 $100, & 6 $1 000], CHEQUES [10 000 cheques (6), 100,000 cheques (6) & 1 000 000 cheques (6)], a record keeping note pad.
  • the aim of MATH-OPS TM is to be the first player to go around the game board six (6) times.
  • each player collects ONE MATH-OPS TM SPOILER ⁇ card which they MAY OR MAY NOT use to STOP another player from completing the LAST or ANY revolution on the game board. If a player wants to use their SPOILER ⁇ card, they must inform that player before that player takes their next turn.
  • Player 1 tosses the die and moves their token to a spot on the game board based on the digit 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 $10 MATH-OPS TM cash, the second time $100 MATH-OPS TM cash and thirdly $1,000 MATH-OPS TM cash.
  • players For completing the fourth revolution, players collect a MATH-OPS TM cheque for $10,000, fifth revolution $100,000 and on the sixth and final revolution $1,000,000! 3. How to determine the winner? The player who collects the first $1,000,000.00 MATH-OPS TM cheque wins! They will now have collected $1,111,110.00 MATH-OPS TM currency in total. The other players may compete for the remaining spots.
  • GAME SPOTS 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 FREE TIME. Silver: move forward 4 spaces to FREE TIME. Bronze: move forward 3 spaces to FREE TIME.
  • PRINCIPAL'S OFFICE you miss two turns DETENTION: you miss a turn
  • GYM you get to choose a physical activity - no more than 20 reps and no less than 10!
  • FREE TIME you have a FREE TIME spot to land on - no questions asked!
  • 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.
  • QUESTIONS SPOTS The QUESTION cards are to be shuffled and placed face down on the game board. When a player lands on a question spot the player to their right picks up a question card at the top of the pile and asks them that question.
  • HELP CARD 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. 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 6 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!
  • SWAP CARD a SWAP CARD 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 6 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! RECORD KEEPING: Players must use the MATH-OPS TM record keeping notepad to keep track of the game. Time: Players have a maximum of 2 minutes to answer a question. A stopwatch or clock is required.
  • TABLE 3D, TABLE 3E, TABLE 3F and TABLE 3G 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 TM 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, 4 ⁇ $10 COINS, 4 ⁇ $100 COINS, 4 ⁇ $1 000 COINS, 4 ⁇ $10 000 COINS, 4 ⁇ $100 000 COINS, 4 ⁇ $1 000 000 COINS, 1 ANSWER KEY and 1 record keeping note pad.
  • AIM The aim of MATH-OPS TM is to be the first player to go around the game board six (6) times.
  • each player is given ONE MATH-OPS TM 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 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 get a SWAP or HELP Card. b. The first time a player passes START they collect a $10 MATH-OPS TM COIN, secondly, a $100 MATH-OPS TM COIN, thirdly, a $1,000 MATH-OPS TM COIN, fourthly, a $10,000 MATH-OPS TM COIN, fifthly, a $100,000 MATH-OPS TM COIN and finally (sixthly) a $1,000,000 MATH-OPS TM COIN. 3. How to determine the winner? The player who collects the first $1,000,000.00 MATH-OPS TM COIN wins! They will now have collected $1,111,110.00 MATH-OPS TM COINS in total. The other players may compete for the remaining spots.
  • 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 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 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
  • 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.
  • HELP CARD ⁇ 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 the time limit - 2 minutes.
  • SWAP CARD ⁇ a SWAP CARD ⁇ 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!
  • TABLE 4A, TABLE 4B and TABLE 4C 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-OPS TM Rules - Patterns & Algebra
  • MATH-OPS TM IS FOR 2-6 PLAYERS/AGES 6 to ADULT CONTENTS Gameboard, 6 tokens, game instructions, 36 HELP cards, 36 SWAP cards, 6 SPOILER cards, a die, 100 QUESTION cards, cash [6 $10, 6 $100, & 6 $1 000], CHEQUES [10 000 cheques (6), 100,000 cheques (6) & 1 000 000 cheques (6)], a record keeping note pad.
  • the aim of MATH-OPS TM is to be the first player to go around the game board six (6) times.
  • each player selects a token and places it on the game board at START. Next, each player collects ONE MATH-OPS TM SPOILER ⁇ card which they MAY OR MAY NOT use to STOP another player from completing the LAST or ANY revolution on the game board. If a player wants to use their SPOILER ⁇ card, they must inform that player before that player takes their next turn. HOW TO PLAY THE GAME? 1. Starting the game Players toss a six-sided die 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.
  • Player 1 tosses the die and moves their token to a spot on the game board based on the digit b. The first time a player passes START they collect $10 MATH-OPS TM cash, the second time $100 MATH-OPS TM cash and thirdly $1,000 MATH-OPS TM cash. c. For completing the fourth revolution, players collect a MATH-OPS TM cheque for $10,000, fifth revolution $100,000 and on the sixth and final revolution $1,000,000!
  • MATH-OPS TM 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 much MATH-OPS TM currency they've collected. 6. If a player is sent back to START due to another player using their SPOILER ⁇ card they get to keep any MATH-OPS TM currency they have collected up to that point. 7. To win a player must collect $1,111,110.00 MATH-OPS TM currency in total.
  • GAME SPOTS 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 FREE TIME. Silver: move forward 4 spaces to FREE TIME. Bronze: move forward 3 spaces to FREE TIME. PRINCIPAL'S OFFICE: you miss two turns DETENTION: you miss a turn GYM: you get to choose a physical activity - no more than 20 reps and no less than 10! FREE TIME: you have a FREE TIME spot to land on - no questions asked!
  • 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.
  • QUESTIONS SPOTS The QUESTION cards are to be shuffled and placed face down on the game board. When a player lands on a question spot the player to their right picks up a question card at the top of the pile and asks them that 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 MATH question spot, they are not required to answer a question. In addition, 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
  • GAME CARDS HELP CARD 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. 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 6 HELP CARDS!
  • SWAP CARD 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 6 SWAP CARDS!
  • TABLE 4D, TABLE 4E, and TABLE 4F 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 TM 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, 4x $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-OPS TM is to be the first player to go around the game board six (6) times.
  • each player is given ONE MATH-OPS TM 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 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 get a SWAP or HELP Card.
  • b The first time a player passes START they collect a $10 MATH-OPS TM COIN, secondly, a $100 MATH-OPS TM COIN, thirdly, a $1,000 MATH-OPS TM COIN, fourthly, a $10,000 MATH-OPS TM COIN, fifthly, a $100,000 MATH-OPS TM COIN and finally (sixthly) a $1,000,000 MATH-OPS TM COIN. 3.
  • 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.
  • 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 PRINCIPAL'S OFFICE and on their next turn or turns they cannot answer a question(s), they go back to the PRINCIPAL'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!
  • HELP CARD ⁇ 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 the time limit - 2 minutes.
  • SWAP CARD ⁇ a SWAP CARD ⁇ 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 TM record keeping notepad to keep track of the game. (Time): Players have a maximum of 2 minutes to answer a question.
  • 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 TM Rules - DATA MANAGEMENT & PROBABILITY MATH-OPS TM IS FOR 2-6 PLAYERS/AGES 6 to ADULT CONTENTS Gameboard, 6 tokens, game instructions, 36 HELP cards, 36 SWAP cards, 6 SPOILER cards, a die, 100 QUESTION cards, cash [6 $10, 6 $100, & 6 $1 000], CHEQUES [10 000 cheques (6), 100,000 cheques (6) & 1 000 000 cheques (6)], a record keeping note pad.
  • the aim of MATH-OPS TM is to be the first player to go around the game board six (6) times.
  • each player selects a token and places it on the game board at START. Next, each player collects ONE MATH-OPS TM SPOILER ⁇ card which they MAY OR MAY NOT use to STOP another player from completing the LAST or ANY revolution on the game board. If a player wants to use their SPOILER ⁇ card, they must inform that player before that player takes their next turn. HOW TO PLAY THE GAME? 1. Starting the game Players toss a six-sided die 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.
  • Player 1 tosses the die and moves their token to a spot on the game board based on the digit 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 $10 MATH-OPS TM cash, the second time $100 MATH-OPS TM cash and thirdly $1,000 MATH-OPS TM cash.
  • players For completing the fourth revolution, players collect a MATH-OPS TM cheque for $10,000, fifth revolution $100,000 and on the sixth and final revolution $1,000,000! 3. How to determine the winner? The player who collects the first $1,000,000.00 MATH-OPS TM cheque wins! They will now have collected $1,111,110.00 MATH-OPS TM currency in total. The other players may compete for the remaining spots.
  • GAME SPOTS 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 FREE TIME. Silver: move forward 4 spaces to FREE TIME. Bronze: move forward 3 spaces to FREE TIME.
  • PRINCIPAL'S OFFICE you miss two turns DETENTION: you miss a turn
  • GYM you get to choose a physical activity - no more than 20 reps and no less than 10!
  • FREE TIME you have a FREE TIME spot to land on - no questions asked!
  • 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.
  • QUESTIONS SPOTS The QUESTION cards are to be shuffled and placed face down on the game board. When a player lands on a question spot the player to their right picks up a question card at the top of the pile and asks them that question.
  • 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 TM RULES - SINGLE STRAND (Data Management & Probability)
  • MATH-OPS TM 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, 4x $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-OPS TM is to be the first player to go around the game board six (6) times.
  • each player is given ONE MATH-OPS TM 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 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 get a SWAP or HELP Card.
  • b The first time a player passes START they collect a $10 MATH-OPS TM COIN, secondly, a $100 MATH-OPS TM COIN, thirdly, a $1,000 MATH-OPS TM COIN, fourthly, a $10,000 MATH-OPS TM COIN, fifthly, a $100,000 MATH-OPS TM COIN and finally (sixthly) a $1,000,000 MATH-OPS TM COIN. 3.
  • 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.
  • 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 PRINCIPAL'S OFFICE and on their next turn or turns they cannot answer a
  • HELP CARD ⁇ 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 the time limit - 2 minutes.
  • SWAP CARD ⁇ a SWAP CARD ⁇ 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 TM record keeping notepad to keep track of the game. (Time): Players have a maximum of 2 minutes to answer a question.
  • TABLE 6A, TABLE 6B and TABLE 6C 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 TM Rules - GEOMETRY & SPATIAL SENSE MATH-OPS TM IS FOR 2-6 PLAYERS/AGES 6 to ADULT CONTENTS Gameboard, 6 tokens, game instructions, 36 HELP cards, 36 SWAP cards, 6 SPOILER cards, a die, 100 QUESTION cards, cash [6 $10, 6 $100, & 6 $1 000], CHEQUES [10 000 cheques (6), 100,000 cheques (6) & 1 000 000 cheques (6)], a record keeping note pad.
  • the aim of MATH-OPS TM is to be the first player to go around the game board six (6) times.
  • each player selects a token and places it on the game board at START. Next, each player collects ONE MATH-OPS TM SPOILER ⁇ card which they MAY OR MAY NOT use to STOP another player from completing the LAST or ANY revolution on the game board. If a player wants to use their SPOILER ⁇ card, they must inform that player before that player takes their next turn. HOW TO PLAY THE GAME? 1. Starting the game Players toss a six-sided die 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.
  • Player 1 tosses the die and moves their token to a spot on the game board based on the digit 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 $10 MATH-OPS TM cash, the second time $100 MATH-OPS TM cash and thirdly $1,000 MATH-OPS TM cash.
  • players For completing the fourth revolution, players collect a MATH-OPS TM cheque for $10,000, fifth revolution $100,000 and on the sixth and final revolution $1,000,000! 3. How to determine the winner? The player who collects the first $1,000,000.00 MATH-OPS TM cheque wins! They will now have collected $1,111,110.00 MATH-OPS TM currency in total. The other players may compete for the remaining spots.
  • GAME SPOTS 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 FREE TIME. Silver: move forward 4 spaces to FREE TIME. Bronze: move forward 3 spaces to FREE TIME.
  • PRINCIPAL'S OFFICE you miss two turns DETENTION: you miss a turn
  • GYM you get to choose a physical activity - no more than 20 reps and no less than 10!
  • FREE TIME you have a FREE TIME spot to land on - no questions asked!
  • 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.
  • QUESTIONS SPOTS The QUESTION cards are to be shuffled and placed face down on the game board. When a player lands on a question spot the player to their right picks up a question card at the top of the pile and asks them that question.
  • HELP CARD 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. 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 6 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 of exchange HELP cards!
  • SWAP CARD a SWAP CARD 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 6 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! RECORD KEEPING: Players must use the MATH-OPS TM record keeping notepad to keep track of the game. Time: Players have a maximum of 2 minutes to answer a question. A stopwatch or clock is required.
  • TABLE 6D, TABLE 6E, and TABLE 6F 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 TM RULES - SINGLE STRAND (Geometry & Spatial Sense)
  • MATH-OPS TM 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, 4x $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-OPS TM is to be the first player to go around the game board six (6) times.
  • each player is given ONE MATH-OPS TM 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 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 get a SWAP or HELP Card.
  • b The first time a player passes START they collect a $10 MATH-OPS TM COIN, secondly, a $100 MATH-OPS TM COIN, thirdly, a $1,000 MATH-OPS TM COIN, fourthly, a $10,000 MATH-OPS TM COIN, fifthly, a $100,000 MATH-OPS TM COIN and finally (sixthly) a $1,000,000 MATH-OPS TM COIN. 3.
  • Players may elect a scorekeeper (or a player may volunteer to be a scorekeeper) who shall use the MATH-OPS TM 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 TM 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-OPS TM 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 using their SPOILER CARD must so inform the targeted player before that players takes their next turn. 9.
  • 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.
  • 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
  • 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 PRINCIPAL'S OFFICE and on their next turn or turns they cannot answer a question(s), they go back to the PRINCIPAL'S OFFICE but only to occupy that spot.
  • DETENTION players stay on that spot and miss a turn.
  • 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! 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 ⁇ 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 ⁇ . 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 of exchange HELP cards!
  • SWAP CARD ⁇ can 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 the time limit - 2 minutes.
  • SWAP CARD ⁇ a SWAP CARD ⁇ 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!
  • TABLE 7A, TABLE 7B and TABLE 7C 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 TM Rules - ALL STRANDS MATH-OPS TM IS FOR 2-6 PLAYERS/AGES 6 to ADULT CONTENTS Gameboard, 6 tokens, game instructions, 36 HELP cards, 36 SWAP cards, 6 SPOILER cards, a die, 100 QUESTION cards, cash [6 $10, 6 $100, & 6 $1 000], CHEQUES [10 000 cheques (6), 100,000 cheques (6) & 1 000 000 cheques (6)], a record keeping note pad.
  • the aim of MATH-OPS TM is to be the first player to go around the game board six (6) times.
  • each player collects ONE MATH-OPS TM SPOILER ⁇ card which they MAY OR MAY NOT use to STOP another player from completing the LAST or ANY revolution on the game board. If a player wants to use their SPOILER ⁇ card, they must inform that player before that player takes their next turn.
  • Player 1 tosses the die and moves their token to a spot on the game board based on the digit 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 $10 MATH-OPS TM cash, the second time $100 MATH-OPS TM cash and thirdly $1,000 MATH-OPS TM cash.
  • MATH-OPS TM 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 much MATH-OPS TM currency they've collected. 6. If a player is sent back to START due to another player using their SPOILER ⁇ card they get to keep any MATH-OPS TM currency they have collected up to that point. 7. To win a player must collect $1,111,110.00 MATH-OPS TM currency in total.
  • GAME SPOTS 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 FREE TIME. Silver: move forward 4 spaces to FREE TIME. Bronze: move forward 3 spaces to FREE TIME. PRINCIPAL'S OFFICE: you miss two turns DETENTION: you miss a turn GYM: you get to choose a physical activity - no more than 20 reps and no less than 10! FREE TIME: you have a FREE TIME spot to land on - no questions asked!
  • 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.
  • QUESTIONS SPOTS The QUESTION cards are to be shuffled and placed face down on the game board. When a player lands on a question spot the player to their right picks up a question card at the top of the pile and asks them that 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 MATH question spot, they are not required to answer a question.
  • GAME CARDS HELP CARD 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. 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 6 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 of exchange HELP cards!
  • the HELP CARD 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 the time limit - maximum of two minutes.
  • SWAP CARD a SWAP CARD 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 6 SWAP CARDS!
  • TABLE 7D, TABLE 7E, and TABLE 7F set out a set of example rules as part of another embodiment of an educational board game incorporating multiple question strands.
  • MATH-OPS TM RULES - ALL STRANDS MATH-OPS TM 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, 4 ⁇ $10 COINS, 4 ⁇ $100 COINS, 4 ⁇ $1 000 COINS, 4 ⁇ $10 000 COINS, 4 ⁇ $100 000 COINS, 4 ⁇ $1 000 000 COINS, 1 ANSWER KEY and 1 record keeping note pad.
  • AIM The aim of MATH-OPS TM is to be the first player to go around the game board six (6) times.
  • each player is given ONE MATH-OPS TM 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 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 get a SWAP or HELP Card.
  • b The first time a player passes START they collect a $10 MATH-OPS TM COIN, secondly, a $100 MATH-OPS TM COIN, thirdly, a $1,000 MATH-OPS TM COIN, fourthly, a $10,000 MATH-OPS TM COIN, fifthly, a $100,000 MATH-OPS TM COIN and finally (sixthly) a $1,000,000 MATH-OPS TM COIN. 3.
  • TABLE 7E One six-side 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 a scorekeeper) who shall use the MATH-OPS TM 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 TM 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-OPS TM 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 using their SPOILER CARD must so inform the targeted player before that players takes their next turn. 9.
  • 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.
  • QUESTION CARDS The 300 QUESTION CARDS have been sorted into the 5 strands with each 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.
  • 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 PRINCIPAL'S OFFICE and on their next turn or PRINCIPAL'S OFFICE and on their next turn or turns they cannot answer a question(s), they go back to the PRINCIPAL'S OFFICE but only to occupy that spot. DETENTION: players stay on that spot and miss a turn.
  • 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! 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 ⁇ 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 ⁇ . 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 of exchange HELP cards!
  • SWAP CARD ⁇ can 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 the time limit - 2 minutes.
  • SWAP CARD ⁇ a SWAP CARD ⁇ 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!
  • 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-OPS TM RULES - STRAND MATH-OPS TM 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, 4 ⁇ $10 COINS, 4 ⁇ $100 COINS, 4 ⁇ $1 000 COINS, 4 ⁇ $10 000 COINS, 4 ⁇ $100 000 COINS, 4 ⁇ $1 000 000 COINS, 1 ANSWER KEY and 1 record keeping note pad.
  • AIM The aim of MATH-OPS TM is to be the first player to go around the game board six (6) times.
  • each player is given ONE MATH-OPS TM 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 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 get a SWAP or HELP Card.
  • b The first time a player passes START they collect a $10 MATH-OPS TM COIN, secondly, a $100 MATH-OPS TM COIN, thirdly, a $1,000 MATH-OPS TM COIN, fourthly, a $10,000 MATH-OPS TM COIN, fifthly, a $100,000 MATH-OPS TM COIN and finally (sixthly) a $1,000,000 MATH-OPS TM COIN. 3.
  • 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.
  • Players may elect a scorekeeper (or a player may volunteer to be a scorekeeper) who shall use the MATH-OPS TM 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 TM coins, players have collected. 7.
  • 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.
  • 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 PRINCIPAL'S OFFICE and on their next turn or PRINCIPAL'S OFFICE and on their next turn or turns they cannot answer a question(s), they go back to the PRINCIPAL'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! 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 ⁇ : 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 ⁇ .
  • 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 of 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 ⁇ 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 the time limit - 2 minutes.
  • SWAP CARD ⁇ a SWAP CARD ⁇ 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!
  • 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.
  • BEFORE THE GAME BEGINS Players should decide which side of the game board they want to use first. One side focuses on multiple strands or Math topics while the other targets one strand or Math topic. Players should note that the QUESTION cards come in 5 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 can choose ONE colour type. SETTING UP THE BOARD GAME 1. Open up the game box, remove the game board and place it in the designated playing area. 2. Each player selects a token and places it on the START position. 3. Each player collects a SPOILER ALERT card to be used later to STOP a player from completing any of the six revolutions. 4.
  • the QUESTION cards which are sorted by colour and strand, are shuffled and placed face down in the center of the gameboard. 5. Place the HELP and SWAP cards in the center of the game board. 6. Put Answer Booklet in the center of the game board. 7. Players decide on a method of keeping time.
  • Calculators may be used (this must be decided before the game starts). 3. One six-sided dice is to be used. 4. Each player must have their own game token. 5. Two or more tokens may rest on the same spot on the game board. 6. The question cards are to be shuffled randomly and placed face down in the playing area. Players pick a question card from the top of the pile each time they have to answer a question. Once a question card is revealed and the question is answered correctly or incorrectly, swapped or a player seeks help, that question card must go to the bottom of the pile. 7. If a player is sent back to START due to another player using their SPOILER card they get to keep any OPS coins they may have collected. 8.
  • GAME SPOTS/GAME CARDS QUESTION SPOT When a player lands on a question spot they pick up a question card at the top of the pile, read it loudly, then have a maximum of 2 minutes to provide the correct answer. A player gets to stay on a QUESTION SPOT by: 1. correctly answering a question; 2. getting HELP and getting the correct answer;
  • FREE TIME you have a FREE TIME spot to land on - no questions asked!
  • MATH-UPS If a player lands on a MATH-UP spot they get a boost depending on the type of MATH-UP!
  • DIAMOND move forward 6 spaces to FREE TIME.
  • GOLD move forward 5 spaces to FREE TIME.
  • SILVER move forward 4 spaces to SWAP/FREE TIME.
  • BRONZE move forward 3 spaces to HELP/FREE TIME.
  • HELP CARD 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 player When a player lands on the HELP spot they are able to collect a HELP card 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 help from a textbook, dictionary or other similar source within the time limit - 2 minutes. If after seeking HELP a player gets the wrong answer they do not get another chance to seek HELP on that turn. However, they must surrender a HELP card each time they seek help. Players are only allowed to collect 3 HELP cards. Subsequently, if a player lands on the HELP spot they only get to stay and occupy that spot. Players are NOT allowed to trade or exchange HELP cards!
  • SWAP CARD When a player lands on the SWAP spot they get to collect a SWAP card. SWAP cards are to be used by players to SWAP or change a question. If after swapping 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 maximum of 3 SWAP CARDS! Subsequently, if a player lands on that spot they only get to stay and occupy that spot. Players are NOT allowed to trade or exchange SWAP cards! However, they must surrender a SWAP card each time they SWAP a question. SPOILER ALERT: each player gets only ONE at the beginning of the game.
  • TABLE 10A, TABLE 10B, TABLE 10C, and TABLE 10D set out a set of example rules as part of an educational board game in French.
  • LE BUREAU DU DIRECTEUR vous perdez farms (2) tours LA DÉTENTION: vous perdez un (1) tour LE GYMNASE: vousdusez hold une irri hood physique—pas plus que subdivision (20) “reps”* et pastone que dix (10) !
  • LE TEMPS GRATUIT vous avez un endroit de TEMPS GRATUIT pour vous atterrir—pas de questions!
  • the set of game instructions may provide for a plurality of strands, while in others, the game instructions may provide for one strand.
  • the game instructions may relate only to that subset and the game may include questions relating only to that subset.
  • 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.
  • 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.
  • 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, functional equivalents of the tile or card types may be used, etc.
  • 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.
  • the game may be designed for 2 to 4 players, and the number of tokens, cards, and other items may be provided accordingly.
  • 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.
  • a set of game pieces may include one or more boards with game boards provided on each surface.
  • 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.
  • 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.
  • a teacher role may enable an educator to modify the rules during gameplay to accommodate situational concerns.
  • 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.
  • 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 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.
  • 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.
  • 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.
  • magnetic components may be integrated, magnetic interaction may be used to hold a tile face onto a tile.
  • other fasteners may be used, such as hook and loop fasteners.
  • 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.
  • 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.
  • educational board game may be presented as a military-style operation for dealing with an educational subject.
  • educational board game 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.
  • the game could be presented in ways to appeal to particular demographic groups.
  • 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 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.
  • the rubric may include a listing of essential elements of an educational game.
  • 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.
  • an educational game may be provided as a project for inclusion in a teaching curriculum, such as an end-of-year fun 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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 .
  • a rubric or other set of instructions for the playing of an educational game involving the creation of subgames may be provided.
  • a rubric may be provided in association with gameplay aids for use in classroom gameplay.
  • 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.

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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

    FIELD OF THE INVENTION
  • The present specification relates generally to games, and specifically to educational games.
  • BACKGROUND OF THE INVENTION
  • 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.
  • 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.
  • 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 U.S. Pat. No. 2,026,082 may induce players to attempt to build real estate monopolies and divest opponents of real estate holdings and other game assets.
  • 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
  • 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.
  • 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
  • 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:
  • FIG. 1 shows a schematic diagram of an embodiment;
  • FIG. 2 shows a game board, according to an embodiment;
  • FIG. 3 shows cards, from a set of cards, according to an embodiment;
  • FIG. 4 shows OPS coins, according to an embodiment;
  • FIG. 5 shows a flow diagram of an embodiment;
  • FIG. 6 shows a box blank for forming the top of a game board box for participants aged 12 years and older;
  • FIG. 7 shows a box blank for forming the bottom of the game board box of FIG. 6;
  • FIG. 8 shows a game board box, according to an embodiment;
  • FIG. 9 shows the game board box of FIG. 8, partially opened; and
  • FIG. 10 shows a box blank for forming the bottom of the game board box of FIG. 8.
  • DETAILED DESCRIPTION OF THE EMBODIMENTS
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • TABLE 1 sets 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.
  • TABLE 1
    Question Strand Question Possible Answers
    Data Which word is spelt correctly? A. sertin
    Management B. certin
    and Probability C. sirtain
    (6-8+ years old) D. certain
    Which word is spelt correctly? A. even
    B. evan
    C. evein
    D. evain
    Which word is spelt correctly? A. iampossible
    B. mpossible
    C. empossible
    D. impossible
    Choose the ONE best answer to complete A. Joe 
    Figure US20190308091A1-20191010-P00001
    Figure US20190308091A1-20191010-P00001
    Figure US20190308091A1-20191010-P00001
    Figure US20190308091A1-20191010-P00001
    Figure US20190308091A1-20191010-P00001
    the statement. B. Mia 
    Figure US20190308091A1-20191010-P00001
    Figure US20190308091A1-20191010-P00001
    Figure US20190308091A1-20191010-P00001
    Figure US20190308091A1-20191010-P00001
    Use the pictograph below to answer the C. Pete 
    Figure US20190308091A1-20191010-P00001
    Figure US20190308091A1-20191010-P00001
    Figure US20190308091A1-20191010-P00001
    question D. Harry
    Scale: 1 
    Figure US20190308091A1-20191010-P00001
     = means 5 books read
    Who read the most books?
    Choose the ONE best answer to complete A. 25
    the statement. B. 30
    Use the pictograph below to answer the C. 15
    question D. 20
    Scale: 1 X = 4 students
    How many students preferred pears?
    Apple X X X X X X X X
    Mango X X X X X X
    Pear X X X X X
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • Board 1100 also includes QUESTION 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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, 4 SPOILER cards 1230, and 300 QUESTION cards, a series of cash representations, and a series of cheque representations.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • TABLE 2A, TABLE 2B and TABLE 2C 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.
  • TABLE 2A
    MATH-OPS ™ Rules - NUMBER SENSE & NUMERATION
    MATH-OPS ™ IS FOR 2-6 PLAYERS/AGES 6 to ADULT
    CONTENTS
    Gameboard, 6 tokens, game instructions, 36 HELP cards, 36 SWAP cards, 6 SPOILER cards,
    a die, 100 QUESTION cards, cash [6 $10, 6 $100, & 6 $1 000], CHEQUES [10 000 cheques
    (6), 100,000 cheques (6) & 1 000 000 cheques (6)], a 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 selects a token and places it on the game board at
    START. Next, each player collects ONE MATH-OPS ™ SPOILER © card which they MAY
    OR MAY NOT use to STOP another player from completing the LAST or ANY revolution
    on the game board. If a player wants to use their SPOILER © card, they must inform that
    player before that player takes their next turn.
    HOW TO PLAY THE GAME?
    1. Starting the game
    Players toss a six-sided die 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 continue the game?
    a. Player 1 tosses the die and moves their token to a spot on the game board based on the digit
    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 $10 MATH-OPS ™ cash, the second
    time $100 MATH-OPS ™ cash and thirdly $1,000 MATH-OPS ™ cash.
    c. For completing the fourth revolution, players collect a MATH-OPS ™ cheque for
    $10,000, fifth revolution $100,000 and on the sixth and final revolution $1,000,000!
    3. How to determine the winner?
    The player who collects the first $1,000,000.00 MATH-OPS ™ cheque wins! They will
    now have collected $1,111,110.00 MATH-OPS ™ currency 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 or alternatively restart the revolution they were on.
  • TABLE 2B
    2. Calculators may be used (this must be decided before the game starts).
    3. One six-sided die is to be used. However, players may agree to use a die with more faces.
    4. Each player must have their own game token.
    5. Players must 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 much MATH-OPS ™ currency they've collected.
    6. If a player is sent back to START due to another player using their SPOILER card they get
    to keep any MATH-OPS ™ currency they have collected up to that point.
    7. To win a player must collect $1,111,110.00 MATH-OPS ™ currency in total.
    GAME SPOTS
    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 FREE TIME.
    Silver: move forward 4 spaces to FREE TIME.
    Bronze: move forward 3 spaces to FREE TIME.
    PRINCIPAL'S OFFICE: you miss two turns
    DETENTION: you miss a turn
    GYM: you get to choose a physical activity - no more than 20 reps and no less than 10!
    FREE TIME: you have a FREE TIME spot to land on - no questions asked!
    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.
    QUESTIONS SPOTS: The QUESTION cards are to be shuffled and placed face down on
    the game board. When a player lands on a question spot the player to their right picks up a
    question card at the top of the pile and asks them that 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 MATH question spot, they are not required to answer a question. In
    addition, 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 ™ 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
    question they may opt to use a HELP CARD. 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 6 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
  • TABLE 2C
    HELP cards!
    The HELP CARD 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 the time
    limit - maximum of two minutes.
    SWAP CARD: a SWAP CARD 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 6 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!
    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. A stopwatch or clock is
    required.
  • TABLE 2D, TABLE 2E, and TABLE 2F 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.
  • TABLE 2D
    MATH-OPS ™ RULES - SINGLE STRAND (Number Sense & Numeration)
    MATH-OPS ™ 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, 4 × $10 COINS, 4 × $100 COINS, 4 × $1 000
    COINS, 4 × $10 000 COINS, 4 × $100 000 COINS, 4 × $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 © 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 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 ™ 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 ™ 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 MUST restart the
    revolution they were on.
    2. Calculators may be used (this must be decided before the game starts).
  • TABLE 2E
    3. One six-side 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 a 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-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 using their SPOILER CARD must so inform the targeted player before that players
    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-OPS ™ coin, fifthly, a $100,000 MATH-OPS ™ 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-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 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 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 2F
    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! 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 ©: 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 ©. 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 © 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 the time
    limit - 2 minutes.
    SWAP CARD ©: a SWAP CARD © 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.
  • TABLE 3A, TABLE 3B and TABLE 3C 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.
  • TABLE 3A
    MATH-OPS ™ Rules - MEASUREMENT
    MATH-OPS ™ IS FOR 2-6 PLAYERS/AGES 6 to ADULT
    CONTENTS
    Gameboard, 6 tokens, game instructions, 36 HELP cards, 36 SWAP cards, 6 SPOILER cards,
    a die, 100 QUESTION cards, cash [6 $10, 6 $100, & 6 $1 000], CHEQUES [10 000 cheques
    (6), 100,000 cheques (6) & 1 000 000 cheques (6)], a 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 selects a token and places it on the game board at
    START. Next, each player collects ONE MATH-OPS ™ SPOILER © card which they MAY
    OR MAY NOT use to STOP another player from completing the LAST or ANY revolution
    on the game board. If a player wants to use their SPOILER © card, they must inform that
    player before that player takes their next turn.
    HOW TO PLAY THE GAME?
    1. Starting the game
    Players toss a six-sided die 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 continue the game?
    a. Player 1 tosses the die and moves their token to a spot on the game board based on the digit
    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 $10 MATH-OPS ™ cash, the second
    time $100 MATH-OPS ™ cash and thirdly $1,000 MATH-OPS ™ cash.
    c. For completing the fourth revolution, players collect a MATH-OPS ™ cheque for
    $10,000, fifth revolution $100,000 and on the sixth and final revolution $1,000,000!
    3. How to determine the winner?
    The player who collects the first $1,000,000.00 MATH-OPS ™ cheque wins! They will
    now have collected $1,111,110.00 MATH-OPS ™ currency in total. The other players may
    compete for the remaining spots.
  • TABLE 3B
    RULES
    1. No cheating! - if a player is caught cheating they immediately lose ALL their collected
    SWAP and HELP cards or alternatively restart the revolution they were on.
    2. Calculators may be used (this must be decided before the game starts).
    3. One six-sided die is to be used. However, players may agree to use dice with more faces.
    4. Each player must have their own game token.
    5. Players must 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 much MATH-OPS ™ currency they've collected.
    6. If a player is sent back to START due to another player using their SPOILER © card they
    get to keep any MATH-OPS ™ currency they have collected up to that point.
    7. To win a player must collect $1,111,110.00 MATH-OPS ™ currency in total.
    GAME SPOTS
    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 FREE TIME.
    Silver: move forward 4 spaces to FREE TIME.
    Bronze: move forward 3 spaces to FREE TIME.
    PRINCIPAL'S OFFICE: you miss two turns
    DETENTION: you miss a turn
    GYM: you get to choose a physical activity - no more than 20 reps and no less than 10!
    FREE TIME: you have a FREE TIME spot to land on - no questions asked!
    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.
    QUESTIONS SPOTS: The QUESTION cards are to be shuffled and placed face down on
    the game board. When a player lands on a question spot the player to their right picks up a
    question card at the top of the pile and asks them that 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 MATH question spot, they are not required to answer a question. In addition, 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 ™ dollars or cheques.
  • TABLE 3C
    GAME CARDS
    HELP CARD: 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. 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 6 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!
    The HELP CARD 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 the time
    limit - maximum of two minutes.
    SWAP CARD: a SWAP CARD 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 6 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!
    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. A stopwatch or clock is
    required.
  • TABLE 3D, TABLE 3E, TABLE 3F and TABLE 3G 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.
  • TABLE 3D
    MATH-OPS ™ RULES - SINGLE STRAND (Measurement)
    MATH-OPS ™ 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, 4 × $10 COINS, 4 × $100 COINS, 4 × $1 000
    COINS, 4 × $10 000 COINS, 4 × $100 000 COINS, 4 × $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 © 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 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 ™ 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 ™ 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.
  • TABLE 3E
    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-side 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 a 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-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 using their SPOILER CARD must so inform the targeted player before that players
    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-OPS ™ coin, fifthly, a $100,000 MATH-OPS ™ 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-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 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
  • TABLE 3F
    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.
    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 PRINCIPAL'S OFFICE and on their next turn or turns they cannot answer a
    question(s), they go back to the PRINCIPAL'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! 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 ©: 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 ©. 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 of 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 © 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 the time
    limit - 2 minutes.
    SWAP CARD ©: a SWAP CARD © 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!
  • TABLE 3G
    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.
  • TABLE 4A, TABLE 4B and TABLE 4C set out a set of example rules as part of an educational board game incorporating a single question strand, relating to patterns and algebra.
  • TABLE 4A
    MATH-OPS ™ Rules - Patterns & Algebra
    MATH-OPS ™ IS FOR 2-6 PLAYERS/AGES 6 to ADULT
    CONTENTS
    Gameboard, 6 tokens, game instructions, 36 HELP cards, 36 SWAP cards, 6 SPOILER cards,
    a die, 100 QUESTION cards, cash [6 $10, 6 $100, & 6 $1 000], CHEQUES [10 000 cheques
    (6), 100,000 cheques (6) & 1 000 000 cheques (6)], a 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 selects a token and places it on the game board at
    START. Next, each player collects ONE MATH-OPS ™ SPOILER © card which they MAY
    OR MAY NOT use to STOP another player from completing the LAST or ANY revolution
    on the game board. If a player wants to use their SPOILER © card, they must inform that
    player before that player takes their next turn.
    HOW TO PLAY THE GAME?
    1. Starting the game
    Players toss a six-sided die 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 continue the game?
    a. Player 1 tosses the die and moves their token to a spot on the game board based on the
    digit
    b. The first time a player passes START they collect $10 MATH-OPS ™ cash, the second
    time $100 MATH-OPS ™ cash and thirdly $1,000 MATH-OPS ™ cash.
    c. For completing the fourth revolution, players collect a MATH-OPS ™ cheque for
    $10,000, fifth revolution $100,000 and on the sixth and final revolution $1,000,000!
  • TABLE 4B
    3. How to determine the winner?
    The player who collects the first $1,000,000.00 MATH-OPS ™ cheque wins! They will
    now have collected $1,111,110.00 MATH-OPS ™ currency 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 or alternatively restart the revolution they were on.
    2. Calculators may be used (this must be decided before the game starts).
    3. One six-sided die is to be used. However, players may agree to use dice with more faces.
    4. Each player must have their own game token.
    5. Players must 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 much MATH-OPS ™ currency they've collected.
    6. If a player is sent back to START due to another player using their SPOILER © card they
    get to keep any MATH-OPS ™ currency they have collected up to that point.
    7. To win a player must collect $1,111,110.00 MATH-OPS ™ currency in total.
    GAME SPOTS
    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 FREE TIME.
    Silver: move forward 4 spaces to FREE TIME.
    Bronze: move forward 3 spaces to FREE TIME.
    PRINCIPAL'S OFFICE: you miss two turns
    DETENTION: you miss a turn
    GYM: you get to choose a physical activity - no more than 20 reps and no less than 10!
    FREE TIME: you have a FREE TIME spot to land on - no questions asked!
    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.
    QUESTIONS SPOTS: The QUESTION cards are to be shuffled and placed face down on
    the game board. When a player lands on a question spot the player to their right picks up a
    question card at the top of the pile and asks them that 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 MATH question spot, they are not required to answer a question. In
    addition, 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
  • TABLE 4C
    START and do not get to collect MATH-OPS ™ 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
    question, they may opt to use a HELP CARD. 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 6 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 of exchange
    HELP cards!
    The HELP CARD 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 the time
    limit - maximum of two minutes.
    SWAP CARD: a SWAP CARD 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 6 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!
    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. A stopwatch or clock is
    required.
  • TABLE 4D, TABLE 4E, and TABLE 4F 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.
  • TABLE 4D
    MATH-OPS ™ RULES - SINGLE STRAND (Patterning & Algebra)
    MATH-OPS ™ 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, 4x $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-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 © 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 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 ™ 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 ™ 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 MUST restart the
    revolution they were on.
    2. Calculators may be used (this must be decided before the game starts).
    3. One six-side dice is to be used. However, players may agree to use dice with more than 6
    faces.
  • TABLE 4E
    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 a 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-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 using their SPOILER CARD must so inform the targeted player before that players
    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-OPS ™ coin, fifthly, a $100,000 MATH-OPS ™ 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-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 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 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.
  • TABLE 4F
    PRINCIPAL'S OFFICE: players stay on that spot and miss two turns. However, if a player
    was in the PRINCIPAL'S OFFICE and on their next turn or turns they cannot answer a
    question(s), they go back to the PRINCIPAL'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! 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 ©: 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 ©. 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 of 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 © 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 the time
    limit - 2 minutes.
    SWAP CARD ©: a SWAP CARD © 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.
  • 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.
  • TABLE 5A
    MATH-OPS ™ Rules - DATA MANAGEMENT & PROBABILITY
    MATH-OPS ™ IS FOR 2-6 PLAYERS/AGES 6 to ADULT
    CONTENTS
    Gameboard, 6 tokens, game instructions, 36 HELP cards, 36 SWAP cards, 6 SPOILER cards,
    a die, 100 QUESTION cards, cash [6 $10, 6 $100, & 6 $1 000], CHEQUES [10 000 cheques
    (6), 100,000 cheques (6) & 1 000 000 cheques (6)], a 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 selects a token and places it on the game board at
    START. Next, each player collects ONE MATH-OPS ™ SPOILER © card which they MAY
    OR MAY NOT use to STOP another player from completing the LAST or ANY revolution
    on the game board. If a player wants to use their SPOILER © card, they must inform that
    player before that player takes their next turn.
    HOW TO PLAY THE GAME?
    1. Starting the game
    Players toss a six-sided die 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 continue the game?
    a. Player 1 tosses the die and moves their token to a spot on the game board based on the digit
    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 $10 MATH-OPS ™ cash, the second
    time $100 MATH-OPS ™ cash and thirdly $1,000 MATH-OPS ™ cash.
    c. For completing the fourth revolution, players collect a MATH-OPS ™ cheque for
    $10,000, fifth revolution $100,000 and on the sixth and final revolution $1,000,000!
    3. How to determine the winner?
    The player who collects the first $1,000,000.00 MATH-OPS ™ cheque wins! They will
    now have collected $1,111,110.00 MATH-OPS ™ currency in total. The other players may
    compete for the remaining spots.
  • TABLE 5B
    RULES
    1. No cheating! - if a player is caught cheating they immediately lose ALL their collected
    SWAP and HELP cards or alternatively restart the revolution they were on.
    2. Calculators may be used (this must be decided before the game starts).
    3. One six-sided die is to be used. However, players may agree to use dice with more faces.
    4. Each player must have their own game token.
    5. Players must 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 much MATH-OPS ™ currency they've collected.
    6. If a player is sent back to START due to another player using their SPOILER © card they
    get to keep any MATH-OPS ™ currency they have collected up to that point.
    7. To win a player must collect $1,111,110.00 MATH-OPS ™ currency in total.
    GAME SPOTS
    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 FREE TIME.
    Silver: move forward 4 spaces to FREE TIME.
    Bronze: move forward 3 spaces to FREE TIME.
    PRINCIPAL'S OFFICE: you miss two turns
    DETENTION: you miss a turn
    GYM: you get to choose a physical activity - no more than 20 reps and no less than 10!
    FREE TIME: you have a FREE TIME spot to land on - no questions asked!
    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.
    QUESTIONS SPOTS: The QUESTION cards are to be shuffled and placed face down on
    the game board. When a player lands on a question spot the player to their right picks up a
    question card at the top of the pile and asks them that 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 MATH question spot, they are not required to answer a question. In
    addition, 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 ™ dollars or cheques.
  • 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.
  • TABLE 5C
    MATH-OPS ™ RULES - SINGLE STRAND (Data Management & Probability)
    MATH-OPS ™ 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, 4x $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-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 © 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 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 ™ 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 ™ 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 MUST restart the
    revolution they were on.
    2. Calculators may be used (this must be decided before the game starts).
    3. One six-side dice is to be used. However, players may agree to use dice with more than 6
    faces.
  • TABLE 5D
    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 a 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-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 using their SPOILER CARD must so inform the targeted player before that players
    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-OPS ™ coin, fifthly, a $100,000 MATH-OPS ™ 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-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 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 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 PRINCIPAL'S OFFICE and on their next turn or turns they cannot answer a
  • TABLE 5E
    question(s), they go back to the PRINCIPAL'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! 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 ©: 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 ©. 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 of 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 © 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 the time
    limit - 2 minutes.
    SWAP CARD ©: a SWAP CARD © 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.
  • TABLE 6A, TABLE 6B and TABLE 6C 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.
  • TABLE 6A
    MATH-OPS ™ Rules - GEOMETRY & SPATIAL SENSE
    MATH-OPS ™ IS FOR 2-6 PLAYERS/AGES 6 to ADULT
    CONTENTS
    Gameboard, 6 tokens, game instructions, 36 HELP cards, 36 SWAP cards, 6 SPOILER cards,
    a die, 100 QUESTION cards, cash [6 $10, 6 $100, & 6 $1 000], CHEQUES [10 000 cheques
    (6), 100,000 cheques (6) & 1 000 000 cheques (6)], a 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 selects a token and places it on the game board at
    START. Next, each player collects ONE MATH-OPS ™ SPOILER © card which they MAY
    OR MAY NOT use to STOP another player from completing the LAST or ANY revolution
    on the game board. If a player wants to use their SPOILER © card, they must inform that
    player before that player takes their next turn.
    HOW TO PLAY THE GAME?
    1. Starting the game
    Players toss a six-sided die 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 continue the game?
    a. Player 1 tosses the die and moves their token to a spot on the game board based on the digit
    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 $10 MATH-OPS ™ cash, the second
    time $100 MATH-OPS ™ cash and thirdly $1,000 MATH-OPS ™ cash.
    c. For completing the fourth revolution, players collect a MATH-OPS ™ cheque for $10,000,
    fifth revolution $100,000 and on the sixth and final revolution $1,000,000!
    3. How to determine the winner?
    The player who collects the first $1,000,000.00 MATH-OPS ™ cheque wins! They will
    now have collected $1,111,110.00 MATH-OPS ™ currency in total. The other players may
    compete for the remaining spots.
  • TABLE 6B
    RULES
    1. No cheating! - if a player is caught cheating they immediately lose ALL their collected
    SWAP and HELP cards or alternatively restart the revolution they were on.
    2. Calculators may be used (this must be decided before the game starts).
    3. One six-sided die is to be used. However, players may agree to use dice with more faces.
    4. Each player must have their own game token.
    5. Players must 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 much MATH-OPS ™ currency they've collected.
    6. If a player is sent back to START due to another player using their SPOILER © card they
    get to keep any MATH-OPS ™ currency they have collected up to that point.
    7. To win a player must collect $1,111,110.00 MATH-OPS ™ currency in total.
    GAME SPOTS
    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 FREE TIME.
    Silver: move forward 4 spaces to FREE TIME.
    Bronze: move forward 3 spaces to FREE TIME.
    PRINCIPAL'S OFFICE: you miss two turns
    DETENTION: you miss a turn
    GYM: you get to choose a physical activity - no more than 20 reps and no less than 10!
    FREE TIME: you have a FREE TIME spot to land on - no questions asked!
    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.
    QUESTIONS SPOTS: The QUESTION cards are to be shuffled and placed face down on
    the game board. When a player lands on a question spot the player to their right picks up a
    question card at the top of the pile and asks them that 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 MATH question spot, they are not required to answer a question. In addition, 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 ™ dollars or cheques.
  • TABLE 6C
    GAME CARDS
    HELP CARD: 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. 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 6 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 of exchange
    HELP cards!
    The HELP CARD 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 the time
    limit - maximum of two minutes.
    SWAP CARD: a SWAP CARD 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 6 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!
    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. A stopwatch or clock is
    required.
  • TABLE 6D, TABLE 6E, and TABLE 6F 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.
  • TABLE 6D
    MATH-OPS ™ RULES - SINGLE STRAND (Geometry & Spatial Sense)
    MATH-OPS ™ 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, 4x $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-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 © 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 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 ™ 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 ™ 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 MUST restart the
    revolution they were on.
  • TABLE 6E
    2. Calculators may be used (this must be decided before the game starts).
    3. One six-side 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 a 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-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 using their SPOILER CARD must so inform the targeted player before that players
    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-OPS ™ coin, fifthly, a $100,000 MATH-OPS ™ 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-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 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 60 QUESTION CARDS are for ONE strand ONLY and are
    sorted into 5 categories, that is, MENTAL MATH, TRUE OR FALSE, MULTIPLE
  • TABLE 6F
    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 PRINCIPAL'S OFFICE and on their next turn or turns they cannot answer a
    question(s), they go back to the PRINCIPAL'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! 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 ©: 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 ©. 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 of 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 © 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 the time
    limit - 2 minutes.
    SWAP CARD ©: a SWAP CARD © 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.
  • TABLE 7A, TABLE 7B and TABLE 7C 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.
  • TABLE 7A
    MATH-OPS ™ Rules - ALL STRANDS
    MATH-OPS ™ IS FOR 2-6 PLAYERS/AGES 6 to ADULT
    CONTENTS
    Gameboard, 6 tokens, game instructions, 36 HELP cards, 36 SWAP cards, 6 SPOILER cards,
    a die, 100 QUESTION cards, cash [6 $10, 6 $100, & 6 $1 000], CHEQUES [10 000 cheques
    (6), 100,000 cheques (6) & 1 000 000 cheques (6)], a 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 selects a token and places it on the game board at
    START. Next, each player collects ONE MATH-OPS ™ SPOILER © card which they MAY
    OR MAY NOT use to STOP another player from completing the LAST or ANY revolution
    on the game board. If a player wants to use their SPOILER © card, they must inform that
    player before that player takes their next turn.
    HOW TO PLAY THE GAME?
    1. Starting the game
    Players toss a six-sided die 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 continue the game?
    a. Player 1 tosses the die and moves their token to a spot on the game board based on the digit
    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 $10 MATH-OPS ™ cash, the second
    time $100 MATH-OPS ™ cash and thirdly $1,000 MATH-OPS ™ cash.
  • TABLE 7B
    c. For completing the fourth revolution, players collect a MATH-OPS ™ cheque for
    $10,000, fifth revolution $100,000 and on the sixth and final revolution $1,000,000!
    3. How to determine the winner?
    The player who collects the first $1,000,000.00 MATH-OPS ™ cheque wins! They will
    now have collected $1,111,110.00 MATH-OPS ™ currency 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 or alternatively restart the revolution they were on.
    2. Calculators may be used (this must be decided before the game starts).
    3. One six-sided die is to be used. However, players may agree to use dice with more faces.
    4. Each player must have their own game token.
    5. Players must 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 much MATH-OPS ™ currency they've collected.
    6. If a player is sent back to START due to another player using their SPOILER © card they
    get to keep any MATH-OPS ™ currency they have collected up to that point.
    7. To win a player must collect $1,111,110.00 MATH-OPS ™ currency in total.
    GAME SPOTS
    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 FREE TIME.
    Silver: move forward 4 spaces to FREE TIME.
    Bronze: move forward 3 spaces to FREE TIME.
    PRINCIPAL'S OFFICE: you miss two turns
    DETENTION: you miss a turn
    GYM: you get to choose a physical activity - no more than 20 reps and no less than 10!
    FREE TIME: you have a FREE TIME spot to land on - no questions asked!
    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.
    QUESTIONS SPOTS: The QUESTION cards are to be shuffled and placed face down on
    the game board. When a player lands on a question spot the player to their right picks up a
    question card at the top of the pile and asks them that 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 MATH question spot, they are not required to answer a question.
  • TABLE 7C
    In addition, 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 ™ 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
    question, they may opt to use a HELP CARD. 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 6 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 of exchange
    HELP cards!
    The HELP CARD 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 the time
    limit - maximum of two minutes.
    SWAP CARD: a SWAP CARD 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 6 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!
    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. A stopwatch or clock is
    required.
  • TABLE 7D, TABLE 7E, and TABLE 7F set out a set of example rules as part of another embodiment of an educational board game incorporating multiple question strands.
  • TABLE 7D
    MATH-OPS ™ RULES - ALL STRANDS
    MATH-OPS ™ 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, 4 × $10 COINS, 4 × $100 COINS, 4 × $1 000
    COINS, 4 × $10 000 COINS, 4 × $100 000 COINS, 4 × $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 © 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 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 ™ 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 ™ 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 MUST restart the
    revolution they were on.
    2. Calculators may be used (this must be decided before the game starts).
  • TABLE 7E
    3. One six-side 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 a 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-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 using their SPOILER CARD must so inform the targeted player before that players
    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-OPS ™ coin, fifthly, a $100,000 MATH-OPS ™ 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-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 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 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.
  • TABLE 7F
    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 PRINCIPAL'S OFFICE and on their next turn or PRINCIPAL'S OFFICE and
    on their next turn or turns they cannot answer a question(s), they go back to the
    PRINCIPAL'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! 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 ©: 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 ©. 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 of 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 © 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 the time
    limit - 2 minutes.
    SWAP CARD ©: a SWAP CARD © 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.
  • 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.
  • TABLE 8A
    MATH-OPS ™ RULES - STRAND
    MATH-OPS ™ 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, 4 × $10 COINS, 4 × $100 COINS, 4 × $1 000
    COINS, 4 × $10 000 COINS, 4 × $100 000 COINS, 4 × $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 © 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 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 ™ 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 ™ 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 MUST restart the
    revolution they were on.
    Calculators may be used (this must be decided before the game starts).
    3. One six-side 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.
  • TABLE 8B
    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 a 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-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 using their SPOILER CARD must so inform the targeted player before that players
    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-OPS ™ coin, fifthly, a $100,000 MATH-OPS ™ 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-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 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 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.
  • TABLE 8C
    PRINCIPAL'S OFFICE: players stay on that spot and miss two turns. However, if a player
    was in the PRINCIPAL'S OFFICE and on their next turn or PRINCIPAL'S OFFICE and
    on their next turn or turns they cannot answer a question(s), they go back to the
    PRINCIPAL'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! 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 ©: 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 ©. 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 of 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 © 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 the time
    limit - 2 minutes.
    SWAP CARD ©: a SWAP CARD © 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.
  • 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.
  • TABLE 9A
    THE MATH OPS ™ LEARNING AND COMPETITIVE GAMING BOARD
    PROTOCOL FOR 2-4 PLAYERS/AGES 6 - ADULT
    GOAL: Boost players' efficacy or productivity and Math scores while having fun playing
    this knowledge-based, competitive scholastic game.
    CONTENTS
    1 Gameboard - 2-sided
    4 tokens
    Game instructions/Rules
    12 HELP cards
    12 SWAP cards
    4 SPOILER cards
    1 Dice
    24 Ops Coins: (4 × $10, 4 × $100, 4 × $1000, 4 × $10,000, 4 × $100,000, 4 × $1,000,000)
    1 Answer Booklet
    300 Question Cards
    AIM
    The aim of MATH-OPS ™ is to be the first player to go around the game board six (6) times
    while earning MATH OPS coins.
    BEFORE THE GAME BEGINS
    Players should decide which side of the game board they want to use first. One side focuses on
    multiple strands or Math topics while the other targets one strand or Math topic. Players
    should note that the QUESTION cards come in 5 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 can
    choose ONE colour type.
    SETTING UP THE BOARD GAME
    1. Open up the game box, remove the game board and place it in the designated playing area.
    2. Each player selects a token and places it on the START position.
    3. Each player collects a SPOILER ALERT card to be used later to STOP a player from
    completing any of the six revolutions.
    4. The QUESTION cards, which are sorted by colour and strand, are shuffled and placed face
    down in the center of the gameboard.
    5. Place the HELP and SWAP cards in the center of the game board.
    6. Put Answer Booklet in the center of the game board.
    7. Players decide on a method of keeping time.
  • TABLE 9B
    PLAYING THE GAME
    1. Starting the game
    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 tie-breaker. The game then continues in a clockwise direction.
    2. How to play?
    a) Player 1 tosses the dice and moves their token to a spot on the game board based on the
    number shown on the dice. 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) Later in the game players may land on DETENTION, PRINCIPAL'S OFFICE or GYM.
    c) The first time a player passes START they collect the $10 coin, secondly, the $100 coin,
    thirdly, the $1,000 coin, fourthly, the $10,000 coin, fifthly, the $100,000 coin and finally
    (sixthly) the $1,000,000 coin.
    3. How to determine the winner?
    The player who is the first to collect the $1,000,000 coin wins! That player would have now
    collected $1,111, 110 total Ops coins. The other players may compete for the remaining spots.
    If time does not permit for a winner 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 HELP cards or alternatively 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.
    4. Each player must have their own game token.
    5. Two or more tokens may rest on the same spot on the game board.
    6. The question cards are to be shuffled randomly and placed face down in the playing area.
    Players pick a question card from the top of the pile each time they have to answer a question.
    Once a question card is revealed and the question is answered correctly or incorrectly,
    swapped or a player seeks help, that question card must go to the bottom of the pile.
    7. If a player is sent back to START due to another player using their SPOILER card they get
    to keep any OPS coins they may have collected.
    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 using their SPOILER CARD must so inform the targeted player before that player
    takes their next turn.
    9. One player may take on the role of recorder, time keeper and clarifier of answers based on
    the Answer Booklet.
    GAME SPOTS/GAME CARDS
    QUESTION SPOT: When a player lands on a question spot they pick up a question card at the
    top of the pile, read it loudly, then have a maximum of 2 minutes to provide the correct
    answer. A player gets to stay on a QUESTION SPOT by:
    1. correctly answering a question;
    2. getting HELP and getting the correct answer;
  • TABLE 9C
    3. swapping the question, then answering the next question correctly. If a player cannot answer
    a question, they go back to the spot they occupied before their wrong answer. If they go back
    and land on a QUESTION SPOT, they are not 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 remain at
    START and do not get to collect OPS coins for passing START.
    PRINCIPAL'S OFFICE: you miss two turns
    DETENTION: you miss a turn
    GYM: you get to choose a physical activity - no more than 20 reps and no less than 10!
    FREE TIME: you have a FREE TIME spot to land on - no questions asked!
    MATH-UPS: If a player lands on a MATH-UP spot they get a boost depending on the type of
    MATH-UP!
    DIAMOND: move forward 6 spaces to FREE TIME.
    GOLD: move forward 5 spaces to FREE TIME.
    SILVER: move forward 4 spaces to SWAP/FREE TIME.
    BRONZE: move forward 3 spaces to HELP/FREE TIME.
    HELP CARD: 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. When a player lands on the HELP spot they are
    able to collect a HELP card 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 help from a textbook, dictionary or other similar source within the time
    limit - 2 minutes.
    If after seeking HELP a player gets the wrong answer they do not get another chance to seek
    HELP on that turn. However, they must surrender a HELP card each time they seek help.
    Players are only allowed to collect 3 HELP cards. Subsequently, if a player lands on the HELP
    spot they only get to stay and occupy that spot. Players are NOT allowed to trade or exchange
    HELP cards! Even if a player gets the correct answer they must surrender a HELP card every
    time they use it!
    SWAP CARD: When a player lands on the SWAP spot they get to collect a SWAP card.
    SWAP cards are to be used by players to SWAP or change a question. If after swapping 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 maximum of 3 SWAP CARDS! Subsequently, if a
    player lands on that spot they only get to stay and occupy that spot. Players are NOT allowed
    to trade or exchange SWAP cards! However, they must surrender a SWAP card each time
    they SWAP a question.
    SPOILER ALERT: each player gets only ONE at the beginning of the game. Players MAY
    OR MAY NOT use it to prevent an opponent from completing ANY revolution and sending
    them back to START!
    If a player intends to use their SPOILER card they MUST tell the targeted player
    BEFORE that player takes their next turn!
    (Time): Players have a maximum of 2 minutes to answer a question.
    MAY THE BEST PLAYER WIN! IT'S MIND OVER MATH!
  • TABLE 10A, TABLE 10B, TABLE 10C, and TABLE 10D set out a set of example rules as part of an educational board game in French.
  • TABLE 10A
    LE PROTOCOLE DU CONSEIL D'APPRENTISSAGE ET DE COMPÉTITION DE
    MATH OPS POUR 2 À 4 JOUEURS/ÂGÉS DE 6 ANS
    Objectif: Augmenter l'efficacité ou la productivité du joueur et ses résultats en mathématiques
    tout en s'amusant à jouer à ce jeu scolaire compétitif et fondé sur la connaissance.
    Les Contenus
    Un jeu de société
    4 jetons
    Des instructions du jeu
    12 cartes (d')AIDE
    12 cartes (d')ÉCHANGE
    4 cartes (de) SPOILER*
    Un dé
    24 pièces d'Ops: (4 × $10, 4 × $100, 4 × $1000, 4 × $10,000, 4 × $100,000, 4 × $1,000,000)
    300 cartes de questions
    un livret des réponses
    LE BUT
    Le but de MATH-OPS ™* est d'être le/la premier(ière) joueur(euse) d'aller autour du plateau
    six (6) fois.
    AVANT LE JEU COMMENCE
    Les joueurs doivent décider quel côté du plateau ils veulent utiliser en premier. une partie se
    concentre sur plusieurs domaines ou sujets tandis que l'autre cible un domaine ou un sujet. Les
    joueurs doivent noter que les cartes QUESTION sont disponibles en 5 couleurs. Si les joueurs
    decident de multiples sujets, ils doivent utiliser TOUTES les 300 cartes QUESTION. S'ils
    veulent se concentrer sur UN sujet, ils choisissent UN type de couleur.
    CONFIGURATION DE LA CARTE DE JEU
    1. Ouvrez la boîte de jeu, retirez le plateau de jeu et placez-le dans la zone désignée.
    2. Chaque joueur sélectionne un jeton et le place en position START.
    3. Chaque joueur récupère une carte SPOILER ALERT à utiliser plus tard pour ARRÊTER un
    joueur de terminer l'une des six révolutions.
    4. Les cartes de questions, classées par couleur et par thème ou par sujet, sont mélangées et
    placées face cachée sur le plateau de jeu.
    5. Placez les cartes HELP et SWAP au centre du plateau de jeu.
    6. Placez le livret de réponses au centre du plateau de jeu.
    7. Les joueurs décident dune méthode de conservation du temps.
  • TABLE 10B
    JOUER AU JEU
    1. Pour commencer le jeu
    Les joueurs(euses) lancent un déà six (6) côtés et la personne avec le chiffre le plus bas
    commence le jeu. S'il y a une égalité, ces joueurs lancent le déencore. Le jeu commence avec
    ce gagnant et continue dans une direction dans le sens horaire.
    2. Comment jouer?
    a) Joueur(euse) 1 lance le déet bouge leur jeton àune place sur le plateau correspondant au
    chiffre sur le dé. Leur prochain tour est dépendant du place qu'il/elle atterrit. Il se peut
    qu'il/elle doit répondre àune question des MATHS, reçoit une hausse “MATH UP” , mérite du
    TEMPS GRATUIT, on reçoit une carte (d')ÉCHANGE où une carte (d')AIDE.
    b) La première fois qu'un(e) joueur(euse) passe COMMENCEMENT, il/elle collectionne la
    pièce de $10, deuxièmement, la pièce de $100, troisièmement, la pièce de $1 000,
    quatrièmement, la pièce de $10 000, cinquièmement, la pièce de $100 000, et sixièmement, la
    pièce de $1 000 000.
    3. Comment déterminer le gagnant?
    Le/la joueur(euse) qui collectionne la première pièce de $1 000 000 gagne! Les autres
    joueurs(euses) peuvent terminer le jeu pour les places restantes. Si le temps ne permet pas à un
    gagnant d'être déclare, le (s) joueur (s) le plus en avance est. le gagnant! Il peut y avoir des
    gagnants communs.
    LES REGLES
    1. Pas de tricherie! Si un(e) joueur(euse) triche il/elle perd toutes ses cartes (d')ÉCHANGE et
    (d')AIDE, ou bien, doit recommencer leur révolution.
    2. Les calculatrices peuvent être utilisées (ceci est une décision qui doit être fait avant que le
    jeu commence).
    3. Un (1) dè a six côtes doit être utilisé. Mais les joueurs(euses) peuvent décider d'utiliser un
    dé avec plus que six (6) côtés.
    4. Chaque joueur(euse) doit avoir un jeton pour eu même.
    5. Deux jetons ou plus peuvent se trouver au même endroit sur le plateau de jeu.
    6. Les cartes de question doivent être battus* au hasard et placé avec les faces envers le bas
    dans un endroit où tous/toutes les joueurs(euses) ont l'aecès. Les joueurs(euses) choisissent
    une carte du sommet de la pile chaque fois qu'il/elle doit repondre à une question. Une fois
    qu'une carte est révélé et la question reçoit une réponse correcte ou incorrecte, la carte doit
    aller au fond de la pile.
    7. Si un(e) joueur(euse) est envoyé au COMMENCEMENT à cause d'un(e) autre joueur(euse)
    en utilisant leur carte (de) SPOILER* il/elle garde n'importe quelles pièces il/elle avait
    collectionné à ce point.
    8. N'IMPORTE QUEL(LE) joueur(euse) a l'option d'utiliser leur CARTE (de) SPOILER*
    comme il/elle veut pour arrêter le progrès d'un(e) autre joueur(euse) dans leur DERNIÈRE ou
    N'IMPORTE QUELLE révolution sur le plateau. Mais un(e) joueur(euse) qui utilise leur
    CARTE (de) SPOILER* doit informer le/la joueur(euse) ciblé(e) AVANT que cet(te)
    joueur(euse) pris leur prochaine tour.
    9. Un joueur peut jouer le rôle de flûte à bec, de chronometreur et de clarificateur de réponses
    en fonction du livret de réponses.
  • TABLE 10C
    SPOTS DE JEU/CARTES DE JEU
    Lorsqu'un joueur atterrit sur un point de la question, il prend une carte de questions en haut de
    la pile, la lit à haute voix, puis dispose de 2 minutes maximum pour donner la bonne réponse.
    Un joueur peut rester sur une place de question en:
    1. répondre correctement à une question;
    2. obtenir de l'aide et obtenir la bonne réponse;
    3. échanger la question, puis répondre correctement a la question suivante.
    Si un joueur ne peut pas répondre à une question, il retourne à l'endroit qu'il occupait avant sa
    mauvaise réponse. S'ils retournent et atterrissent sur un point d'interrogation, ils ne sont pas
    obligés de répondre à une question. Cependant, si un joueur recule parce qu'il ne peut pas
    repondre a une question, il ne peut PAS aller plus loin que START. En outre, s'ils ne
    répondent pas aux questions suivantes, ils restent à START et ne peuvent pas collecter des
    pièces OPS pour passer Start.
    LE BUREAU DU DIRECTEUR: vous perdez deux (2) tours
    LA DÉTENTION: vous perdez un (1) tour
    LE GYMNASE: vous pouvez choisir une activité physique—pas plus que vingt (20) “reps”* et
    pas moins que dix (10) !
    LE TEMPS GRATUIT: vous avez un endroit de TEMPS GRATUIT pour vous atterrir—pas de
    questions!
    “MATH-UPS”: si un(e) joueur(euse) atterri sur un endroit* de “MATH-UP” sur le plateau
    il/elle reçoit une hausse dépendant du type de “MATH-UP”, ces types sont: LE DIAMANT,
    L'ARGENT, L'OR, ou LE BRONZE
    LE DIAMANT: bouger en avant six (6) places au TEMPS GRATUIT
    L'OR: bouger en avant cinq (5) places au TEMPS GRATUIT
    L'ARGENT: bouger en avant quatre (4) places à ÉCHANGE ou TEMPS GRATUIT (un
    chemin* singulier)
    LE BRONZE: bouger en avant trois (3) place à ÉCHANGE ou TEMPS GRATUIT (un
    chemin* singulier)
  • TABLE 10D
    UNE CARTE D'AIDE: Quand un(e) joueur(euse) atterri sur un endroit* d'AIDE il/elle reçoit
    une carte d'AIDE. Mais, une joueur(euse) peut collectionner un maximum de TROTS (3)
    CARTES d'AIDES SEULEMENT ! Par la suite*, si un(e) joueur(euse) atterri sur cet endroit*
    il/elle peut rester sur cet endroit* et occuper cet espace - pas plus d'AIDE ! Les joueurs(euses)
    ne peuvent PAS échanger les cartes d'AIDE ! Si un(e) joueur(euse) pense qu'une question est
    trop difficile ou n'est pas sûr de la réponse, il/elle peut utiliser une CARTE d'AIDE. Si “l'aide”
    lui donne une réponse incorrecte, il/elle ne reçoit pas une autre chance pour demander pour
    d'aide sur ce tour. Mais, il/elle doit abandonner une carte d'AIDE chaque fois qu'il/elle l'utilise!
    Les CARTES d'AIDE peuvent être utilisées dans les fawns suivantes, seulement:
    a) un(e) joueur(euse) peut demander à un(e) autre joueur(euse) ou n'importe quelle autres
    personnes pour d'aide;
    b) un(e) joueur(euse) peut chercher d'aide sur l'internet, d'un manuel scolaire, un dictionnaire,
    ou une autre source similaire dans la limite de temps deux (2) minutes
    UNE CARTE D'ÉCHANGE: Quand un(e) joueur(euse) atterri sur un endroit d'ÉCHANGE
    il/elle collectionne une carte d'ÉCHANGE. Mais, un(e) joueur(euse) peut collectionner et
    utiliser un maximum de TROTS (3) CARTES d'ÉCHANGE SEULEMENT ! Par la suite*, si
    un(e) joueur(euse) atterri sur cet endroit il/elle peut rester sur cette place et occuper cet espace -
    pas plus d'ÉCHANGE ! Les joueurs(euses) ne peuvent pas échanger les cartes d'ÉCHANGE!
    Les cartes d'ÉCHANGE peuvent être utilisees par les joueurs(euses) pour ÉCHANGER or
    changer une question. Mais, il/elle doit abandonner une carte d'ÉCHANGE chaque fois il/elle
    ÉCHANGE une question.
    UNE ALERTE DE SPOILER*: chaque joueur(euse) reçoit UNE (1) de ces cartes au
    commencement du jeu et les joueurs(euses) PEUVENT l'utiliser pour envoyer un(e) autre
    joueur(euse) au COMMENCEMENT pour l'arrêter de finir leur DERNIÈRE, ou N'IMPORTE
    QUELLE revolution!
    (Le temps): les joueurs(euses) ont un maximum de deux (2) minutes pour répondre à une
    question.
    QUE LE MEILLEUR JOUEUR GAGNE! C'EST L'ESPRIT SUR MATH.
  • 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.
  • 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.
  • TABLE 11
    Scorecard
    Rev. Rev. Rev. Rev. Rev. Rev.
    Names 1 2 3 4 5 6 Results
    +
    ×
    ÷
    Spoiler
    use tracker
  • 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.
  • 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, 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.
  • 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.
  • 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.
  • 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.
  • 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 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US11351441B2 (en) * 2020-08-10 2022-06-07 Little Main Street Playhouses Llc Children's cooperative edutainment board game

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US11351441B2 (en) * 2020-08-10 2022-06-07 Little Main Street Playhouses Llc Children's cooperative edutainment board game
US20240066386A1 (en) * 2020-08-10 2024-02-29 Jennifer Rachel Byrne Children's cooperative edutainment board game
US11969644B2 (en) * 2020-08-10 2024-04-30 Jennifer Rachel Byrne Children's cooperative edutainment board game

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