highlights - Math Pentathlon

highlights - Math Pentathlon
NATIONAL MATHEMATICS PENTATHLON® ACADEMIC TOURNAMENT
HIGHLIGHT SHEETS for DIVISION I (Grades K-1)
Highlights contain the most recent rule updates to the Mathematics Pentathlon® Tournament Rule Manual.
DIVISION I (Grades K-1) Common Rules
CODE OF CONDUCT
A PentathleteTM is to treat adults and fellow Pentathletes with courtesy and respect and play by the rules
that they know to be true. Any infraction of this Code, including intimidation of an opponent or other
forms of disruptive and/or uncooperative behavior, will be handled by the Tournament Director. Such
infractions can result in 0 points and/or being required to leave the tournament site.
ONE MINUTE TURNS
Each Pentathlete is to complete a turn within one minute. If a player exceeds this time limit, the
Monitor issues a reminder to take the turn immediately. If the player does not do so, the player forfeits
that turn. The third violation of this rule results in a forfeiture of the game.
FLAG CARD
A player must be in possession of the flag card while taking a turn. The player does not have to be
holding the flag card when completing a turn.
SIGNING SCORE CARDS:
THE OFFICIAL RECORD
The Score Card is THE ONLY Official Record of a Pentathlete’s score. After the game is complete,
Pentathletes are to verify the information on their score card and sign their own score card. This
signature means the information/score on the card was correctly recorded by the Monitor. Scores are
also recorded on the Star and GM Record Sheet but are NOT the Official Record.
STAYING SEATED
Pentathletes are to remain seated at their game until their score cards are checked and picked up by a
Game Leader.
PENTATHLETETM
DIVISION I (Grades K-1) ~ CHALLENGING - OVERVIEW
NO CHALLENGE
START OF GAME,
PASSING OF FLAG CARD, OR TIME
ANNOUNCING A CHALLENGE
OPINIONS
2ND & 3RD
INVOLVING MORE THAN
ONE RULE
CHALLENGING
A DECLARED WIN
THREE “I”, “IA”,
OR COMBINATION OF
“I”S & “IA”,
IS AN AUTOMATIC LOSS
Challenges can NOT be issued on the starting rules, passing of the flag card, or
exceeding the one minute time limit. The Monitor oversees these issues.
Players must challenge at the appropriate time. Time out is granted by the Game
Monitor and the player must state the nature of their challenge before the Monitor
rules Correct, Incorrect, or Inappropriate (see 2nd & 3rd opinions). Once play has
resumed, changes of prior game rulings will NOT be considered.
2nd & 3rd Opinions: After the Game Monitor has made a ruling, either Pentathlete
“may” hold up the Opinion Card to ask for a 2nd ruling from the Game Leader.
After the Game Leader has ruled, either Pentathlete may then ask for a 3rd and
FINAL OPINION from the Tournament Director.
If a challenge situation involves more than one rule, each challenged rule is treated
as a separate challenge. Each challenge is ruled on in the order announced by the
player.
A player may challenge a declared win without being in possession of the flag card.
In doing so, the Monitor asks the player to state the nature of the challenge. If
CORRECT, the Monitor implements the same results as a Correct Challenge. If
INCORRECT, the declared win is confirmed.
Three incorrect and/or inappropriate challenges, whether consecutive or not, result
in a forfeiture of the game. The Monitor keeps record of the challenges on the Game
Monitor Record Sheet. Once three have been obtained the Monitor stops the game
and declares the winner. Monitors may warn Pentathletes of this rule after they
receive their first and second “I” or “IA”.
© Copyright 2011, 2013, 2016, 2017; by Pentathlon Institute, Inc. These rule highlights are for tournament use only.
These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
CALLATM Tournament Highlights
GOAL
To win, a player must accumulate more cubes in the player’s Calla than the opposing player’s
Calla by the end of game or when time is called. NOTE: If, at the end of a turn, a player
accumulates 17 or more cubes in their Calla, the Monitor declares the win.
START
A player puts one cube in one hand and two cubes in another out of view. The other player
chooses a hand. If one chooses the hand with one cube, that player begins. If not, the other
player starts.
BEGINNING OF TURN
when player receives the flag card
END OF TURN
when player passes the flag card to opponent
END OF GAME
At the beginning of a turn or during an additional turn, if there are no cubes in any of the
player’s shields, the game has ended.
2 WAYS TO
WIN
Monitor declares winner
1) At the End of Game, the player with the greater number of cubes in their Calla is declared
the winner by the Monitor.
2) The Monitor will declare a win if 17 or more cubes are accumulated in a player’s Calla
before the end of game.
NOT A ROUND GAME
The first player to reach the goal of game wins. If the game has not ended when time is called
and the beginning player has picked up a cube(s), both players are allowed to complete a turn.
GAME TIME LIMIT
The Monitor declares the WIN to the player whose Calla contains the most cubes. If both
players have the same amount of cubes in their Callas, a TIE is declared by the Monitor.
EXCEPT GAME TIME LIMIT
OTHER RULES ~ CALLATM
MOVE-IT USE-IT
Once a player removes any cubes from one of the five shields, those cubes must be distributed.
CAPTURE NOTE
The last cube placed in the empty shield on the player’s side of the gameboard remains in that
shield. No additional turn is granted.
CHALLENGING ~ CALLATM
WHEN TO CHALLENGE
(See NOTE) upon receiving the flag card and before touching a cube
NOTE: If extra turns are involved, the player must immediately challenge (without being in
possession of the flag card).
CORRECT - “C”
Cubes for that part of the challenged player’s turn are repositioned to their prior location and
the challenger then begins a regular turn - Record “C” on Record Sheet
INCORRECT - “I”
loss of turn - Record “I” on Record Sheet.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
INAPPROPRIATE - “IA”
An Inappropriate Challenge is one that is made at the wrong time or is about a procedure that
is not a tournament rule. Such a challenge DOES NOT result in loss of turn, but is recorded
as an “IA” on the Record Sheet.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
© Copyright 1995, 1996, 1997, 1999, 2001, 2003, 2011; by Pentathlon Institute, Inc. These rule highlights are for tournament use only.
These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
HEX-A-GONE!TM Tournament Highlights
GOAL
To win, a player must be the last one to place a pattern block (or blocks) onto the gameboard.
NOTE: This does not imply that the gameboard will be completely covered with pattern blocks.
START
A player places a triangle in one hand and a blue rhombus in another out of view. The other player
chooses a hand. If the player chooses the hand with the green triangle, that player begins. If not,
the other player starts.
BEGINNING OF TURN
END OF TURN
3 WAYS TO
WIN
Monitor may declare
DECLARING A WIN
NOT A ROUND GAME
EXCEPT GAME TIME LIMIT
GAME TIME LIMIT
when player receives the flag card
when player passes the flag card to opponent
1) being the last player to place a block or blocks onto the gameboard;
2) correctly challenging an opponent’s error in placing a block across a line OR placing a block
out of its’ designated region;
3) being unable to place all the selected blocks onto the gameboard (Monitor declares win.)
A player should declare a win before releasing hold of the flag card. If the player does not declare
a win, the Monitor will declare the player the winner since the opponent can not make a legal
move.
The first player to reach the goal of game wins. If the game has not ended when time is called and
the beginning player has picked up a block from the bank, both players are allowed to complete
a turn.
If time runs out before a win, the Monitor announces a TIE.
OTHER RULES ~ HEX-A-GONE!TM
SELECT-IT USE-IT
During a player’s turn, one, two, OR three DIFFERENT COLORED pattern blocks are to be
selected. The player must pull out ALL desired blocks from the bank and keep them in their
possession BEFORE placing the selected blocks onto the gameboard. Once a player places
a block onto the gameboard, no other blocks may be selected from the bank.
SELECTED BLOCK
PLACEMENT
If a player is unable to place all of the selected blocks onto the gameboard, the opposing
player is declared the winner by the Monitor.
NO CROSSING LINES
PIECE LAID IS PLAYED
Blocks may NOT be placed across a solid line.
Once a player is no longer touching a placed block, it may not be moved to another location.
CHALLENGING ~ HEX-A-GONE!TM
WHEN TO CHALLENGE
upon receiving the flag card and before touching a block
CORRECT - “C”
Challenger removes all, some, or none of the blocks placed by the challenged player within
that turn and the challenger begins a turn (same for challenge to a win).
NOTE: See “WIN #2” for winning on a challenge) - Record “C” on Record Sheet
INCORRECT - “I”
loss of turn - Record “I” on Record Sheet.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
INAPPROPRIATE - “IA”
An Inappropriate Challenge is one that is made at the wrong time or is about a procedure that
is not a tournament rule. Such a challenge DOES NOT result in loss of turn, but is recorded
as an “IA” on the Record Sheet.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
© Copyright 1995, 1996, 1997, 1999, 2001, 2003, 2011; by Pentathlon Institute, Inc. These rule highlights are for tournament use only.
These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
KINGS & QUADRAPHAGESTM Tournament Highlights
GOAL
To win, a player must succeed in trapping the opponent’s king so that at the beginning of a
turn it can not move horizontally, vertically, or diagonally into an adjoining square. A TIE is
declared if neither player wins.
START
Monitor places blue pawn in one hand and a red pawn in another. Ask one player to determine
what the starting color will be and ask the other player to pick a hand. Player who has the
starting color receives the flag card and play begins.
when a player receives the flag card
BEGINNING OF TURN
END OF TURN
when player passes the flag card to opponent
END OF GAME
The game has ended when a player has trapped the opponent’s king or when a player has no
more chips to place onto the gameboard at the beginning of a turn.
DECLARING A WIN
A player should declare a win before releasing hold of the flag card. If the player does not
declare a win, the Monitor will declare the player the winner since the opponent can not make
a legal move.
NOT A ROUND GAME
EXCEPT GAME TIME LIMIT
The first player to reach the goal of game wins. If the game has not ended when time is
called and the beginning player has touched or moved the king, both players are allowed to
complete a turn.
If time runs out before a win, the Monitor announces a TIE.
GAME TIME LIMIT
OTHER RULES ~ KINGS & QUADRAPHAGESTM
Player must first move the king one space THEN place a chip.
KING THEN CHIP
PIECE MOVED OR LAID
IS PLAYED
CREST-MARKED
SQUARES
Once a player is no longer touching a piece, it may not be moved to another space.
Players may move into or place chips upon crest-marked boxes during play.
CHALLENGING ~ KINGS & QUADRAPHAGESTM
WHEN TO CHALLENGE
upon receiving the flag card and before touching the King
CORRECT - “C”
The king is returned to its prior position by the Monitor and the challenger can remove one
of the opponent’s chips from the gameboard (the removed chip is placed into a discard pile
and is no longer used for play). The challenger then begins a regular turn (same for challenge
to a win) - Record “C” on Record Sheet
INCORRECT - “I”
loss of turn - Record “I” on Record Sheet.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
INAPPROPRIATE - “IA”
An Inappropriate Challenge is one that is made at the wrong time or is about a procedure that
is not a tournament rule. Such a challenge DOES NOT result in loss of turn, but is recorded
as an “IA” on the Record Sheet.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
© Copyright 1995, 1996, 1997, 1999, 2001, 2003, 2011; by Pentathlon Institute, Inc. These rule highlights are for tournament use only.
These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
SHAPE-UPTM Tournament Highlights
GOAL
BEST 2 OUT OF 3 GAMES - Unless time is called (see Game Time Limit)
A player can win, if both chips of the same color are on spaces containing the same shape but
with one being a large version and the other a small version of that same shape.
START
The player with the lower roll of the die selects chip color and begins play. Players alternate
being the beginning player in sequential games.
BEGINNING OF TURN
END OF TURN
when player receives the flag card
when player passes the flag card to opponent
3 WAYS TO
WIN
1) See GOAL 2) Player rolls a one and creates a win with the opponent’s chips.
3) If a player does not identify the winning position BEFORE ending a turn, the opponent can
identify the win before ending a turn.
DECLARING A WIN
Player MUST declare a win while in possession of the flag card for each game. Player who
wins the best 2 out of 3 games is declared the winner by the Monitor.
NOTE: A player can declare a win on either color within a turn.
NOT A ROUND GAME
The first player to reach the goal of game wins. If the game has not ended when time is called
and the beginning player has picked up the die, both players are allowed to complete a turn.
GAME TIME LIMIT
WIN: Monitor declares win if a player wins 2 out of 3 games OR wins 1 game and the second
game is not completed.
TIE: Monitor declares tie if both players win 1 game and have not completed a third game.
EXCEPT GAME TIME LIMIT
OTHER RULES ~ SHAPE-UPTM
START SPACE
The Start Space is treated as one space. Chips can move into or through the Start Space.
ROLL OF ONE
On a roll of 1, the player must move one of their opponent’s chip one space.
MOVE-IT USE-IT
NO BACK TRACKING
3 WAYS TO
BUMP BACK
AN OPPONENT’S CHIP
TO START
If a player has moved a chip off of it’s space, that chip must be used to complete a turn.
During a turn, a player may not change the direction of a chip’s movement.
1) moving a chip onto a space occupied by the opponent’s chip - opponent’s chip MUST be
moved back to Start;
2) moving a chip onto a space containing a figure of the same shape and same size onto which an
opponent’s chip(s) is positioned - opponent’s chip(s) MAY be moved back to Start;
3) ON A ROLL OF 1, moving an opponent’s chip to a space containing a figure of the same
shape and same size onto which an opponent’s other chip is positioned - Both chips MAY be
moved back to Start.
CHALLENGING ~ SHAPE-UPTM
WHEN TO CHALLENGE
CORRECT - “C”
INCORRECT - “I”
INAPPROPRIATE - “IA”
upon receiving the flag card and before rolling the die
The Monitor moves both of the challenged player’s chips back to the Start Space and the
challenger begins a regular turn (same for challenge to a win) - Record “C” on Record Sheet
loss of turn - Record “I” on Record Sheet.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor
An Inappropriate Challenge is one that is made at the wrong time or is about a procedure
that is not a tournament rule. Such a challenge DOES NOT result in loss of turn, but is
recorded as an “IA” on the Record Sheet.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
© Copyright 1995, 1996, 1997, 1999, 2001, 2003, 2011, 2012, 2014; by Pentathlon Institute, Inc. These rule highlights are for tournament use only.
These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
STAR TRACKTM Tournament Highlights
GOAL
To win a player must reach the last pentagon space when a round has been completed. A
player does not have to exactly land on the last space and may go beyond it.
START
Monitor puts blue pawn in one hand and a red pawn in another. Ask one player to determine
what the starting color will be and ask the other player to pick a hand. Player who has
starting color receives the flag card and play begins.
BEGINNING OF TURN
END OF TURN
DECLARING A WIN
ROUND GAME
GAME TIME LIMIT
MORE THAN 5
when a player receives the flag card
when player passes the selected chain and flag card to opponent
A player may declare a win after landing on or going beyond the final pentagon space.
However, the Monitor allows a round to be completed. If both players succeed in reaching
or going beyond the last pentagon space, a TIE is declared.
YES ~ consists of the beginning and second player completing a turn
If time is called, a round is completed. The Monitor declares the WIN if one player’s pawn
is MORE than 5 spaces ahead of the other. If not, the Monitor will declare the game a TIE.
OTHER RULES ~ STAR TRACKTM
CHAIN SELECTION
1) draw TWO chains from the container;
2) select one of the chains and place the unused chain back into the container;
3) announce the number of links in the selected chain.
PAWN MOVEMENT
1) move the marker to correspond with the selected chain;
2) hand the selected chain and the flag card to the opponent;
3) opponent checks the number of links in the chain and then places it into a discard pile.
REUSE OF CHAINS
If all chains have been placed into the discard pile and neither player has won/tied, the discard
pile of chains is placed back into the container and play continues.
BUMPING
If an opponent’s marker is bumped back two spaces and this results in the marker landing on
a numbered or starred space, no further action is taken.
PASSING CHAIN
WITH FLAG CARD
A player passes the flag card with the chain to end each turn.
CHALLENGING ~ STAR TRACKTM
WHEN TO CHALLENGE
CORRECT - “C”
INCORRECT - “I”
INAPPROPRIATE - “IA”
upon receiving the flag card and before placing the opponent’s chain into the discard pile.
The challenged player’s marker is returned to its prior position and the challenger then begins
a regular turn (same for challenge to a win) - Record “C” on Record Sheet
loss of turn - Record “I” on Record Sheet.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
An Inappropriate Challenge is one that is made at the wrong time or is about a procedure that
is not a tournament rule. Such a challenge DOES NOT result in loss of turn, but is recorded
as an “IA” on the Record Sheet.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
© Copyright 1995, 1996, 1997, 1999, 2001, 2003, 2011; by Pentathlon Institute, Inc. These rule highlights are for tournament use only.
These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
NATIONAL MATHEMATICS PENTATHLON® ACADEMIC TOURNAMENT
HIGHLIGHT SHEETS for DIVISION II (Grades 2-3)
Highlights contain the most recent rule updates to the Mathematics Pentathlon® Tournament Rule Manual.
DIVISION II (Grades 2-3) Common Rules
PENTATHLETETM
CODE OF CONDUCT
A PentathleteTM is to treat adults and fellow Pentathletes with courtesy and respect and play by the
rules that they know to be true. Any infraction of this Code, including intimidation of an opponent or
other forms of disruptive and/or uncooperative behavior, will be handled by the Tournament Director.
Such infractions can result in 0 points and/or being required to leave the tournament site.
ONE MINUTE TURNS
Each Pentathlete is to complete a turn within one minute. If a player exceeds this time limit, the
Monitor issues a reminder to take the turn immediately. If the player does not do so, the player
forfeits that turn. The third violation of this rule results in a forfeiture of the game.
FLAG CARD
A player must be in possession of the flag card while taking a turn. The player does not have to
be holding the flag card when completing a turn.
SIGNING SCORE CARDS:
THE OFFICIAL RECORD
The Score Card is THE ONLY Official Record of a Pentathlete’s score. After the game is
complete, Pentathletes are to verify the information on their score card and sign their own score
card. This signature means the information/score on the card was correctly recorded by the
Monitor. Scores are also recorded on the Star and GM Record Sheet but are NOT the Official
Record.
STAYING SEATED
Pentathletes are to remain seated at their game until their score cards are checked and picked
up by a Game Leader.
DIVISION II (Grades 2-3) ~ CHALLENGING - OVERVIEW
NO CHALLENGE
START OF GAME,
PASSING OF FLAG CARD, OR TIME
ANNOUNCING A CHALLENGE
OPINIONS
2ND & 3RD
Challenges can NOT be issued on the starting rules, passing of the flag card, or
exceeding the one minute time limit. The Monitor oversees these issues.
Players must challenge at the appropriate time. Time out is granted by the Game
Monitor and the player must state the nature of the challenge before the Monitor
rules Correct, Incorrect, or Inappropriate (see 2nd & 3rd opinions). Once play has
resumed, changes of prior game rulings will NOT be considered.
2nd & 3rd Opinions: After the Game Monitor has made a ruling, either
Pentathlete “may” hold up the Opinion Card to ask for a 2nd ruling from the Game
Leader. After the Game Leader has ruled, either Pentathlete may then ask for a
3rd and FINAL OPINION from the Tournament Director.
INVOLVING MORE THAN
ONE RULE
If a challenge situation involves more than one rule, each challenged rule is treated
as a separate challenge. Each challenge is ruled on in the order announced by the
player.
CHALLENGING
A DECLARED WIN
A player may challenge a declared win without being in possession of the flag
card. In doing so, the Monitor asks the player to state the nature of the challenge.
If CORRECT, the Monitor implements the same results as a Correct Challenge.
If INCORRECT, the declared win is confirmed.
THREE “I”, “IA”,
OR COMBINATION OF
“I”S & “IA”,
IS AN AUTOMATIC LOSS
Three incorrect and/or inappropriate challenges, whether consecutive or not, result
in a forfeiture of the game. The Monitor keeps record of the challenges on the
Game Monitor Record Sheet. Once 3 have been obtained the Monitor stops the
game and declares the winner. Monitors may warn Pentathletes of this rule after
they receive their first and second “I” or “IA”.
© Copyright 2011, 2012, 2013, 2016, 2017; by Pentathlon Institute, Inc. These rule highlights are for tournament use only.
These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
FIARTM Tournament Highlights
GOAL
To win, a player must be the first to identify 4 (or more) chips of the same color (not necessarily
the player’s color) along a straight line of connected circular spaces with no chip(s) of the
opposite color intervening. In addition, the spaces on which the 4 chips are positioned must
NOT be directly connected by a line to a space occupied by an opponent’s MARKED chip
(Fire Extinguisher). The 4 chips constructing the winning path do not need to be contiguous
but the path cannot cross the central yellow area of the board. A player’s marked chips can
be used as part of a winning path.
START
Monitor puts a blue chip in one hand and red chip in another. Ask one player to determine
what the starting color will be and ask the other player to pick a hand. Player who has
starting color receives the flag card and play begins.
BEGINNING OF TURN
END OF TURN
DECLARING A WIN
NOT A ROUND GAME
EXCEPT GAME TIME LIMIT
GAME TIME LIMIT
when player receives the flag card
when player passes the flag card to opponent
A player MUST:
1) be in possession of the flag card, and
2) identify a winning path - see GOAL
NOTE: A player does NOT HAVE TO MOVE A CHIP before declaring a win.
The first player to reach the goal of game wins. If the game has not ended when time is called
and the beginning player has touched a chip, both players are allowed to complete a turn.
If time runs out before a win is declared, the Monitor announces a TIE.
OTHER RULES ~ FIAR
PHASE I
ALTERNATE PLACEMENT
PHASE II MOVEMENT
The Game Monitor is responsible to make sure each player alternates in placing all 7 chips
of their designated color before moving any chip. A win can be declared during this phase.
After each player places all 7 of their chips the movement phase begins.
LAID IS PLAYED
& MOVE-IT USE IT
Once a player places or moves a chip and releases hold of it, the chip may not be repositioned.
If a player has moved a chip off of it’s space, that chip must be moved to complete a turn.
WINNING WITH
OPPONENT’S CHIPS
A player can claim a win using their opponent’s chips when:
1) an opponent does not claim a winning path before ending a turn, or
2) the player moves a chip that results in a winning path constructed with the opponent’s chips.
CHALLENGING ~ FIAR
WHEN TO CHALLENGE
CORRECT - “C”
INCORRECT - “I”
INAPPROPRIATE - “IA”
upon receiving the flag card and before touching a chip
Challenger MAY pick up and reposition any one of the opponent’s chips onto any available
space. Game Monitor ensures that a win is not declared using this placement. The Game Monitor
also ensures that the repositioned chip can NOT be used as part of a win on the challenger’s
following turn. The challenger then begins a regular turn. - Record “C” on Record Sheet
loss of turn - Record “I” on Record Sheet.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
An Inappropriate Challenge is one that is made at the wrong time or is about a procedure that is
not a tournament rule. Such a challenge DOES NOT result in loss of turn, but is recorded as an
“IA” on the Record Sheet.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
© Copyright 1995, 1996, 1997, 1999, 2001, 2002, 2006, 2011, 2012, 2016, 2017; by Pentathlon Institute, Inc.
These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
Kwatro-SinkoTM Tournament Highlights
GOAL
START
BEGINNING OF TURN
END OF TURN
DECLARING A WIN
NOT A ROUND GAME
EXCEPT GAME TIME LIMIT
GAME TIME LIMIT
To win, all of a player’s chips must be on NON-NUMBERED circular spaces and the
player must correctly identify a winning straight-lined path of exactly 3 chips, two of
the same color and the third of the opposite color. The path of 3 chips does not need to
be contiguous but cannot cross the middle (yellow) area of the board. Also, the result
of adding the numbers on chips of like color and subtracting the number of the chip
of opposite color must total 4 or 5. Only 3 chips can be on the winning path.
Each player selects a chip without looking. The player selecting the lower value is
the beginning player and is assigned the even numbered chips. All chips are then
placed on their corresponding numbered bases and the beginning player receives the
flag card.
when player receives the flag card
when player passes the flag card to opponent
A player MUST
1) be in possession of the flag card.
2) identify a winning path - see GOAL
3) state the corresponding number sentence.
NOTE: A player does NOT HAVE TO MOVE A CHIP before declaring a win.
The first player to reach the goal of game wins. If the game has not ended when time is called
and the beginning player has touched a chip, both players are allowed to complete a turn.
If time runs out before a win is declared, the Monitor announces a TIE.
OTHER RULES ~ Kwatro-SinkoTM
MOVE-IT USE IT &
LAID IS PLAYED
If a player has moved a piece off of it’s space, that piece must be moved to complete a turn.
Once a player moves a piece and releases hold of it, the piece may not be repositioned.
CHIPS OFF THE
NUMBERS
A win can NOT be declared by a player until ALL 5 of the player’s chips are off ALL
numbered spaces.
CHALLENGING ~ Kwatro-SinkoTM
WHEN TO CHALLENGE
CORRECT - “C”
INCORRECT - “I”
INAPPROPRIATE - “IA”
upon receiving the flag card and before touching a chip
Challenger MAY pick up and reposition any one of the opponent’s chips onto any available
space. Game Monitor ensures that a win is not declared using this placement. The Game
Monitor also ensures that the repositioned chip can NOT be used as part of a win on the
challenger’s following turn. The challenger then begins a regular turn - Record “C” on
Record Sheet.
loss of turn - Record “I” on Record Sheet.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
An Inappropriate Challenge is one that is made at the wrong time or is about a procedure that
is not a tournament rule. Such a challenge DOES NOT result in loss of turn, but is recorded
as an “IA” on the Record Sheet.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
© Copyright 1995, 1996, 1997, 1999, 2001, 2002, 2011, 2012, 2016, 2017; by Pentathlon Institute, Inc.
These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
PAR 55TM Tournament Highlights
GOAL
START
BEGINNING OF TURN
To win, a player must land exactly on Space 55 without the opposing player landing
on Space 55 within the following turn. A TIE occurs if at the end of the game, neither
player wins.
Monitor puts a blue pawn in one hand and red pawn in another out of view. Ask one
player to determine what the starting color will be and ask the other player to pick a
hand. Player who has starting color receives the flag card and play begins.
when player receives the flag card
END OF TURN
when player passes the flag card to opponent
END OF GAME
1) when the last base has been covered by a block and player has completed turn; OR
2) after a player’s marker lands on 55 and opponent has completed a final turn.
DECLARING A WIN
NOT A ROUND GAME
BUT...
GAME TIME LIMIT
A player must land exactly on 55 and should announce a win before passing the
flag card. After a player lands on 55, the monitor makes sure the opponent takes an
additional turn to attempt to also land on 55. If in taking this turn, the opponent lands
on 55, a TIE is declared by the Monitor. If not, the other player is declared the winner
by the Monitor.
If either player lands on 55, the other player gets an additional turn.
If time runs out before a win is declared, the Monitor announces a TIE.
OTHER RULES ~ PAR 55TM
ANNOUNCE SCORE
&
PAWN MOVEMENT
Before moving a pawn, a player MUST: 1) ANNOUNCE the number of spaces to be moved
(score), 2) then POINT TO EACH SPACE AND COUNT ALOUD the corresponding
spaces, and 3) finally PLACE the pawn on the last space.
BUMPING
Player landing on an occupied white space MAY move the opponent’s marker back 5 spaces.
A player can NOT use the Bump Rule when the opponent’s marker is occupying a numbered
space on the track.
PIECE LAID IS PLAYED
A player can PICK UP a block, return it to the bank, and select another block. However,
once a player is no longer touching a PLACED block, it may not be moved to another base
nor returned to the bank.
CHALLENGING ~ PAR 55TM
WHEN TO CHALLENGE
CORRECT - “C”
INCORRECT - “I”
upon receiving the flag card and before touching a block
block is returned to the bank, marker is returned to prior position, and challenger begins a
turn - Record “C” on Record Sheet.
loss of turn - Record “I” on Record Sheet.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
An Inappropriate Challenge is one that is made at the wrong time or is about a procedure that
INAPPROPRIATE - “IA” is not a tournament rule. Such a challenge DOES NOT result in loss of turn, but is recorded
as an “IA” on the Record Sheet.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
© Copyright 1995, 1996, 1997, 1999, 2001, 2002, 2011, 2012, 2017; by Pentathlon Institute, Inc.
These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
RAMRODTM Tournament Highlights
GOAL
To win, a player must be the only player to completely fill or exceed the long narrow rectangle
along the player’s edge of the board at the end of a round. A TIE is declared if both players
have filled or exceeded their goal rectangle.
START
One player selects 2 rods of different lengths. The monitor puts one in each hand out of view.
The other player chooses a hand. If shorter rod is selected, the player is handed the flag card
and begins play. If not, the other player begins. Circle the starting player’s letter, A or B, on
the Record Sheet. See - Other Rules, No Copying Beginning Players First Move.
BEGINNING OF TURN
END OF TURN
DECLARING A WIN
ROUND GAME
GAME TIME LIMIT
when player receives the flag card
when player passes the flag card to opponent
A player should announce a win before passing the flag card. If the beginning player declares
a win, the Game Monitor ensures that the second player completes a turn. See goal of game
for a win/tie scenario.
YES ~ consists of the beginning and second player completing a turn
If time is called, a round is completed. If neither player has filled their goal box, a tie is
declared.
OTHER RULES ~ RAMRODTM
NO COPYING
BEGINNING PLAYER’S
FIRST MOVE
HOT ROD
A player may not copy the beginning player’s first move. This includes situations where
more than one of the same-color rods are attached to the same-sized rectangle in the purpleplaying area. In other words, the opposing player may not move the same-color rod into the
rotationally symmetric same-sized rectangle. The Monitor makes sure that the second player
does not copy the beginning player’s opening move. No challenges are made in this regard.
A player may move any rod in the purple-playing area EXCEPT the last rod moved by the
opponent. The last rod moved is considered to be “hot”.
MOVE-IT USE-IT &
LAID IS PLAYED
If a player has moved a piece off of it’s space, that piece must be moved to complete a turn.
Once a player moves a piece and releases hold of it, the piece may not be repositioned.
RECYCLING RODS
A rod in the large center rectangle may be recycled back to one of a player’s start rectangles
provided the start rectangle is of equal or greater size than the rod. More than one rod may
be recycled into the same start rectangle as long as they all fit in the rectangle.
CHALLENGING ~ RAMRODTM
WHEN TO CHALLENGE
CORRECT - “C”
INCORRECT - “I”
INAPPROPRIATE - “IA”
upon receiving the flag card and before touching a rod
Challenger may reposition the inappropriately-moved rod (or rods in a capture situation) to
any EMPTY white Sum Rectangle(s) in the purple-playing area. The challenger then begins
a turn - Record “C” on Record Sheet.
NOTE: Since the repositioned rod(s) are considered “just moved”, they can NOT be moved
by the challenger on this turn.
loss of turn - Record “I” on Record Sheet.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
An Inappropriate Challenge is one that is made at the wrong time or is about a procedure that
is not a tournament rule. Such a challenge DOES NOT result in loss of turn, but is recorded
as an “IA” on the Record Sheet.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
© Copyright 1995, 1996, 1997, 1999, 2001, 2002, 2005, 2006, 2011, 2012, 2016; by Pentathlon Institute, Inc.
These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
Sum Dominoes & DiceTM Tournament Highlights
GOAL
A player who, within the first part of a turn places the last domino from a hand onto the
gameboard, can declare a win. If the game ends and both players have dominoes remaining
in their hands, the player with the least number of combined dots is the winner provided there
is a difference of 10 or more dots between the two players. A TIE will occur if the difference
is less than 10.
START
1) Each player alternates drawing 7 dominoes from the bank and places them face up so
both players can view them.
2) Each player rolls all 3 dice.
3) The player with the lower sum is given the Sum Flag Card, records the sum, selects a
domino from the bank, places it face up in the center of the board, and begins play.
4) The first player tries to place a domino based on the sum of the lower roll. Whether or
not a domino can be placed, the dice are rolled to begin the second part of turn.
See Turn Sequence 1 and 2 below.
TURN SEQUENCE
Each player’s turn consists of two parts which allows for up to 2 dominoes to be played:
1) try to play a domino using your opponent’s last sum; and
2) roll the dice, compute and write the sum, and try to place a domino.
After completing both parts of a turn, the player draws a domino from the bank and passes
the Sum Flag Card. If player forgets, Monitor reminds Pentathletes to draw a domino.
BEGINNING OF TURN
END OF TURN
END OF GAME
when player receives the Sum Flag Card
when player passes the Sum Flag Card to opponent
THERE ARE 5 WAYS FOR SUM DOMINOES & DICE TO END:
1) a player places the last domino onto the board during the first part of a turn:
2) the bank is empty and a player places the last domino onto the board during the second
part of turn;
3) a player gives the last domino in hand to the opponent as a penalty domino;
4) all possible places to play a domino on board have been capped; OR
5) the bank is empty and both players complete a turn with neither player being able to
place a domino.
DECLARING A WIN
A player must be in possession of the Sum Flag Card and one of the following must happen;
1) within 1st part of turn, player places the last domino onto the gameboard;
2) within 2nd part of turn, player places the last domino when bank is empty;
3) player gives the last domino from hand as a penalty domino to opponent.
NOT A ROUND GAME
The first player to reach the goal of game wins. If the game has not ended when time is called
and the beginning player has placed a domino, both players are allowed to complete a turn.
GAME TIME LIMIT:
10 OR GREATER
If the game ends and both players have dominoes in their hand, the Monitor declares a win
to the player with the least number of combined dots PROVIDED the difference is 10 or
greater. A TIE occurs if the difference is LESS THAN 10.
EXCEPT GAME TIME LIMIT
OTHER RULES ~ Sum Dominoes & DiceTM
BOARD’S EDGE
PIECE LAID IS PLAYED
Dominoes may NOT be placed beyond the physical edge of the entire board.
Once a player is no longer touching a placed domino, it may not be repositioned.
© Copyright 1995, 1996, 1997, 1999, 2001, 2002, 2005, 2009, 2011, 2012, 2017; by Pentathlon Institute, Inc.
These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
Challenging ~ Sum Dominoes & DiceTM
CHALLENGE
1ST PART OF TURN
CHALLENGE
2ND PART OF TURN
CHALLENGE
FOR NONPLACEMENT
OF A DOMINO
WHEN: Challenge must be announced after a domino is released onto the gameboard
during the first part of opponent’s turn and before the opponent releases a domino
during the second part of turn, or if a domino cannot be placed, before receiving the
Sum Flag Card.
CORRECT: The placed domino is returned to the challenged player’s hand and that
player gets a penalty domino (from the bank if available or challenger selects one
from hand if bank is empty) - Record “C” on Record Sheet. The challenged player
then completes the second part of the turn.
WHEN: Challenge must be announced after receiving the Sum Flag Card and before
picking up a domino to place or if selection isn’t possible before rolling the dice.
CORRECT: The placed domino is returned to the challenged player’s hand and that
player gets a penalty domino (from the bank if available or challenger selects one
from hand if bank is empty) - Record “C” on Record Sheet.
WHEN: The appropriate timing of when to challenge for nonplacement are the same
as regular timing (see 1st part of turn, and 2nd part of turn challenge) however, the
outcome for Correct is different:
CORRECT: Challenger indicates where a domino could have been placed and the
Monitor places it in that position. The challenged player then gets a penalty domino
(from bank if available or challenger selects one from hand if bank is empty). Record
“C” on Record Sheet. NOTE: On the first part of turn challenge, the challenged
player is allowed to complete the second part of turn. - Record “C” on Record Sheet.
MONITOR REMINDS
TO DRAW A DOMINO
AFTER 2ND PART
OF TURN
If a player forgets to draw a domino after Second Part of the turn, the Monitor reminds
Pentathlete to draw a domino. THIS IS NOT CHALLENGEABLE.
ALL INCORRECT
CHALLENGES
“I”
The challenging player draws a penalty domino. If the Bank is empty, the challenged
player gives a domino (from their hand) to the challenger. - Record “I” on Record
Sheet.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the
Monitor.
ALL INAPPROPRIATE
CHALLENGES
“IA”
An Inappropriate Challenge is one that is made at the wrong time or is about a
procedure that is not a tournament rule. Such a challenge DOES NOT result in loss
of turn, but is recorded as an “IA” on the Record Sheet.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the
Monitor.
What happens if a player forgets to take the second part of a turn?
If challenged, the challenged player gets a penalty domino and the challenger uses the existing roll of the dice OR rerolls
the dice to deal with the first part of the turn.
What happens if a player forgets to draw a domino after 2nd part of the turn?
If a player forgets to draw a domino after Second Part of the turn, the Monitor reminds Pentathlete to draw a domino.
THIS IS NOT CHALLENGEABLE.
© Copyright 1995, 1996, 1997, 1999, 2001, 2002, 2005, 2009, 2011, 2012, 2104, 2017; by Pentathlon Institute, Inc.
These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
SUM DOMINOESTM
Sum Flag Card
Player A
Name:
Player B
Name:
DOWNLOAD FREE AT
π13
http://www.mathpentath.org/topdownloads/tdsheets.html#highlights
SUM DOMINOESTM
Sum Flag Card
Player A
Name:
Player B
Name:
DOWNLOAD FREE AT
π13
http://www.mathpentath.org/topdownloads/tdsheets.html#highlights
NATIONAL MATHEMATICS PENTATHLON® ACADEMIC TOURNAMENT
HIGHLIGHT SHEETS for DIVISION III (Grades 4-5)
Highlights contain the most recent rule updates to the Mathematics Pentathlon® Tournament Rule Manual.
DIVISION III (Grades 4-5) Common Rules
PENTATHLETETM
CODE OF CONDUCT
A PentathleteTM is to treat adults and fellow Pentathletes with courtesy and respect and play by the
rules that they know to be true. Any infraction of this Code, including intimidation of an opponent or
other forms of disruptive and/or uncooperative behavior, will be handled by the Tournament Director.
Such infractions can result in 0 points and/or being required to leave the tournament site.
ONE MINUTE TURNS
Each Pentathlete is to complete a turn within one minute. If a player exceeds this time limit, the
Monitor issues a reminder to take the turn immediately. If the player does not do so, the player
forfeits that turn. The third violation of this rule results in a forfeiture of the game.
FLAG CARD
A player must be in possession of the flag card while taking a turn. The player does not have to
be holding the flag card when completing a turn.
SIGNING SCORE CARDS:
THE OFFICIAL RECORD
The Score Card is THE ONLY Official Record of a Pentathlete’s score. After the game is
complete, Pentathletes are to verify the information on their score card and sign their own score
card. This signature means the information/score on the card was correctly recorded by the
Monitor. Scores are also recorded on the Star and GM Record Sheet but are NOT the Official
Record.
STAYING SEATED
Pentathletes are to remain seated at their game until their score cards are checked and picked up
by a Game Leader.
DIVISION III (Grades 4-5) ~ CHALLENGING - OVERVIEW
NO CHALLENGE
START OF GAME,
PASSING OF FLAG CARD, OR TIME
ANNOUNCING A CHALLENGE
Challenges can NOT be issued on the starting rules, passing of the flag card, or exceeding
the one minute time limit. The Monitor oversees these issues.
Players must challenge at the appropriate time. Time out is granted by the Game Monitor
and the player must state the nature of the challenge before the Monitor rules Correct,
Incorrect, or Inappropriate (see 2nd & 3rd opinions). Once play has resumed, changes of
prior game rulings will NOT be considered.
2ND & 3RD
2nd & 3rd Opinions: After the Game Monitor has made a ruling, either Pentathlete
“may” hold up the Opinion Card to ask for a 2nd ruling from the Game Leader. After the
Game Leader has ruled, either Pentathlete may then ask for a 3rd and FINAL OPINION
from the Tournament Director.
INVOLVING MORE THAN
ONE RULE
If a challenge situation involves more than one rule, each challenged rule is treated as a
separate challenge. Each challenge is ruled on in the order announced by the player.
OPINIONS
CHALLENGING
A DECLARED WIN
THREE “I”, “IA”,
OR COMBINATION OF
“I”S & “IA”,
IS AN AUTOMATIC LOSS
A player may challenge a declared win without being in possession of the flag card. In
doing so, the Monitor asks the player to state the nature of the challenge. If CORRECT,
a win is granted to the challenger. If INCORRECT, the declared win is confirmed. This
applies to declaring a win with regard to the intended goal of the game.
EXAMPLE: JuggleTM - Player declares a win based on completely covering the board
and is challenged because two or more of like colored pentominoes are touching. The
challenger would be declared the winner since the goal of the game is to completely cover
the board without like colored pieces touching.
NON EXAMPLE: Contig 60TM - If a player places a fifth chip based on an incorrect number
sentence, declares a win and is challenged, the Monitor would allow play to continue after
the player receives the appropriate penalty for an incorrect number sentence.
Three incorrect and/or inappropriate challenges, whether consecutive or not, result in a
forfeiture of the game. The Monitor keeps record of the challenges on the Game Monitor
Record Sheet. Once 3 have been obtained, the Monitor stops the game and declares the
winner. Monitors may warn Pentathletes of this rule after they receive their first and second
“I” or “IA”.
© Copyright 2011, 2013, 2016, 2017; by Pentathlon Institute, Inc. These rule highlights are for tournament use only.
These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
JUGGLETM Tournament Highlights
GOAL
To win a player must completely cover board with polyominoes so that pieces of the same
color do not touch a common edge or vertex, and pieces do not overlap.
START
All pieces are sorted by color and shape. Each player tosses one die. The player with the
lower toss begins.
BEGINNING OF TURN
END OF TURN
DECLARING A WIN
ROUND GAME
GAME TIME LIMIT
MONITOR DECLARES
3 OR GREATER
when player receives the flag card
when player passes the flag card to opponent
If beginning player declares a win, the MONITOR MAKES SURE the second player
completes a turn. A player must announce a win while in possession of the flag card.
YES ~ consists of the beginning and second player completing a turn
After a ROUND has been completed, the Game Monitor counts the empty spaces on each
board.
WIN: If the difference is 3 or greater, the player with the least number of spaces is declared
the winner.
TIE: If the difference of empty spaces is 2 or less a tie is declared.
OTHER RULES ~ JUGGLETM
2 METHODS TO SELECT
POLYOMINOES
1) EXACT VALUE: up to 2 pieces may be selected
2) CALCULATED VALUE: only 1 piece may be selected - corresponding number sentence
MUST be stated BEFORE selecting a piece.
6 IS WILD
1) EXACT VALUE: Any piece in bank may be selected. If desired piece is NOT in bank, it
may be requested from the opponent’s board and opponent hands the piece to player.
2) CALCULATED VALUE: Player may calculate a 6, but piece MUST come from the bank.
SELECTED PIECE
MUST BE PLACED
OR RETURNED
Once a piece is PICKED UP from the bank or selected from opponent’s board it MUST be
used. If the piece cannot be used it is returned to bank or opponent’s board. No other piece
may be selected for that part of turn.
PIECE LAID IS PLAYED
REMOVING PIECES
Once a player is no longer touching a placed piece, it can not be repositioned.
Players may remove one or more pieces from their board at the beginning of turn and before
rolling the dice.
CHALLENGING ~ JUGGLETM
WHEN TO CHALLENGE
CORRECT - “C”
RECORD A “C” ON
THE CHALLENGE SHEET
INCORRECT - “I”
INAPPROPRIATE - “IA”
upon receiving the flag card and before rolling the dice
NOTE: Only placement may be challenged during subsequent turns.
SELECTION: Challenged player removes inappropriately selected piece(s), returns them to the bank
or opponent’s board, and challenger begin a turn .
PLACEMENT: Challenged player removes indicated (touching) pieces and challenger begins a turn.
OTHER: Game is restored to prior state and challenger begins a turn.
loss of turn - Record “I” on Record Sheet.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
An Inappropriate Challenge is one that is made at the wrong time or is about a procedure that is not
a tournament rule. Such a challenge DOES NOT result in loss of turn, but is recorded as an “IA” on
the Record Sheet.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
© Copyright 1995, 1996, 1997, 1999, 2001,2005, 2011,2013, 2017; by Pentathlon Institute, Inc. These rule highlights are for tournament use only.
These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
CONTIG 60TM Tournament Highlights
GOAL
WIN BASED ON 5 IN A ROW: identify 5 chips of the player’s color in a contiguous line
2 WAYS TO WIN BASED ON RUNNING SCORE IF NEITHER PLAYER GETS 5 IN A ROW:
a) Depletion of Chips - when a player at the beginning of turn has no chips and a lower Running
Score provided the difference between the two scores is 3 or greater
b) Scoring 0 or Less - arrive at a score of 0 or less within a turn provided the difference between the
scores is 3 or greater
START
Players each toss one of the die. The player with the lower toss receives Scoring Flag Card and begins.
BEGINNING OF TURN
when player receives the Scoring Flag Card
END OF TURN
when player passes the Scoring Flag Card to opponent
END OF GAME
when a player declares a win or receives the flag card and has no chips to play or acquires a score of zero
or less
DECLARING A WIN
NOT A ROUND GAME EXCEPT
GAME TIME LIMIT
GAME TIME LIMIT
MONITOR DECLARES
A player must announce a win while in possession of the Scoring Flag Card.
The first player to reach a goal of the game wins. If the game has not ended when time is called and the
beginning player has placed a chip, both players are allowed to complete a turn.
WIN: The player with the lower score is declared the winner if difference is 3 or greater.
TIE: If the difference between the two scores is equal to or less than 2, a tie is declared.
OTHER RULES ~ CONTIG 60TM
DICE VALUES
ARE RECORDED
After rolling the dice, a player records the 3 values on the Scoring Flag Card. This allows players to pass the dice as a
courtesy to their opponents.
ANNOUNCING
NUMBER SENTENCE USING
ORDER OF OPERATIONS
Before ending a turn the player MUST ANNOUNCE the number sentence that corresponds with chip placement.
Players MUST USE the Order of Operations when announcing the number sentence. Multiplication and Division
preceed Addition and Subtraction, e.g. if a player announced 3 plus 5 times 4 the result would be 23. For the same roll
if a player wanted to cover 32, the player would need to announce 3 plus 5 equals/is 8 and 8 times 4 equals/is 32.
RECORDING & ANNOUNCING
RUNNING SCORE
If the Running Score has changed on the Scoring Flag Card, a player MUST announce the new total before ending the
turn.
PIECE LAID IS PLAYED
CAPTURING A PASS
5 STEPS
CAN NOT CLAIM A WIN ON
OPPONENT’S MARKERS
Once a player is no longer touching a placed chip, it may not be moved to another space.
If an opponent passes the Scoring Flag Card without placing a chip, a player can capture the pass and:
1) before rolling the dice, announce “CAPTURE” or “Challenge”
2) record the 3 values of the dice; 3) announce the correct number sentence; AND
4) place the chip (NOTE: 2-4 can be done in any order)
5) twice the original score is subtracted, and the player begins a regular turn.
A player can only claim a 5 in a row win using the player’s own color of chips.
CHALLENGING ~ CONTIG 60TM
WHEN TO CHALLENGE
CORRECT - “C”
RECORD A “C” ON
THE CHALLENGE SHEET
REGULAR CHALLENGE: upon receiving the Scoring Flag Card and before rolling the dice
CAPTURED PASS CHALLENGE: before challenged player completes a regular turn. Note: Challenger is not
in possession of Scoring Flag Card.
RECORDING, ANNOUNCING, PLACING, & SCORING
1) game is restored to prior state, including score if changed;
2) challenger subtracts 2 points from running score; and
3) challenger begins a turn ~ challenger may use roll of opponent or toss for new roll
CAPTURED PASS;
Same as above and challenger begins a turn.
OTHER:
Game is restored to prior state and challenger begins a turn (e.g.: piece laid is played).
INCORRECT - “I”
INAPPROPRIATE - “IA”
loss of turn - Record “I” on Record Sheet.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
An Inappropriate Challenge is one that is made at the wrong time or is about a procedure that is not a tournament
rule. Such a challenge DOES NOT result in loss of turn, but is recorded as an “IA” on the Record Sheet.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
© Copyright 1995, 1996, 1997, 1999, 2002, 2008, 2011, 2013, 2014, 2016; by Pentathlon Institute, Inc. These rule highlights are for tournament use only.
These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
CONTIG 60TM
CONTIG 60TM
Scoring Flag Card
Scoring Flag Card
Player A
Player A
Name:
Dice Values
Player B
Name:
Name:
Running Score
60
Dice Values
Running Score
60
DOWNLOAD FREE AT
π13
http://www.mathpentath.org/topdownloads/tdsheets.html#highlights
Dice Values
Player B
Name:
Running Score
60
Dice Values
Running Score
60
DOWNLOAD FREE AT
π13
http://www.mathpentath.org/topdownloads/tdsheets.html#highlights
STARS & BARSTM Tournament Highlights
GOAL
3 WAYS TO WIN
START
BEGINNING OF TURN
A Player MUST
1) be over 200 points at the end of a round and at least 15 points ahead;
2) be over 50 points ahead of opponent at end of a round (Monitor declares this win);
OR
3) at least 15 point ahead of opponent when time is called and a round has been completed.
(Game Monitor declares this win)
Monitor shuffles the deck and places it face down beside the gameboard. The beginning
player is determined by the first to draw a card with stars. Players alternate drawing 1 card
from the deck until 4 cards are placed face up onto the Central Playing Area of the gameboard.
Players continue to alternate drawing cards until each player has a total of 4 cards placed face
up on the player’s side of the board. These cards are referred to as the player’s hand.
when player receives the Scoring Flag Card
END OF TURN
when player passes the Scoring Flag Card to opponent
END OF GAME
when BOTH players have no more cards to place onto the board, OR when at the end of a
round a player is over 200 points or is ahead by over 50 points of opponent.
DECLARING A WIN
ROUND GAME
GAME TIME LIMIT
MONITOR DECLARES
15 OR GREATER
Either a player or the Game Monitor may declare the win after a round is completed.
YES ~ consists of the beginning and second player completing a turn
After a round has been completed the Game Monitor:
WIN: declares the win to the player who is 15 or greater points ahead of opponent.
TIE: declares a tie if the difference between the scores is less than 15 points.
CHALLENGING ~ STARS & BARSTM
WHEN TO CHALLENGE
CORRECT - “C”
INCORRECT - “I”
INAPPROPRIATE - “IA”
upon receiving the Score Flag Card and before touching a card in your hand
Challenged player subtracts points to return to prior score AND card placed onto gameboard
is put in a discard pile - Record “C” on Record Sheet.
loss of turn - Record “I” on Record Sheet.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
An Inappropriate Challenge is one that is made at the wrong time or is about a procedure that
is not a tournament rule. Such a challenge DOES NOT result in loss of turn, but is recorded
as an “IA” on the Record Sheet.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
© Copyright 1995, 1996, 1997, 1999, 2001, 2006, 2011, 2013, 2017; by Pentathlon Institute, Inc. These rule highlights are for tournament use only.
These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
OTHER RULES ~ STARS & BARSTM
RECORDING POINTS ON
SCORING FLAG CARD Points scored during a turn are added to the player’s Running Score on the Scoring Flag Card.
ANNOUNCING POINTS
Players MUST ANNOUNCE total points gained during a turn AND their accumulated total
number of points (Running Score) before ending a turn.
MONITOR REMINDS TO
DRAW A CARD
Each player must have 4 cards to have a complete hand. Monitor reminds Pentathlete to
draw a card at end of turn if player forgets to so. THIS IS NOT CHALLENGEABLE
CARD LAID IS PLAYED
Once a player is no longer touching a placed card, it can not be changed or repositioned.
CARD PLACEMENT
4 CARD STACKS
STACKS OF LESS
THAN 4 CARDS
ARE NOT TO BE
TURNED OVER
At the beginning of a turn a player is allowed to pick up the last placed card to view the card
below it.
1) A player may ask Monitor to report the number of cards in any stack.
2) If a stack is turned over or removed, the Monitor makes sure there are at least 4 cards in
the stack. This type of error by a player may not be challenged.
3) On any turn the player creating a 4-card stack is responsible for turning it over and/or
removing it (during this turn, there is NO SCORE for the person who created the 4-card
stack). However, on a subsequent turn, either player may score points at the beginning
of turn for turning over or removing a 4-card stack.
* NOT TURNING OVER/REMOVING 4 CARD STACK - A player can NOT challenge
an opponent for NOT removing or turning over a 4 card stack. If such a challenge
occurs, the challenger would receive an “IA” (inappropriate challenge).
SCORING POINTS
At the beginning of a turn and before touching a card, if there is a 4 (or more) card stack on
the board a player can score:
CENTRAL PLAYING AREA
2 points for turning over a 4 (or more) card stack(s)
4 points for removing the four 4-card stacks that are turned over in the Central
Playing Area
6 points for turning over the 4 (or more) cards in the fourth stack and removing the
4 stacks
OUTER PLAYING AREA
2 points for removing a 4 (or more) card stack
REMOVED STACKS
Stacks of cards that are removed from the board go into a discard pile and are no longer used.
CHECKING STACKS
Game Monitor ALWAYS checks a turned over or removed stack. If there are less than 4
cards in the stack the stack is restored to the gameboard. This is NOT challengeable.
FOR TURNING OVER OR
REMOVING 4 (OR MORE)
CARD STACKS
NO CARDS PLACED ON
TURNED-OVER STACK
DEPLETED DECK
No cards can be placed onto a stack of cards that has been turned over.
When the deck is depleted, players continue to place cards from their hand onto the board
until the last card has been placed.
© Copyright 1995, 1996, 1997, 1999, 2001, 2006, 2011, 2013; by Pentathlon Institute, Inc. These rule highlights are for tournament use only.
These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
STARS & BARSTM
STARS & BARSTM
Scoring Flag Card
Scoring Flag Card
Player A
Player A
Name:
Running Score
Player B
Name:
Running Score
DOWNLOAD FREE AT
π13
http://www.mathpentath.org/topdownloads/tdsheets.html#highlights
Name:
Running Score
Player B
Name:
Running Score
DOWNLOAD FREE AT
π13
http://www.mathpentath.org/topdownloads/tdsheets.html#highlights
FAB-A-DIFFYTM Tournament Highlights
GOAL
REMOVE
BEST 2 OUT OF 3 GAMES - to acquire the greater number of 3-strip tricks for each game.
2 WAYS TO WIN - Win 2 out of 3 games, OR win 1 game and tie 2 games.
Zero-twelfths & zero-sixths strips have been eliminated to make this a more challenging game.
START
Both players draw a strip from the deck. Lower value begins. Strips are inserted back into the DECK, then the
starting player puts 3 strips in center rectangles and one in the SHOW BOX. Players alternate being the beginning
player in sequential games.
BEGINNING OF TURN
when player receives the flag card
NOTE: For a CAPTURE, a player’s regular turn begins when the player draws a strip from the Deck and places
it onto the Show Box.
END OF TURN
END OF EACH GAME
DECLARING A WIN
when player passes the flag card to opponent
when a player is unable to place a strip into the SHOW BOX at the beginning of a turn
Monitor declares a win or tie after each game and the overall win/tie.
NOT A ROUND GAME EXCEPT The first player to reach the goal of game wins. If the game has not ended when time is called and the
GAME TIME LIMIT
beginning player has placed a strip in the SHOW BOX, both players are allowed to complete a turn.
GAME TIME LIMIT
MONITOR DECLARES
If a game has not been completed, the player in possession of the most tricks wins the game
WIN: Monitor declares win if a player wins 2 out of 3 games OR wins 1 and ties 2.
TIE: If each player has won 1 game and tied 1 game OR tied all 3 games, the Monitor declares a tie.
OTHER RULES ~ FAB-A-DIFFYTM
NO PAPER OR PENCIL
No paper/pencil may be used for calculation purposes.
TOUCH & ANNOUNCE
BEFORE PICKING UP
Player MUST do this in the following order:
1) announce the arithmetic sentence EITHER after the 2 strips are touched OR while the 2 strips are being
touched.
2) pick up the 3 strips that form the trick and place them off the gameboard near the player.
EQUIVALENT FRACTIONS
Equivalent expressions for the fractions strips may be used, but are limited to the partitions of the fractions strips
used in the game. For example, the 2/6 strip could also be referred to as 1/3 or 4/12.
TOUCH-TAKE
Once a strip on the gameboard has been touched it must be used to form a trick. If touched strip can not be used,
the player moves the strip from the SHOW BOX to one of the empty rectangles.
ALWAYS 3 STRIPS FACE UP
If a player has less than 3 strips face up after receiving the flag card the Monitor makes sure the player replenishes
the number from the deck to 3, then places a strip in the SHOW BOX to begin a turn.
This is NOT CHALLENGEABLE.
CAPTURE
Within 10 seconds after receiving the flag card and before touching a strip to be placed in the Show Box a player
may announce “Capture” or “Challenge” and capture a trick the opponent did not take. Player must then, touch
the 2 strips which equal the strip in Show Box AND announce the arithmetic sentence BEFORE picking up the 3
strips. Player may then take a regular turn.
CHALLENGING ~ FAB-A-DIFFYTM
WHEN TO CHALLENGE
CORRECT - “C”
INCORRECT - “I”
INAPPROPRIATE - “IA”
upon receiving the flag card and before touching a fraction strip. Exception: CAPTURE CHALLENGE - must be
stated before challenged player completes a regular turn.
For correct challenges record a “C” on the Record Sheet:
REGULAR CHALLENGE: 3 strips forming trick are awarded to challenger and challenger begins a regular turn.
NOTE: Challenger does NOT have to state correct number sentence when challenging an incorrect sentence
CHALLENGING A CAPTURE: challenger gets trick and challenger begins a regular turn
CHALLENGE NOT INVOLVING A TRICK: challenger receives an additional turn (example: Not moving the
fraction strip from the SHOW BOX at the end of a turn)
loss of turn. Record “I” on Record Sheet.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
An Inappropriate Challenge is one that is made at the wrong time or is about a procedure that is not a tournament rule.
Such a challenge DOES NOT result in loss of turn, but is recorded as an “IA” on the Record Sheet.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
© Copyright 1995, 1996, 1997, 1999, 2001, 2006, 2007, 2008, 2011, 2013; by Pentathlon Institute, Inc. These rule highlights are for tournament use only.
These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
QUEENS & GUARDSTM Tournament Highlights
GOAL
Player must be the first to position the Queen on the center hexagon and have it completely surrounded by
the player’s 6 guards. A TIE occurs when both players agree that a player can not move without violating
one of the game rules or when all 6 guards are around the center space without the Queen in the middle.
START
Monitor puts a chip of one color in one hand and chip of different color in another. Ask one player to
determine what the starting color will be and ask the other player to pick a hand. Player who has starting
color receives the flag card and play begins.
BEGINNING OF TURN
END OF TURN
when player receives the flag card
when player passes the flag card to opponent
DECLARING A WIN
A player should announce a win. If player does not announce the win, the Monitor stops the game and
declares the win to the player who constructed the win.
NOT A ROUND GAME
The first player to reach the goal of game wins. If the game has not ended when time is called and the
beginning player has moved a piece, both players are allowed to complete a turn.
EXCEPT GAME TIME LIMIT
GAME TIME LIMIT
MONITOR DECLARES
If neither player has won, a tie is declared by the Monitor.
OTHER RULES ~ QUEENS & GUARDSTM
MOVE-IT USE-IT &
LAID IS PLAYED
QUEEN’S CROWN &THRONE
If a player has moved a piece off of it’s space, that piece must be moved to complete a turn. Once a player moves
a piece and releases hold of it, the piece may not be repositioned.
Only the Queen may occupy the Starting Position and the center Queen’s Throne.
TRAPS &
MULTIPLE TRAPS
GUARDS - move back one space
Note: If a trapped guard is blocked and can not be moved, a player may move another piece.
QUEEN - moves back to her Start Position
MULTIPLE TRAPS - If a Queen and Guard are trapped simultaneously, the Queen must be moved back first
to her Start Position. If more than one Guard is trapped, the trapped player may choose which Guard to move
back first.
MOVING INTO A TRAP
OR BACKWARDS
If a player moves either a Queen OR Guard into a trap or away form the center, the opponent may pick up the
trapped piece and place it onto a space along the outermost band. The opponent then completes a regular turn.
2 WAYS TO
ANNOUNCE TRAP
WHILE IN POSSESSION
OF THE FLAG CARD
a) After forming the trap and before passing the flag card to end the turn
In this case, the player passes the flag card to the opponent and the trapped piece is moved out of trap by
the opponent for the turn.
b) At the beginning of a turn and before touching a piece (not at the time of the trap’s construction)
In this instance, the opponent returns the last piece moved to its prior position while not in possession of
the flag card, and the player holding the flag card completes a turn. On the subsequent turn, the opponent
MUST use the turn to move back the trapped piece (if still trapped or not blocked).
Note 1: While being in trap a player can NOT create OR announce “Trap” to the opponent unless blocked OR
moving out of a trap.
Note 2: Once a player has announced “Trap,” the trapped player must move back the trapped piece according to
game rules. This can not be challenged. The Game Monitor makes sure this is carried out.
STATING TRAP AT THE
WRONG TIME
If a player says trap when not in possession of the flag card, the opponent must move trapped piece out of trap and
then gets to take a regular turn. Or if the opponent moves the trapped piece incorrectly, then the opponent must
move the trapped piece back to it’s prior position, then move the trapped piece out of the trap which ends the turn.
STATING “TRAP”
If a player states “challenge” rather than trap ask the player to state the nature of the challenge, remind them that
RATHER THAN “CHALLENGE” “Trap” is the more appropriate term, DO NOT issue penalty or make any record of Challenge on Record Sheet.
CHALLENGING ~ QUEENS & GUARDSTM
WHEN TO CHALLENGE
CORRECT - “C”
INCORRECT - “I”
INAPPROPRIATE - “IA”
upon receiving the flag card and before touching a piece
Monitor restores board to prior state and challenger begins a turn - Record “C” on Challenge Sheet
loss of turn - Record “I” on Record Sheet.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
An Inappropriate Challenge is one that is made at the wrong time or is about a procedure that is not a tournament
rule. Such a challenge DOES NOT result in loss of turn, but is recorded as an “IA” on the Record Sheet.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
© Copyright 1995, 1996, 1997, 1999, 2001, 2006, 2008, 2010, 2011, 2013, 2014, 2016; by Pentathlon Institute, Inc. These rule highlights are for tournament use only.
These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
NATIONAL MATHEMATICS PENTATHLON® ACADEMIC TOURNAMENT
HIGHLIGHT SHEETS for DIVISION IV (Grades 6-7)
Highlights contain the most recent rule updates to the Mathematics Pentathlon® Tournament Rule Manual.
DIVISION IV (Grades 6-7) Common Rules
PENTATHLETETM
A PentathleteTM is to treat adults and fellow Pentathletes with courtesy and respect and play by the rules
that they know to be true. Any infraction of this Code, including intimidation of an opponent or other
forms of disruptive and/or uncooperative behavior, will be handled by the Tournament Director. Such
infractions can result in 0 points and/or being required to leave the tournament site.
ONE MINUTE TURNS
Each Pentathlete is to complete a turn within one minute. If a player exceeds this time limit, the
Monitor issues a reminder to take the turn immediately. If the player does not do so, the player forfeits
that turn. The third violation of this rule results in a forfeiture of the game.
FLAG CARD
A player must be in possession of the flag card while taking a turn. The player does not have to be
holding the flag card when completing a turn.
SIGNING SCORE CARDS:
THE OFFICIAL RECORD
The Score Card is THE ONLY Official Record of a Pentathlete’s score. After the game is complete,
Pentathletes are to verify the information on their score card and sign their own score card. This
signature means the information/score on the card was correctly recorded by the Monitor. Scores are
also recorded on the Star and GM Record Sheet but are NOT the Official Record.
STAYING SEATED
Pentathletes are to remain seated at their game until their score cards are checked and picked up by a
Game Leader.
SCRATCH PAPER
Scratch paper is provided for ALL games
CODE OF CONDUCT
DIVISION IV (Grades 6-7) ~ CHALLENGING - OVERVIEW
NO CHALLENGE
START OF GAME,
PASSING OF FLAG CARD, OR TIME
ANNOUNCING A CHALLENGE
Challenges can NOT be issued on the starting rules, passing of the flag card, or exceeding
the one minute time limit. The Monitor oversees these issues.
Players must challenge at the appropriate time. Time out is granted by the Game Monitor
and the player must state the nature of the challenge before the Monitor rules Correct,
Incorrect, or Inappropriate (see 2nd & 3rd opinions). Once play has resumed, changes
of prior game rulings will NOT be considered.
2ND & 3RD
2nd & 3rd Opinions: After the Game Monitor has made a ruling, either Pentathlete
“may” hold up the Opinion Card to ask for a 2nd ruling from the Game Leader. After the
Game Leader has ruled, either Pentathlete may then ask for a 3rd and FINAL OPINION
from the Tournament Director.
INVOLVING MORE THAN
ONE RULE
If a challenge situation involves more than one rule, each challenged rule is treated as
a separate challenge. Each challenge is ruled on in the order announced by the player.
OPINIONS
CHALLENGING
A DECLARED WIN
THREE “I”, “IA”,
OR COMBINATION OF
“I”S & “IA”,
IS AN AUTOMATIC LOSS
A player may challenge a declared win without being in possession of the flag card.
In doing so, the Monitor asks the player to state the nature of the challenge. If
CORRECT, a win is grated to the challenger. If INCORRECT, the declared win is
confirmed. This applies to declaring a win with regard to the intended goal of the game.
EXAMPLE: Prime Gold - Player declares a win based on 3 veins of Prime Gold and is
challenged by the opponent, the opponent would be declared the winner.
IN CONTRAST: If a player places a chip to construct the fourth vein based on an
incorrect number sentence that results in what looks to be a winning situation, declares
a win and is challenged, the official would allow play to continue after ruling a correct
challenge to an incorrect number sentence and assessing penalty.
Three incorrect and/or inappropriate challenges, whether consecutive or not, result in a
forfeiture of the game. The Monitor keeps record of the challenges on the Game Monitor
Record Sheet. Once three have been obtained the Monitor stops the game and declares
the winner. Monitors may warn Pentathletes of this rule after they receive their first and
second “I” or “IA”.
© Copyright 2011, 2013, 2016, 2017; by Pentathlon Institute, Inc. These rule highlights are for tournament use only.
These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
FRAC FACTTM Tournament Highlights
GOAL
REMOVE
START
BEGINNING OF TURN
END OF TURN
To acquire the greater number of 3-strip tricks for each game in a 3 game series.
2 WAYS TO WIN - Win 2 out of 3 games, OR win 1 game and tie 2 games.
One copy of zero strips & whole strips (10 strips) are removed to make this a more challenging game.
Both players draw a strip from top of Draw Pile. Lower value begins. Strips are inserted back into the Draw Pile, then the
starting player places the top two strips in the Red Result Rectangles outlined in red, then deals out 5 strips to each player which
are placed face up on the player’s rectangles outlined in blue, places the stack back on the Draw Pile, and the starting player
begins a turn. Players alternate being the beginning player in sequential games.
when player receives the flag card
NOTE: For a CAPTURE, a player’s regular turn begins after a player replenishes the 3 strips.
when player passes the flag card to opponent
DECLARING A WIN
The Monitor declares a win or tie for each game by subtracting the number of strips in the Discard Pile from the strips acquired
in the Scoring Pile. The player with the greater difference wins. If both players have the same difference, a TIE is declared. The
Monitor also awards the overall win/tie.
END OF EACH GAME
when the Center Red Result Rectangles are empty OR when the Draw Pile is empty and neither player can form a trick with the
strips in the Center Red Result Rectangles.
NOT A ROUND GAME
If the game has not ended when time is called and the beginning player has touched a strip to form trick, both
players are allowed to complete a turn.
EXCEPT GAME TIME LIMIT
GAME TIME LIMIT
MONITOR DECLARES
Note: If a game has not been completed, the player with the greater difference is declared the winner for that game.
WIN: Monitor declares win if a player wins 2 out of three games OR wins 1 and ties 2.
TIE: If each player has won 1 game and tied 1 game OR tied all 3 games, the Monitor declares a tie.
OTHER RULES ~ FRAC FACTTM
PAPER/PENCIL LIMITED USE
Paper and pencil may ONLY be used for the operations of MULTIPLICATION and DIVISION.
MAKING A TRICK
TOUCH AND ANNOUNCE
BEFORE PICKING UP
Player MUST do this in the following order:
1) announce the arithmetic sentence EITHER after the 3 strips are touched OR while the 3 strips are being touched.
2) pick up the 3 strips and place them into a Scoring Pile to the RIGHT of the player.
3) draws 3 strips from top of Draw Pile and chooses 2 strips to replenish hand and the 3rd strip onto the open Red Result
Rectangle.
EQUIVALENT FRACTIONS
CAN BE STATED
Equivalent expressions for the fractions strips may be used, but are limited to the partitions of the fractions strips used in the game. For
example, the 2/6 strip could also be referred to as 1/3 or 4/12.
TOUCH-TAKE
DISCARDING &
REPLENISHING OPTION
Once one of the player’s 5 strips has been touched, it must be used to form a trick.
In the first 30 seconds of a turn a player has the option to discard and replenish from 1 to all 5 of the player’s strips. These strips are
placed in a Discard Pile to the left of the player.
PASSING A TURN
When unable to form a trick, a player may pass the flag card to the opponent and end the turn.
FORCED DISCARD
Should an opponent pass a turn (see above) without using the Discarding and Replenishing Option, a player may issue a Forced Discard
by passing the flag card back to the opponent. This forces the opponent to replenish and discard at least one strip. The opponent may
then proceed to take a turn and attempt to make a trick. A player can not issue a forced discard after a player has discarded. NOTE: If
a player can form a trick, but instead issues a force discard, the opponent can capture.
CAPTURE
Within 10 seconds after receiving the flag card and before touching a strip a player may announce “Capture” or “Challenge” and capture
a trick that was not detected by the opposing player. After using the Touch & Announce rule and capturing the trick, the player draws
3 bars ( and chooses 2 to replenish the opponent’s hand and one for the center of the board). The player then begins a regular turn..
CHALLENGING ~ FRAC FACTTM
WHEN TO CHALLENGE
CORRECT - “C”
INCORRECT - “I”
INAPPROPRIATE - “IA”
upon receiving the flag card and before touching a fraction strip
CAPTURE: BEFORE the challenged player replenishes the 3 strips to begin the regular part of the turn.
The 3 strips forming the trick are awarded to challenger and the challenger begins a regular turn. NOTE: When challenging
an arithmetic sentence, the challenger does not have to state the correct sentence. Record “C” on Challenge Sheet
CHALLENGING A CAPTURE: challenger gets trick and challenger begins a regular turn
CHALLENGE TOUCH-TAKE: challenger receives an additional turn
CHALLENGE for NOT REPLENISHING 3 strips: challenger replenishes 3 strips.
The challenger forfeits a turn. Record “I” on Record Sheet.
CHALLENGING A CAPTURE: The challenged player gets an additional turn after completing a regular turn.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
An Inappropriate Challenge is one that is made at the wrong time or is about a procedure that is not a tournament rule. Such a
challenge DOES NOT result in loss of turn, but is recorded as an “IA” on the Record Sheet.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
© Copyright 1995, 1996, 1997, 1999, 2004, 2007, 2008, 2011, 2013, 2015; by Pentathlon Institute, Inc. These rule highlights are for tournament use only.
These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
Pent ‘Em InTM Tournament Highlights
GOAL
1) A player can win when all of the OPPONENT’S 5 pentominoes are entrapped.
2) During PLACEMENT: A player wins when the opponent can NOT place 5 pentominoes onto gameboard.
3) During MOVEMENT: A player wins for correctly challenging the opponent for moving the same pentomino
three consecutive times, even if interspersed with chip movement.
NOTE: Game Monitor can award a win to a player when the opponent can not make a legal move.
START
Monitor puts a chip of one color in one hand and chip of different color in another. Ask one player to determine
what the starting color will be and ask the other player to pick a hand. Player who has starting color receives
the flag card and play begins.
BEGINNING OF TURN
when player receives the Movement Record Flag Card
END OF TURN
when player passes the Movement Record Flag Card to opponent
DECLARING A WIN
A player must announce a win while in possession of the flag card.
NOT A ROUND GAME
EXCEPT GAME TIME LIMIT
GAME TIME LIMIT
MONITOR DECLARES
The first player to reach the goal of game wins. If the game has not ended when time is called and the beginning
player has touched a piece, both players are allowed to complete a turn.
If time is called and neither player has won, the Game Monitor declares a TIE.
OTHER RULES ~ Pent ‘Em InTM
PHASE I:
INITIAL PLACEMENT
PHASE II:
MOVEMENT OF
PENTOMINOES & CHIPS
TRACKING MOVEMENT
LAID IS PLAYED
& MOVE IT-USE IT
BOOTS & HATS
NO 3 CONSECUTIVE MOVES
OF THE SAME PENTOMINO
NO CONSECUTIVE CHIP
MOVEMENTS ALLOWED
The Game Monitor assures that each player has placed exactly 5 pentominoes onto the gameboard. No sixth
pentomino is allowed to be placed. No pentomino may be placed over the squares with sherrif stars on the
gameboard. Also, a pentomino may NOT be placed so that it shares a common edge with the opponent’s pentomino.
(If a player PICKS UP a piece and cannot place it, another piece may be selected. If a player has already PLACED
a piece, it CANNOT be changed. If a player cannot place a pentomino, the player forfeits the game.)
PENTOMINOES: Pentominoes may now be moved so that they share a common edge with the opponent’s
pentominoes. A pentomino may be slid, flipped, OR rotated, but no combinations of these movements can be
made within a turn. Pentomino pieces may be flipped or rotated over chips, Sheriff Stars, or parts of another
pentomino. They may NOT be slid over spaces occupied by chips or pentominoes or over the gameboard’s Sheriff
Stars.
CHIPS: After the Placement Phase, chips may be moved. A chip may NOT be slid through or placed on the
Sheriff Stars.
Pentathletes use the Movement Record Flag Card to keep track of the movement of each player’s pieces.
Once a player places or moves a piece and releases hold of it, the piece may not be repositioned. If a player has
moved a piece off of it’s space, that piece must be moved to complete a turn.
Playing pieces may be moved into or through unoccupied boot and hat spaces.
A player may NOT move the same pentomino 3 consecutive times, even if interspersed with a chip movement.
NOTE: Being challenged results in loss of game.
A player may NOT make 2 consecutive chip movements. If a chip has been moved during one turn, the player
must move a pentomino in the next move. Note: If challenged see Correct Challenge (Other Challenges).
CHALLENGING ~ Pent ‘Em InTM
WHEN TO CHALLENGE
upon receiving the flag card and before touching a pentomino or chip
CORRECT - “C”
Initial Placement: Game Monitor removes placed piece and challenger selects and places an opponent’s piece correctly.
If a Pentomino can not be placed: Game Monitor declares the win.
3 Consecutive Same Pentomino Moves: Game Monitor declares the win when challenged.
Other Challenges: The Game Monitor restores the board to prior status and challenger EITHER begins a turn OR forces the
opponent to move a pentomino.
NOTE: Record “C” on Challenge Sheet
INCORRECT - “I”
Initial Placement: Challenged player may move one of the opponent’s chips to a new location and challenger begins a turn.
Other Challenges: Challenger either loses turn OR is forced to move by challenged player - Record “I” on Challenge Sheet.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
INAPPROPRIATE - “IA”
An Inappropriate Challenge is one that is made at the wrong time or is about a procedure that is not a tournament rule. Such a
challenge DOES NOT result in loss of turn, but is recorded as an “IA” on the Record Sheet.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
© Copyright 1995, 1996, 1997, 1999, 2004, 2008, 2011, 2015; 2016; by Pentathlon Institute, Inc. These rule highlights are for tournament use only.
These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
Pent ‘Em InTM
Pent ‘Em InTM
Movement Record Flag Card
Movement Record Flag Card
Player A - Name
Player A - Name
Player B - Name
Player B - Name
Pentomino & Chip Legend
Pentomino & Chip Legend
I L V U S Z F YP T W X O
I L V U S Z F YP T W X O
DOWNLOAD FREE AT
π15
http://www.mathpentath.org/topdownloads/tdsheets.html#highlights
DOWNLOAD FREE AT
π15
http://www.mathpentath.org/topdownloads/tdsheets.html#highlights
Fraction PinballTM Tournament Highlights
GOAL
A player may win based on any of the following conditions:
a) being the first to OBTAIN & IDENTIFY an accumulated score between 4.95 and 5.05;
b) the opponent’s pinballs are trapped and the opponent is unable to untrap either of their pinballs for movement;
c) at the beginning of a turn and before touching a piece the score is between 4.95 and 5.05 and the opponent
has not declared a win; or
d) at the beginning of a turn and before touching a piece the score is less than 1.5 or greater than 8.5 in Phase III.
START
Blue is the designated starting color. A player picks up a pawn of each color and places one in each hand,
out of view of the opponent. Opposing player selects a hand. Player who has starting blue pawn receives the
Acccumulated Score Flag Card and play begins.
BEGINNING OF TURN
when player receives the Acccumulated Score Flag Card.
END OF TURN
when the player passes the Acccumulated Score Flag Card
DECLARING A WIN
A player must announce a win while in possession of the Acccumulated Score Flag Card.
GAME TIME LIMIT
If time is called and the starting player has moved a piece, a round is allowed to be completed.
TIE: If neither player has won, a tie is declared.
MONITOR DECLARES
OTHER RULES ~ Fraction PinballTM
PHASE I:
PINBALL PLACEMENT
After pinball lands onto the first positive fraction circle, a player states the decimal equivalent of the
fraction, records and adds this value to the accumulated score on the Acccumulated Score Flag Card,
announces the new accumulated score, and passes the Acccumulated Score Flag Card to opponent to end
the turn. Pinballs may not enter negative fraction circles in this phase.
PHASE II:
CHIP PLACEMENT
Only blocking chips are placed on Nodes and cannot be moved a second time. Pinballs cannot be
moved in this phase. Neutralization is NOT allowed in Phase II.
PHASE III: MOVEMENT
Player can move a pinball or blocking chip according to same procedures used in Phases I and II.
Pinballs may now enter negative fraction circles.
NEUTRALIZATION OF
BLOCKING CHIPS
During Phase III a player may neutralize an opponent’s blocking chip by moving one of the player’s
blocking chips along a path containing 1 or more fraction circles before arriving at a Node occupied
by an opponent’s blocking chip. The player’s chip is placed on top of the opponent’s chip. A player
may choose to leave the stack of 2 chips on that Node OR pick up and move the stack of chips to the
CAPTIVE PENTAGON provided no other chip(s) occupy that position. No more that 2 chips may be
stacked on any Node or the Captive Pentagon. (The blocking chip may NOT be moved directly from
one Node (or the Captive Pentagon) to another to neutralize an opponent’s chip.) Note: Only the top
blocking chip of a neutralized stack may be moved within a turn.
CENTER STAR
A player may NOT change the direction of movement of a pinball or blocking chip at the Center Star.
MOVE IT-USE IT &
LAID IS PLAYED
If a player has moved a piece off of it’s space, that piece must be moved to complete a turn. Once a player moves
a piece and releases hold of it, the piece may not be repositioned.
CHALLENGING ~ Fraction PinballTM
WHEN TO CHALLENGE
CORRECT - “C”
INCORRECT - “I”
INAPPROPRIATE - “IA”
upon receiving the Acccumulated Score Flag Card and before touching a piece
1) The Game Monitor restores gameboard and score (if changed) to prior status.
2) The challenger must take the opponent’s turn in Phase I & II, but in Phase III the player has the
option of taking the opponent’s turn or forcing the opponent to take a turn.
3) The challenger then completes a regular turn.
Record “C” on Challenge Sheet
In all 3 Phases the challenged player takes the opponent’s turn and then takes a regular turn.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
An Inappropriate Challenge is one that is made at the wrong time or is about a procedure that is not
a tournament rule. Such a challenge DOES NOT result in loss of turn, but is recorded as an “IA” on
the Record Sheet.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
© Copyright 1995, 1996, 1997, 1999, 2004, 2007, 2011, 2015, 2016; by Pentathlon Institute, Inc. These rule highlights are for tournament use only.
These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
FRACTION PINBALLTM
FRACTION PINBALLTM
π15
DOWNLOAD FREE AT
http://www.mathpentath.org/topdownloads/tdsheets.html#highlights
π15
DOWNLOAD FREE AT
http://www.mathpentath.org/topdownloads/tdsheets.html#highlights
Accumulated Score Flag Card
Accumulated Score Flag Card
Prime GoldTM Tournament Highlights
GOAL
START
BEGINNING OF TURN
A player must be the only player at the end of a round who has:
1) constructed one continuous path of chips from top to bottom or from side to side of the gameboard
OR;
2) mined 4 veins of Prime Gold (4 veins of 3 or more chips covering prime numbers in a contiguous
diagonal line). Note: Extending veins on a diagonal line can only be counted as one (1) vein.
However, any chip in a vein can be used to form another intersecting diagonal vein.
Players each toss one of the ICOSAHEDRA dice (a 20 sided die). The player with the lower value
begins.
when player receives the Equation Flag Card
END OF TURN
when player passes the Equation Flag Card to the opponent
END OF GAME
when a player receives the Equation Flag Card and has no chips to play
DECLARING A WIN
ROUND GAME
GAME TIME LIMIT
MONITOR DECLARES
A player must announce a win before releasing the Equation Flag Card. If the beginning player
announces a win, the second player is allowed to complete the round. If both players construct a win
and properly announce it, the Monitor declares a TIE.
YES ~ consists of the beginning and second player completing a turn
If time is called and the starting player has rolled the dice, a round is allowed to be completed. If
neither player has won, the Game Monitor declares a TIE.
OTHER RULES ~ Prime GoldTM
CALCULATOR USAGE
Non-programmable calculators may be used if each Pentathlete has one. If one player chooses not to use a calculator, the
opposing player may not make use of a calculator.
WRITING THE NUMBER
SENTENCE
A player MUST WRITE the number sentence on the Equation Flag Card before completing a turn. The Order of Operations
must be used. (The operations of multiplication and division precede the operations of addition and subtraction.) E.g.: if a 2, 5,
and 6 were rolled many possible number sentences could be written such as 2 x 5 + 6 = 16, or (2 + 5) x 6 = 42, or 5 to the 2nd
power - 6 = 19, or (6 - 5) 2 = 2. Note: Players do NOT have to announce their number sentence.
ANNOUNCING GOLDBACH’S
DOUBLE PRIME PLACEMENT
In addition to writing the number sentence, the player MUST ANNOUNCE the 2 prime numbers that add up to the result
constructed with the dice BEFORE completing a turn.
LAID IS PLAYED
PASSING A TURN
PRIME GOLD VEINS
Once a chip is laid it can not be repositioned
If a player is unable to place a chip within the 1 minute time limit, the player passes the Equation Flag Card to end the turn.
VEIN of 3: 1 chip removed from composite number - chip returned to the opponent
VEIN of 4: 2 chips removed from composite numbers AND 2 of players chips may be placed onto the composite numbers that
were covered by removed chips - removed chips returned to the opponent
VEIN of 5: same as vein of 4 but also remove one chip which covers a prime number and return this chip to opponent
SHAFTS (5 or more chips)
SHAFTS of 5: ANY 2 OR FEWER of opponent’s chips MAY removed - chips returned to the opponent
SHAFTS of 6 or more: ANY 3 OR FEWER of opponents chips MAY removed - chips returned to the opponent
PRIME NUMBERS
Numbers other than 0 or 1 that can only be divided by 1 or the number itself:
2, 3, 5, 7, 11, 13, 17, 19, 23, 29, 31, 37, 41, 43, 47, 53, 59, 61, 67, 71, 73, 79, 83, 89, 97, 101, 103, 107, 109, 113
COMPOSITE NUMBERS
FACTORIALS
Can be divided by a number other than 1 and itself. NOTE: 1 is neither prime nor composite.
Factorials such as 3! or 5! equate to 3x2x1 and 5x4x3x2x1, respectively. By definition, 0! is equal to 1.
0!=1, 1!=1, 2! = 2, 3! = 6, 4! = 24, 5! = 120, 6! = 720, 7! = 5,040, and so on
CHALLENGING ~ Prime GoldTM
WHEN TO CHALLENGE
CORRECT - “C”
INCORRECT - “I”
INAPPROPRIATE - “IA”
upon receiving the Equation Flag Card and before rolling the dice
The Game Monitor returns board to prior status and the challenger begins a turn. Record “C” on Challenge Sheet
The challenger forfeits a turn. Record “I” on Record Sheet.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
An Inappropriate Challenge is one that is made at the wrong time or is about a procedure that is not a tournament rule. Such a
challenge DOES NOT result in loss of turn, but is recorded as an “IA” on the Record Sheet.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
© Copyright 1995, 1996, 1997, 1999, 2004, 2008, 2011, 2015, 2017; by Pentathlon Institute, Inc. These rule highlights are for tournament use only.
These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
Prime GoldTM
Equation Flag Card
Player A - Name
Player B - Name
DOWNLOAD FREE AT
π15
http://www.mathpentath.org/topdownloads/tdsheets.html#highlights
Prime GoldTM
Equation Flag Card
Player A - Name
Player B - Name
DOWNLOAD FREE AT
π15
http://www.mathpentath.org/topdownloads/tdsheets.html#highlights
Remainder IslandsTM Tournament Highlights
GOAL
The player having the greater number of chips when the game has ended wins the game. THE MONITOR COUNTS THE
CHIPS AND ANNOUNCES THE WIN.
START
Players each toss a dodecahedron die (12 sided). The player with the lower value begins.
BEGINNING OF TURN
when player receives the flag card
END OF TURN
when player passes the flag card to the opponent
END OF GAME
When a player has chips on all 6 islands and the second player has been allowed to complete the Round the Game Monitor
announces the end of game AND declares the winner based on the greater number of chips.
ROUND GAME
GAME TIME LIMIT
MONITOR DECLARES
YES ~ consists of the beginning and second player completing a turn
If time is called and the starting player has rolled the dice, a round is allowed to be completed.
WIN: The player with the greater number of chips is declared the winner by the Game Monitor.
TIE: If both player’s have the same number of chips, the Game Monitor declares the tie OR if both players use all 40 chips
without ending the game.
OTHER RULES ~ Remainder IslandsTM
CALCULATOR USAGE
Non-programmable calculators may be used if each Pentathlete has one. If one player chooses not to use a calculator, the
opposing player may not make use of a calculator.
ANNOUNCING NUMBER
SENTENCE
The player must announce the dividend, divisor, quotient, and remainder of the chosen division problem before moving a piece
or removing chips.
PASSING A TURN
PAWN MOVEMENT
LAID IS PLAYED
ZERO REMAINDER
OPTIONS
SPINNING OFF OF
MULTIPLES OF 6
ZERO QUOTIENT
WITH
NON-ZERO REMAINDER
If a player is unable or does not wish to move, the player passes the flag card to end the turn.
Before moving a the pawn a player MUST POINT and COUNT ALOUD for the opponent to hear, the triangles that compose
the path for the pawn. The pawn then can be placed on the last triangular space. Once pawn is laid it cannot be repositioned.
Note: Whenever a remainder is obtained, a player MUST land on a triangular space adjoining an island (docking).
If the quotient is 1 or greater with a remainder of zero, the player may choose ONE of the following options:
1) the player’s pawn may be moved and it does not have to land on a triangular space adjoining an island;
2) the opponent’s pawn may be moved and it does not have to land on a triangular space adjoining an island; OR
3) the opponent’s chip(s) may be removed from any ONE island based on the following conditions:
a) quotient is 1-19: 1 chip may be removed;
b) quotient is 20-29: *exactly 2 chips may be removed; or
c) if quotient is 30 or more: *exactly 3 chips may be removed.
* All chips must be removed from the same island, the opposing player must have at least the number of specified chips
on an island, and the removed chip(s) are returned to the opponent
Player MUST ANNOUNCE and count by multiples of 6. Example: quotient of 28 player might count: 1, 2, 8, 14, 20, 26, 27, 28
If a player’s pawn is on a triangle adjacent to an island that does NOT contain any of the player’s chips and if the player
constructs a division problem with a quotient of zero and a non-zero remainder, the player may move zero and deposit the
number of chips indicated by the remainder.
EXAMPLE: 7 ÷ 8 = 0 R7 OR 7 divided by 8 equals a quotient of 0 with a remainder of 7
REMOVED CHIPS
Removed chips are returned to the opponent.
DEPLETED CHIPS
If all 40 of a player’s chips have been played and the player still has islands without chips, play continues. (uses Zero Remainder Option)
CHALLENGING ~ Remainder IslandsTM
WHEN TO CHALLENGE
upon receiving the flag card and before rolling the dice
CORRECT - “C”
The Game Monitor returns board to prior status and the challenger removes 3 or fewer of the opponent’s chips from a selected
island, returns them to the opponent, and challenger begins a turn. Record “C” on Challenge Sheet
INCORRECT - “I”
The challenged player removes 3 or fewer of the challenger’s chips from a selected island, returns them to the challenger, and
the challenger forfeits a turn and passes the flag card to the challenged player. Record “I” on Record Sheet.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
INAPPROPRIATE - “IA”
An Inappropriate Challenge is one that is made at the wrong time or is about a procedure that is not a tournament rule. Such a
challenge DOES NOT result in loss of turn, but is recorded as an “IA” on the Record Sheet.
Any combination of 3 “I”s and/or “IA”s results in a loss that is declared by the Monitor.
© Copyright 1995, 1996, 1997, 1999, 2004, 2011, 2015, 2017; by Pentathlon Institute, Inc. These rule highlights are for tournament use only.
These are used in conjunction with the Mathematics Pentathlon® Tournament Manual and include the most recent rule updates.
Was this manual useful for you? yes no
Thank you for your participation!

* Your assessment is very important for improving the work of artificial intelligence, which forms the content of this project

Download PDF

advertisement