CNJM 1 | 2004-2005

Organizing Committee of the National Mathematical Games Championship 2004
Ana Fraga fragaana@yahoo.com.br
Antonio Gomes da Costa acosta@pavconhecimento.pt
John Almiro abreualmiro@mail.telepac.pt
João Pedro Neto jpn@di.fc.ul.pt
Jorge Luz jorgeluz@mail.prof2000.pt
Jorge Nuno Silva jnsilva@cal.berkeley.edu
Jorge Rezende rezende@cii.fc.ul.pt
Louis Reis luisreis@esb.ucp.pt
Maria Teresa Santos mtdossantos@yahoo.com
Paulo Antunes pjorgeantunes@yahoo.com
Regulations of the National Mathematical Games Championship (2004)
General provisions
- The National Mathematical Games Championship (2004) is a competition aimed essentially at primary and secondary school students and organized by APM, CCEMS, CMAF, Pavilhão do Conhecimento – Ciência Viva, SPM.
- It is contested in four categories corresponding to the three cycles of basic education (first, second and third categories) and secondary education (fourth category), and an open system.
- In all categories there will be only one national final.
Organization
- The National Mathematical Games Championship is coordinated by the Organizing Committee (CO), appointed by the sponsoring entities (APM, CCEMS, CMAF, Pavilhão do Conhecimento – Ciência Viva, SPM). The Organizing Committee will be announced at the launch of the Championship.
- The Organizing Committee may appoint a General Coordinator of the Championships, who will preside over and ensure that all scheduled tasks are met on time.
- The Organizing Committee will ensure that all those involved in the process (teachers, students, etc.) receive the necessary training by organizing, in particular, Practical Sessions, Tournaments, etc., and, in general, will take the necessary measures to mobilize students and teachers and ensure their good performance at all levels.
- The Organizing Committee will appoint, if it so deems, those responsible for districts or groups of districts (regional managers).
- The competition consists of 6 games: Polyhedral Games, Amazons, Points and Squares, Hex, Ouri, Pawns. The description and rules of each of these games are the subject of a specific document published during the launch session of the Championship.
- The distribution of games by education level will be as follows:
- first category (first cycle): Polyhedral Games, Points and Squares, Ouri;
- second category (second cycle): Polyhedral Games, Ouri, Pawns;
- third category (third cycle): Amazonas, Ouri, Peões;
- fourth category (secondary): Amazons, Hex, Pawns.
- Schools must register by a date to be set by the Organizing Committee. The registration date will be relevant with regard to the possibility of free access to materials (when such free access exists), practical sessions, etc.
- Each school may register only one student per game and per level of education (category). The Organizing Committee may impose a limit on the number of registrations (competitors and/or schools).
National Final
- The National Final will take place at Pavilhão do Conhecimento, Lisbon, in November.
- The final dates will be 25 and 26 November 2004, with the first reserved for the first and fourth categories and the second for the second and third categories and open.
- The Organizing Committee will regulate in due course and in detail the way of classifying the competitors, following the so-called Swiss method in indicating the opponents in each game.
- The Organizing Committee is responsible for classifying the competitions, ensuring that scores are awarded equitably and in accordance with the regulations.
- Prizes will be awarded to the winners, which will be announced in due course. All participants in the final will receive participation certificates. The full prize table will be announced by the Organizing Committee.
- The announcement of the winners and the awarding of prizes will take place in a session specially organized for this purpose.
Final provisions
- The sponsoring organizations will disclose, on the website and/or by other means they deem appropriate, all relevant aspects of the competition, including, without exception, a report from the Organizing Committee and the names of the winners.
- Any issue resulting from omission or doubts regarding the interpretation of these regulations will be resolved by the Organizing Committee.
The Games
Rules of the 6 games of the National Championship, 2004
[This document is also available at PDF format, more convenient for printing]
1. Polyhedral Games
Author: Jorge Rezende
Among the various polyhedral games (puzzles with polyhedrons and numbers), the following will be played:
- cube (1):
- octahedron (1):
- dodecahedron (2):
For more information, see the following addresses.
Material
Parts in polydron (where stickers with numbers will be placed) for each player:
- 6 square pieces;
- 8 equilateral triangular pieces;
- 12 pentagonal pieces.
Objective
Build the three polyhedrons solidly (i.e. so that they do not fall apart) and join the pieces together so that the two numbers on the same edge are equal.
Rules
Each player has their own set of three puzzles to make (cube (1), octahedron (1), dodecahedron (2)). The respective plates are shuffled so that they are not ordered, placing them on a table with the numbers facing up. The two players are instructed to start. The one who achieves the objective of making his three puzzles faster wins the match.
2. Amazonas
Author: Walter Zamkauskas
Material
- An 8×8 checkered board;
- 8 pieces (4 of each color);
- 56 marks of the same color.
Objective
Prevent the opponent from playing.
Rules
Each player has four Amazons initially arranged as follows:
On each turn, each player performs two actions:
- moves an Amazon that moves in a straight line vertically, horizontally or diagonally as many squares as the player wishes, as long as there is no piece in its path (i.e., like the queen in chess);
- then, place a mark on an empty square. However, this square must be within reach of the last Amazon moved (i.e., she could move to the square in a single move).
Since each move causes a square to disappear from the board, the game must end. The player who fails to complete his move loses.
An example of an opening turn: White moves the Amazon from f1 to c4 and places a marker on c7 (this is a valid move because the Amazon could move to c7). Then Black moves the Amazon from a6 to e6 and places a marker on e3.
In short, we could describe this turn as: 1. f1-c4(c7), a6-e6(e3).
References
- T. Tegos, The Game of Amazons, http://swiss2.whosting.ch/jenslieb/amazong/amazong.html
3. Dots and Squares
Material
- Sheet of paper with the dotted lines shown in the figure below;
- a pencil.
Objective
Get the most squares with your name.
Rules
Each player alternately joins two neighboring points with a horizontal or vertical segment. When one of them completes a square, he writes his initial inside the square and plays again. When a player has a move that completes a square, no is obliged to do so.
In the following example the first player managed to close a square (marking it, for example, with a THE). As he must play again, he has the possibility of closing three more.
References
- E. Berlekamp, J. Conway, R. Guy, Winning Ways, A.K. Peters
- E. Berlekamp, Dots-and-boxes: Sophisticated Child's Play, A.K. Peters, 2000
4. Hex
Authors: Piet Hein, John Nash
Material
- A board like the one in the figure below;
- 100 pieces (50 of each color).
Objective
Create a path that joins the two edges of your color.
Rules
The game starts on an empty board.
Each turn, each player places a piece of their color on an empty hexagon. The black player wins the game if he creates a path that connects the black edges (in the diagram, northwest and southeast). In turn, the white player wins the game if he creates a path that connects the white edges (in the diagram, northeast and southwest).
Color change: The second player, in his first move (if he sees an advantage in doing so) can take advantage of the move made by his opponent, forcing the change of colors.
In this example, Black wins the game (if it is his turn to move) by placing a piece on the g2 square:
References
- C. Browne, Hex Strategy: Making the Right Connections, A.K. Peters, 2000
5. Ouri
Material
- 48 seeds (or other small objects, such as hazelnuts or stones);
- board with 14 holes.
Objective
The objective of the game is to collect more seeds than your opponent. The player who collects 25 (or more) seeds wins.
Rules
On the board there are two rows, each with six circular holes, called squares, in which the seeds in play are located. Each end of the board is occupied by a larger hole, called a deposit, intended to store the seeds captured from the opponent during the game.
Two players take part in the game and they play alternately. Each player's deposit is the one on their right.
Movements
At the beginning of the game, 4 seeds are placed in each of the twelve squares.
The player who opens the game collects all the seeds from one of his holes and distributes them, one by one, in the following holes, in an anti-clockwise direction. This rule remains for all games.
When a house contains 12 or more seeds, the player makes a complete turn around the board, skipping the house where he started.
You cannot take seeds from houses that contain only one, while there are houses with two or more.
Captures
Players capture seeds in the following situations:
- When, when placing the last seed in an opponent's house, the latter has two or three seeds left, the player removes them and places them in his own deposit.
- If the house(s) before that also have two or three seeds, the player captures them and stores them in his/her deposit. The capture is stopped at the first house that does not have that number of seeds.
NOTE: If, when depositing the last seed in the opponent's house, there are four or more seeds left, the player cannot capture them. If the house is empty and there is one seed left after the move, there will also be no capture.
Supplementary rules
Supplementary rules apply when one of the players runs out of seeds:
- When a player makes a move and runs out of seeds, the opponent is forced to make a move in which he introduces one or more seeds on that player's side.
- If a player captures and leaves his opponent without seeds, he is forced to play again, in order to introduce one or more seeds into his opponent's spaces.
End of the match
When a player captures the most seeds — 25 or more — the game ends and that player wins.
When a player runs out of seeds and the opponent cannot play to introduce some seeds into that player's spaces, the game ends and the opponent collects the seeds that are in their spaces for their deposit. The player with the most seeds wins.
When there are few seeds on the board and a situation is created that repeats itself cyclically, without the players being able or wanting to avoid it, each player collects the seeds that are in their houses and places them in their respective deposits.
References
6. Pawns
Author: Bill Taylor
Material
- An 8×8 checkered board;
- 16 pieces (8 of each color).
Objective
Be the first to place one of your pawns on the last line or manage to stop your opponent from playing (either because you have no pawns or because you are trapped).
Rules
At the beginning of the game, the pawns are placed according to the following diagram:
White starts. Each player alternates moving a pawn. The pawns move like chess pawns, that is:
- They move to the square in front if it is empty (except on their first move, where they can move two squares).
- Capture an opponent's pawn if it is on one of the two diagonally facing squares (see figure: the pawn on e4 can capture f5 but cannot capture e5). Captures are not mandatory.
- Capture in passing (from French, en-passant): A pawn attacking a square crossed by an enemy pawn that has advanced two squares (i.e., has not yet moved) can capture this pawn as if it had moved only one square. This capture can only be made on the move following the advance (see the following figure: Black has moved the pawn from f7 to f5. If White wishes, he can capture this pawn in passage by moving from e5 to f6).
References
The grand final winners
I National Mathematical Games Championship (11/26/2004): list of first and second place winners in each of the twelve championships.
Game |
Category |
Place |
Name |
School |
---|---|---|---|---|
Dots and Squares | 1st Cycle | 1 | Pedro M. Duarte | Sacred Heart of Mary College – Lisbon |
2 | John Borralho | EB1 Carvalhal de Turquel – Alcobaça | ||
Polyhedral Games | 1st Cycle | 1 | Daniel Miranda | 2nd Kindergarten-School João de Deus – Coimbra |
2 | Francisca Salgado | Our Lady of the Assumption School – Anadia | ||
2nd Cycle | 1 | Daisy Reis | Sacred Heart of Mary College – Lisbon | |
2 | Wu WeiQing | EB 2,3 Viscount Juromenha – Mercês Park | ||
Ouri | 1st Cycle | 1 | Pedro Carvalho | 2nd Kindergarten-School João de Deus – Coimbra |
2 | Andre Santos | Champagnat Boarding School | ||
2nd Cycle | 1 | Beatriz Ferreira | EB 2,3 Father Francisco Soares | |
2 | Ana Carvalho | EB 2,3 of Matosinhos | ||
3rd Cycle | 1 | Daniel Philip | EB 2,3 of Santana | |
2 | Paul Cesar Leitao | EB 2,3 of Atouguia da Baleia | ||
Pawns | 2nd Cycle | 1 | Louis Maduro | Eugénio de Castro School Group |
2 | Rui Machado | EB 2, 3 of Tondela | ||
3rd Cycle | 1 | Vladimir Melnik | Benedita Cooperative Day School | |
2 | Helder Cesar | EB 2,3 of Santana | ||
Sec | 1 | Antonio Pereira | ES/3 Augusto Gomes – Matosinhos | |
2 | Philip Brandao | ES/3 Oliveira do Douro | ||
Amazonas | 3rd Cycle | 1 | Diogo Oliveira | ES/3 Oliveira do Douro |
2 | John Loureiro | Sacred Heart of Mary College – Lisbon | ||
Sec | 1 | Claudio Pinto | ES/3 of Valbom | |
2 | Edgar Lopes | ES Viriato – Viseu | ||
Hex | Sec | 1 | Tiago Azevedo | Sacred Heart of Mary College – Lisbon |
2 | Philip Marques | ES/3 of Valbom |