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Patent 3032840 Summary

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(12) Patent Application: (11) CA 3032840
(54) English Title: EDUCATIONAL GAME
(54) French Title: JEU EDUCATIF
Status: Dead
Bibliographic Data
(51) International Patent Classification (IPC):
  • G09B 3/00 (2006.01)
  • A63F 3/00 (2006.01)
  • G09B 19/00 (2006.01)
  • G09B 19/02 (2006.01)
(72) Inventors :
  • PESTANO, CLYDE (Canada)
(73) Owners :
  • PESTANO, CLYDE (Canada)
(71) Applicants :
  • PESTANO, CLYDE (Canada)
(74) Agent: HEER LAW
(74) Associate agent:
(45) Issued:
(22) Filed Date: 2019-02-06
(41) Open to Public Inspection: 2019-08-06
Availability of licence: N/A
(25) Language of filing: English

Patent Cooperation Treaty (PCT): No

(30) Application Priority Data:
Application No. Country/Territory Date
62/626737 United States of America 2018-02-06

Abstracts

English Abstract


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


Claims

Note: Claims are shown in the official language in which they were submitted.


57
What is claimed is:
1. An educational tool, comprising:
a set of question cards relating to at least one strand of at least one
subject area, each
card of the set of question cards containing at least one question; and
a game board defining a victory condition and a set of gameplay conditions,
the set of
gameplay conditions including at least one question trigger, each question
trigger of the
at least one question trigger instructing a user of the educational tool to
select a card of
the set of question cards and answer the at least one question contained.
2. The educational tool of claim 1, wherein the at least one strand is at
least two strands.
3. The educational tool of claim 1, wherein the at least one subject area
is at least two
subject areas.
4. The educational tool of claim 1, further comprising a set of swap cards,
wherein the game
board further defines at least one swap trigger, each swap trigger of the at
least one swap
trigger instructing the user to procure a swap card of the set of swap cards.
5. The educational tool of claim 1, further comprising a set of help cards,
wherein the game
board further defines at least one help trigger, each help trigger of the at
least one help
trigger instructing the user to procure a help card of the set of help cards.
6. The educational tool of claim 1, further comprising a set of monetary
signifiers, wherein
the game board further defines at least one monetary trigger, each monetary
trigger of the
at least one monetary trigger instructing the user to procure a monetary
signifier of the set
of monetary signifiers.
7. The educational tool of claim 6, wherein each monetary trigger of the at
least one
monetary trigger further instructs the user to keep a count of monetary
triggers and to
collect a monetary signifier corresponding to the count.

58
8. The educational tool of claim 1, wherein the game board further defines at
least one free
time trigger.
9. The educational tool of claim 1, wherein the game board further defines at
least one gym
trigger.
10. The educational tool of claim 1, wherein the game board further defines at
least one
principal's office trigger.
11. The educational tool of claim 1, wherein the game board further defines at
least one
detention trigger.
12. The educational tool of claim 1, wherein the game board further defines at
least one math
up trigger.
13. A method of teaching a subject, composing:
gathering a group of players, the group of players including at least two
teams;
assigning to each team of the at least two teams the creation of a sub-game
relating to
the subject;
setting a set of sub-game creation criteria for the creation of sub-games; and

receiving a sub-game from each team of the at least two teams.
14. The method of claim 13, wherein the set of sub-game creation criteria
includes requiring
each team of the at least two teams to create a set of questions relating to
the subject.
15. The method of claim 13, wherein the set of sub-game creation criteria
includes requiring
each team of the at least two teams to create a set of rules, a set of play
instructions, a
start instruction, and a win criterion relating to their sub-game.

Description

Note: Descriptions are shown in the official language in which they were submitted.


1
EDUCATIONAL GAME
FIELD OF THE INVENTION
[0001] The present specification relates generally to games, and specifically
to educational
games.
BACKGROUND OF THE INVENTION
[0002] Propagating learning, including propagating knowledge and skill, has
been
acknowledged by some as of value. In some situations, the propagation of
learning is met with
resistance, such as by those who do not wish to receive the learning or who
are not willing to
take the time or expend the effort to receive the learning.
[0003] At times, resistance to the propagation of learning is lessened when
the propagation
includes other elements, such as when the propagation of learning includes an
element of fun,
entertainment, competition, or teamwork.
[0004] Games, including board games, activity games, situational games, and
thought
experiment games, have been used to simulate a variety of aspects of real and
imaginary
experiences and situations, and have been used for both entertainment and
education. For
example, the board game disclosed in US patent number 2,026,082 may induce
players to
attempt to build real estate monopolies and divest opponents of real estate
holdings and other
game assets.
[0005] Some board games may generate wide appeal and prolonged interest.
Incorporating a
game, such as a board game, in the propagation of learning may increase user
or player
engagement, learning retention, or interest.
SUMMARY OF THE INVENTION
[0006] In an embodiment of the present invention, there is provided an
educational tool,
comprising: a set of question cards relating to at least one strand of at
least one subject area, each
card of the set of question cards containing at least one question; and a game
board defining a
CA 3032840 2019-02-06

2
victory condition and a set of gameplay conditions, the set of gameplay
conditions including at
least one question trigger, each question trigger of the at least one question
trigger instructing a
user of the educational tool to select a card of the set of question cards and
answer the at least
one question contained.
[0007] In some embodiments of the present invention there is provided a method
of teaching a
subject, composing: gathering a group of players, the group of players
including at least two
teams; assigning to each team of the at least two teams the creation of a sub-
game relating to the
subject; setting a set of sub-game creation criteria for the creation of sub-
games; and receiving a
sub-game from each team of the at least two teams.
BRIEF DESCRIPTION OF THE DRAWINGS
[0008] The principles of the invention may better be understood with reference
to the
accompanying figures provided by way of illustration of an exemplary
embodiment, or
embodiments, incorporating principles and aspects of the present invention,
and in which:
[0009] FIG. 1 shows a schematic diagram of an embodiment;
[0010] FIG. 2 shows a game board, according to an embodiment;
[0011] FIG. 3 shows cards, from a set of cards, according to an embodiment;
[0012] FIG. 4 shows OPS coins, according to an embodiment;
[0013] FIG. 5 shows a flow diagram of an embodiment;
[0014] FIG. 6 shows a box blank for forming the top of a game board box for
participants aged
12 years and older;
[0015] FIG. 7 shows a box blank for forming the bottom of the game board box
of FIG. 6;
[0016] FIG. 8 shows a game board box, according to an embodiment;
[0017] FIG. 9 shows the game board box of FIG. 8, partially opened; and
[0018] FIG. 10 shows a box blank for forming the bottom of the game board box
of FIG. 8.
CA 3032840 2019-02-06

3
DETAILED DESCRIPTION OF THE EMBODIMENTS
[0019] The description that follows, and the embodiments described therein,
are provided by
way of illustration of an example, or examples, of particular embodiments of
the principles of the
present invention. These examples are provided for the purposes of
explanation, and not of
limitation, of those principles and of the invention. In the description, like
parts are marked
throughout the specification and the drawings with the same respective
reference numerals. The
drawings are not necessarily to scale and in some instances proportions may
have been
exaggerated in order to more clearly depict certain features of the invention.
[0020] This description relates to educational games, and may be used in the
propagation of
learning. An example embodiment disclosed in detail below is a board game
embodiment
relating to the propagation of math-related learning, detailed with respect to
a number of math-
related components, however it is to be understood that in other embodiments
the present
invention may be provided for the propagation of learning relating to other
subjects, such as
learning relating to science, language, geography, history, sociology, etc.,
or a subset or
combination of these fields or may be provided for other types of educational
games.
[0021] This description relates to teaching aids, such as strategy sheets to
be used in employing
an educational board game in a teaching capacity. Teaching aids may be
provided to assist a
subset of a group of game players, such as a teacher playing with students, to
guide or otherwise
direct gameplay. Teaching aids may also be provided to assist one or more non-
player
participants, such as a teacher watching students play a game, to guide or
otherwise direct
gameplay. Teaching aids may be provided to assist a directing party to
facilitate the educational
aspects, entertainment aspects, or other aspects of gameplay according to the
educational game
disclosed herein.
[0022] An educational game 1000 is depicted in schematic form in FIG. 1, in
accordance with
an embodiment. Educational game 1000 is a board game, and is provided for
propagating math-
related learning. Educational game 1000 includes a game board 1100, a set of
cards 1200, and a
set of playing tokens 1300.
CA 3032840 2019-02-06

4
[0023] Educational game 1000 may be played by participants aged 6 years and
older. In some
embodiments, educational game 1000 may be played by participants aged 6-8+
years old, 9-11+
years, or 12 years and older. To facilitate age-appropriate learning, game
board 1100, set of cards
1200, and/or set of playing tokens 1300 may be provided in accordance with the
embodiments
described below. For example, set of cards 1200 may contain question cards
with varying
degrees of difficulty, depending on the age range of participants. Catering
play conditions
ensures that participant engagement is maximized, as a game that is too
difficult or too easy may
not keep the attention of participants or may not teach information that is
appropriate or
necessary for the participant to learn.
[0024] TABLE 1A, TABLE 1B, and TABLE IC set out a set of example questions,
relating to
data management and probability, of an embodiment of an educational board game
for
participants ages 6-8+ years old.
CA 3032840 2019-02-06

5
DA IA MANAGEP fl & NOBAB lily DATA MANAGEMENT &
PROBAR'LITY
16-8)
SPELLING SPELLING
0 ...ertion 1 0 2
Which word is spelt correctly? Which word is spelt
correctly?
A. sertin A. even
B. certin B. evan
C. sirtain C. evein
D. certain D. evain
= = ,
DATA MANACi !t in OBAH [ TY .-JA A. M,A N Warty
kr 8
SPELLING SPELLING
G...st.i,on 3 CLe-at;on 4
Which word is spelt correctly? Whidt word is spelt
correctly?
A. iampossible A. likey
B. mpossible B. likely
C. empossible C. likly
D. impossible D. liede
= .. , - --
DATA MANACEML NT & izROBAB1111', 11:141A MANAU M Ni & -
7. -,7,AR rry
16 8
SPELLING SPELLING
13-esGon 5 aLmstbn 6
Which word is spelt correctly? Which word is spelt
correctly?
A. unlyldee A. horzontal
B. unliekely B. horizontal
C. unlikely C. harizontal
D. unkkey D. horezontal
TABLE lA
CA 3032840 2019-02-06

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DATAMANAGEL N & ROMP LJ ATA MANAGER/ L NT & DEA& ',HY
[8.8] r6-01
SPELLING
SPELLING
Qkestion 7 Question
Which word is spelt correctly? Which word is spelt correctly?
A. vertecal A. piktograph
B. vortical B. pictoegraph
C. vartecal C. pictograph
D. vertical D. picktograph
-
DAIAMANIACE ML NT FROBAB I iv =,,VTA MA NIA GEME NJ PRORABILITY
8 16 R
SPELLING SPELLING
Question9 Question 10
Math word is spelt correctly? i Which word is spelt correctly?
A. cornpareing A. manigment
B. comparing 1 B. magement
C. compairing C. ma.ngement
D. compereing D management
_,=-44.3istanagaasietvt,-, Awes . -
DATA MA NAGEME NT POFR LIlY 1AA MARACA tti 't UT PRORAMI I lY
f 6- 3 I a
SPELLING SPELLING
Oues:ionU Question 12
Which word is spelt correctly? Which word is spelt correctly?
A. prababdity A couordinates
B. prowbability B. cordinstes
C. probabilety C. coordinates
D. probability D. coordinates
TABLE 1B
CA 3032840 2019-02-06

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DATA MANAGE NIT & PROBAIT [ ITY DATA /4ANAGEMENT & PROBAE. try
81 Wei
SPELLING SPELLING
Question 13 Question 14
Which word is spelt correctly? Which word is spelt correctly?
A. categuries A. classyfying
B. categoryies B. dassfying
C. categoreys C. classifying
D. categories D. dassifiying
"AT A I.11.1flA._ M m&. PROBAB 1Erf DA1A Ar, E-mur, PROBABILITY
d
SPELLING MULTIPLE CHOICE
Question 15 Guest sal6
Choose the ONE best answer to complete
Which word is spelt correctly? the statement.
A. attributes Use the pictograph below to
B. attrebutes answer the question
C. attribrutes Scale: ¨ means S
books read
D. atributes
= Who read the most books?
A..foe Joe 00000
B. Mia mia 0000
C. Pete
D. Harry Pete C) (DG
DA TA MANAGT ME r & 2-R3BA2111 DATA MANAGEMENT & PROBABILITY
16 ft. Ell
MULTIPLE CHOICE MULTIPLE CHOICE
Question 17 Ques0n18
Choose the ONE best mover to complete Choose the ONE best
answer to complete
the statement, the statement.
Use the pictogaph below to answet the Use the pictograph below to answer
the
cprestion question
Scale-,1 X = 4 students Scale: 1 F =10 students
Students and their farourite fittit Students and their favourite fruit
choices. choices.
How many students prefeired peals? How many students were surveyed?
A.25 Apple XXXXXXXX A.300 Apple FFFFFFFF
B. 30
Mango XXXXXX B.4 0 Mango FFFFFFF
C. 15 C. 200
D.20 Pear XXXXX D.100 Pear FF FFF
TABLE 1C
CA 3032840 2019-02-06

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[0025] Board 1100, depicted further in FIG. 2, includes a plurality of
sequential tiles or spaces
arranged in a cyclical track. The cyclical track may be understood to begin at
a START tile or
start space, which may be provided as a start position for game play.
[0026] In some embodiments, different boards may be provided for each strand
of each
subject, such as board 1100 for NUMBER SENSE & NUMERATION, with question
triggers
marked according to the strand of the board. A board may also be provided for
multiple strands,
or a board for multiple subjects, and may be designed for such use, such as
having different
question triggering tiles marked to specify which subject or strand the
question should relate to,
or having different triggers result in questions of different difficulty
levels.
[0027] In other embodiments, strand boards may not be specifically marked
according to
strand, but may be designed to be used with any strand. For example, board
1100 could be
modified to replace 'NUMBER SENSE & NUMERATION' with 'STRAND' to indicate that
the
board is designed for use with a strand rather than the subject as a whole. In
other embodiments,
other arrangements of cards and question triggers could be used to cause
players to receive
questions they must answer. More generalized boards or components could help
in reducing
production costs, while more specific boards or components may increase player
engagement
and learning retention.
[0028] The goal of educational game 1000 may be to traverse the cyclical track
of board 1100
a set number of times. The game may be turn based, with each turn allowing a
player to move
forward by a number of tiles as indicated on a rolled die. In some
embodiments, each passing of
the START tile may result in a reward, such as a monetary representation. The
reward may also
increase each time, such as from 10 on the first lap, to 100 on the second
lap, to 1000 on the third
lap, to 10,000 on the fourth lap to 100,000 on the fifth lap to 1,000,000 on
the sixth lap. The
reward may be used to track lap progress and to encourage player
participation.
[0029] The plurality of sequential tiles or spaces of board 1100 includes four
MATH UP tiles,
one each of a bronze tile, a silver tile, a gold tile, and a diamond tile.
MATH UP tiles provide
boost functions, which may assist in promoting player engagement with the math
related
material. In other embodiments relating to other subject areas, different
boost functions may be
offered, such as the collection of a number of art pieces in art-related
games.
CA 3032840 2019-02-06

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[0030] Board 1100 also includes a PRINCIPAL'S OFFICE tile, landing on which
stalls a
player for two turns, and a DETENTION tile, landing on which stalls a player
for one turn.
PRINCIPLAL'S OFFICE and DETENTION tiles may encourage player engagement, as
many
potential players have spent time in a school in which visits to a principal's
office or detention
may have been associated with negative consequences. Particularly where
players are current
elementary or high school students playing game 1000, these and similar tiles
may promote
player engagement.
[0031] Board 1100 also includes a GYM tile, landing on which results in a
player performing a
physical activity, such as a defined physical activity or a physical activity
of the players choice.
A GYM tile may promote physical activity, particularly in embodiments in which
an educational
game board is a life size game board, as discussed below. A GYM tile may also
enable the
educational game to keep players engaged, by giving them a chance to work off
excess energy
build up.
[0032] Board 1100 also includes QUESTON spots, titled NUMBER SENSE &
NUMERATION in this embodiment as this embodiment is configured for use with a
number
sense and numeration subset of the 'math' field. Subsets of a field or subject
may be understood
as 'strands' of the field or subject in question. Five strands of a math-
related board game are
explicitly considered herein, although other strands or a different choice of
subsets may be used
instead. In some embodiments, each strand may be identified by a different
colour. QUESTION
spots may be provided to enable a more conventional approach to learning
propagation; where
players are asked to answer a question relating to the strand or subject in
question. In some
embodiments the educational game may include a set of question cards for use
in providing the
questions to be answered, in other embodiments questions may be posed by
participants such as
players, as described further below.
[0033] Where an educational game includes question cards, answers may be
provided on the
card. When an on-turn player lands on a QUESTION tile, an off-turn player may
pick up a
question card and ask the on-turn player a question from the card, and may
check the players
answer against the answer on the card. Where an answer is wrong, the on-turn
player may suffer
a penalty, such as having their turn progress undone. In other embodiments, a
question card may
CA 3032840 2019-02-06

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not have an answer on the card, but the answer may be provided elsewhere, such
as in an
organized answer booklet. Having a separate answer booklet may increase the
effort needed to
find an answer, but may reduce production costs and may allow the on-turn
player to pick up the
question card directly. A separate answer booklet may also assist in teaching
players how to look
up answers, and an organized answer booklet may assist in teaching players
relations between
types of answers.
100341 Board 1100 also includes SWAP tiles, landing on which may enable a
player to collect
a swap card 1220, as detailed further below, for use in swapping for a new
question if the player
decides a given question is too difficult or otherwise does not wish to answer
the given question.
100351 Board 1100 also includes HELP tiles, landing on which may enable a
player to collect a
help card 1210, as detailed further below, for use in seeking assistance with
a question.
100361 Board 1100 also includes FREE TIME tiles, landing on which may give a
player a free
turn. FREE TIME tiles may encourage player engagement in offering a break from
answering
questions. FREE TIME tiles may assist in encouraging a competitive environment
in which a
player is given a chance to relax without that relaxation directly limiting
their speed in traversing
the cyclical tiles and or collecting the required amount of money to win. FREE
TIME may
encourage players to relax without worrying that the relaxation is bad for
their performance in
the game. Free time tiles or spaces may assist in keeping players, including
children, interested in
the educational board game.
100371 Set of cards 1200 may include several subsets. The subsets included in
set of cards
1200 may vary in accordance with embodiments of an educational game. In one
exemplary
embodiment, set of cards 1200 includes 12 HELP cards 1210, 12 SWAP cards 1220,
4 SPOILER
cards 1230, and 300 QUESTION cards, a series of cash representations, and a
series of cheque
representations.
10038] A QUESTION card may pose a question for a player to answer, and may be
used one at
a time when a player lands on a QUESTION tile. A HELP card 1210 may enable a
player to use
a helper, such as asking another person, asking another player, taking a set
period of time to look
up the answer in a textbook or online, etc., and may be collected when a
player lands on a HELP
CA 3032840 2019-02-06

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tile. A SWAP card 1220 may enable a player to switch questions, and may be
collected when a
player lands on a SWAP tile. SWAP cards 1220 and HELP cards 1210 may assist
with player
engagement as players are given some flexibility in answering questions, but
are called upon to
make strategic decisions within a defined set of options; which may motivate
players to answer
more difficult questions than they otherwise would, without inducing a player
to give up on the
game when encountering a difficult question.
[0039] The series of cash representations may include six $10 representations,
six $100
representations, and six $1,000 representations. The series of cheque
representations may include
six $10,000 cheque representations, six $100,000 cheque representations, and
six $1,000,000
cheque representations. High values may encourage player engagement and also
help in teaching
principles of math.
[0040] In other embodiments, the series of cash representations may tend to
refer to virtual or
crypto currency rather than a national currency. For example, OPS coins 1400
may be provided,
such as in a series of 10, 100 1000, 10,000, 100,000, and 1,000,000
denominations, and may be
colour coded. This may help to introduce players to different types of
currency and assist in
generalizing teaching principles. Having coins, such as colour coded coins,
for monetary
representations may permit a game to be made in a more cost-effective way than
full-colour,
two-sided money or money and cheques, though in some cases conventional money
or money
and cheques may be preferred.
[0041] Monetary representations may be separated into cash and cheque
representations to
teach participants about real world monetary signifiers. Value amounts may be
determined to
provide an opportunity to provide an equal number of realistic cash and cheque
representations.
In other embodiments, other values may be chosen, such as higher values, which
may assist in
player engagement, or lower values, which may allow for more real-world
simulation.
[0042] Educational game 1000 will also include a set of tokens 1300, one to
represent each
player or team. The tokens may include representations of common math
operators, such as
addition 1310, subtraction 1320, and multiplication 1330. Where these three
are used, other
operators may fill out the set, such as if a set of six is required it may
also include division,
CA 3032840 2019-02-06

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equal, and not equal. In some embodiments, the set of tokens may be 3-D Base
10, unit cubes,
with each token of a different colour and each token shaped based on a 3-D
math object.
[0043] A SPOILER card 1230 may enable a player to cause another player to move
back to the
START tile. For gameplay, each player may receive one or more spoiler cards
1230 at the
beginning of the game. A SPOILER card 1230 or similar gameplay element may
encourage
teamwork, competition, strategic thinking, and player engagement. In other
embodiments, other
spoiler options may be included in addition to or in alternative to the use of
SPOILER cards
1230. An educational board game may also include an option for keeping tabs on
the use of a
spoiler, and may include a limited number of spoilers, or a limited number of
spoilers per player.
[0044] The set of game instructions will be configured to direct gameplay in
which the goal is
to be the first player to traverse the cyclical track of tiles a set number of
time, such as six times.
The set of game instructions may provide the rough boundaries of game play and
may be
provided in English, English and French, or French. However, in some
embodiments, game rules
including the principles of the present invention may be devised during or
prior to play.
[0045] TABLE 2A and TABLE 2B set out example rules as part of an embodiment of
an
educational board game incorporating a single question strand, relating to
number sense and
numeration, corresponding to board 1100 of FIGs. 1 and 2.
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MATH-OPS- Rules ¨ NUMBER SENSE & NUMERATION a MATH question, get a MATH UP
boost, earn
FREE TIME or get a SWAP or HELP card.
MATH-OPST ES FOR 24 PLAYERS/ AGES 6 to ADULT
b. The first time a player passes START they
CONTENTS collect $10 MATH-OPS- cash, the second
time
$100 MATH-OPS- cash and thirdly $1,000
Gameboard, 6 tokens, game instructions, 36 HELP
MATH-OPS` cash.
cards, 36 SWAP cards, 6 SPOItER cards, a die, 100
QUESTION cards, cash (6510, 6. 5100, & 6 51 000),
c. For completing the fourth revolution, players
CHEQUES (101300 cheques 100,000 cheques (S)
collect a MATH-OPS- cheque for $10,000, fifth
& 3000 000 cheques (61), a record keeping note park
revolution 5100,000 and on the sixth and final
AIM revolution $1,000,0001
The aim of MATH-OPST Is to be the first player 3. How to determine the
winner?
to go around the game board six (6) times.
The player who collects the first $1,000,000.00
BEFORE THE GAME BEGINS MATH-OPS. cheque winsl They will now
have
collected $1,111,110.00 MATH-OPST currency
Before the game begins, each player selects a In total. The other players
may compete for the
token and places it on the game board at remaining spots.
START. Next, each player collects ONE With RULES
%yr SPOILER* card which they MAY OR MAY
NOT use to STOP another player from 1. No cheating! - Ifs player is caught
cheating
completing the LAST or My revolution on the they ',mediate's, lose ALL
their collected SWAP
game board. If a player wants to use their and HELP cards or alternatively
restart the
revolution they were on.
SPOILER* card, they must inform that player
before that player takes their next turn. 2. Calculators may be used (this
must be
decided before the game starts).
HOW TO PLAY THE GAME?
3. One six-sided die is to be used. However,
1. starting the game players may agree to use a die with
more faces.
Players toss a six-sided die and the person with 4. Each player must have
their own game token,
the lowest number begins the game. If there is a
S. Players must use the MATH-OPST record
tie, those players have a NO Off until a winner keeping notepad to keep
track of the number of
is determined. The game then starts from the times players pass START, when
and which
winner of the toss-off and continues in a player used their SPOILER* card
as well as how
clockwise direction. much MATH-OPST currency they've
collected.
2. 140w to continue the game? 6. Ifs player is sent back to START due to
another player using their SPOILER* card they
a. Player 1 tosses the die and moves their token get to keep any MATH-OPS"
currency they have
to a spot on the game board based on the digit collected up to that point.
shown on the die. Their next move is dependent 7. To win a player must
collect $1,111,110.00
on the spot they land. They may have to answer MATH-OPST currency in total
TABLE 2A
CA 3032840 2019-02-06

14
GAME SPOTS question, they may opt to use a HELP
CARD. If
the "helper gives them a wrong answer they
MATH-UPS : If a player lands on a MATH-UP do not get another chance to ask
for HELP on
spot on the game board they get a boost
that turn. However, they must surrender a HELP
depending on the type of MATH-UP , that is,
DIAMOND, SILVER, GOLD or BRONZE. card each time they seek help. Even if
a player
gets the correct answer they must surrender a
Diamond: move forward 6 spaces to FREE TIME. HELP card every time they use
it! A player may
Gold: move forward 5 spaces to FREE TIME. ONLY collect and use a maximum of
6 HELP
Silver: move forward 4 spaces to FREE TIME.
CARDS! Subsequently, if a player lands on that
Bronze: move forward 3 spaces to FREE TIME.
spot they only get to stay and occupy that space
PRINCIPAL'S OFFICE: you miss two turns ¨ no more HELP! Players are NOT
allowed to
trade or exchange HELP cards!
DETENTION: you miss a turn
The HELP CARD can only be used in the
GYM: you get to choose a physical activity ¨ no
more than 20 reps and no less than 101 following ways:
FREE TIME: you have a FREE TIME spot to land a) a player may ask another
player or any other
person for help;
on - no questions asked!
b) a player may seek help from a textbook,
GYM: If a player lands on the GYM spot they dictionary or other similar
source within the
immediately choose and perform a fun physical time limit ¨ maximum of two
minutes.
activity/exercise to the best of their ability.
SWAP CARD: a SWAP CARD can be used by
QUESTION SPOTS: The QUESTION cards are to be players to SWAP or change a
question.
shuffled and placed face down on the game However, they must surrender a
SWAP card
board. When a player lands on a question spot each time they SWAP a
question. A player may
the player to their right picks up a question card ONLY collect and use a
maximum of 6 SWAP
at the top of the pile and asks them that CARDS! Subsequently, if a player
lands on that
question. If a player cannot answer their spot they only get to stay and
occupy that space
question, they go back to the spot they ¨ no more SWAPPING! Players are NOT
allowed
occupied before their incorrect answer. If they to trade or exchange SWAP
cards!
go back and land on a MATH question spot,
RECORD KEEPING: Players must use the MATH-
they are not required to answer a question. In
OPS" record keeping notepad to keep track of
addition, if a player goes backward because
they could not answer a question they may NOT the game.
go further back than START. If they fail to Time: Players have a maximum of
2 minutes to
answer subsequent questions they still remain answer a question. A
stopwatch or clock is
at START and do not get to collect MATH-0PS" required.
dollars or cheques.
GAME CARDS
HELP CARD: If a player thinks a question is too
hard or they are not sure of the answer to a
TABLE 2B
CA 3032840 2019-02-06

15
[0046] TABLE 2C, TABLE 2D, and TABLE 2E set out a set of example rules as part
of
another embodiment of an educational board game incorporating a single
question strand,
relating to number sense and numeration, and in which coins are used instead
of bills or cheques.
MATH-OPS' RULES¨SINGLE STRAND (Number Sense & Numeration)
MATH-OPS¨ IS FOR 2-4 PLAYERS /AGES& to ADULT
CONTENTS
1 Game board, 4 tokens (cube-links), 1 game instruction, 12 HELP Cards, 12
SWAP Cards, 4 SPOILER Cards, 1 dice,
60 QUESTION cards, 4x $10 COINS, 4x $100 COINS, 4x $1 000 COINS, 4x $10000
COINS, 4x $100 000 COINS, 4x $1
000000 COINS, 1 ANSWER KEY and 1 record keeping note pad.
AIM
The aim of MATH-OPS¨ is to be the first player to go around the game board six
(6) times.
BEFORE THE GAME BEGINS
Before the game begins, each player Is given ONE MATH-OPV SPOILER Ã Card which
they MAY OR MAY
NOT use to STOP another player from completing the tAST or ANY revolution on
the game board.
110W TO PLAY THE GAME?
1. Starting the game
Each player selects a token and places it on the game board at START, Next,
players toss a six-sided dice
and the person with the lowest number begins the game. If there is a tie,
those players have a toss off
until a winner Is determined. The game then starts from the winner of the toss-
off and continues in a
clockwise direction.
2. How to play?
a. Player 1 tosses the die and moves theirtaken to a spot on the game board
based on the number
shown on the die. Their next move is dependent on the spot they land. They may
have to answer a
MATH question, get a MATH UP boost, earn FREE TIME or get a SWAP or HELP Card.
b. The first time a player passes START they collect a $10 MATH-OPS -COIN,
secondly, a $100 MATH-
OPS'. COIN, thirdly, a $1,00s MATH-OPS". COIN, fourthly, a $10,000 MATH-OPS "'
COIN, fifthl y, a $100 ,000
MATH-OPS COIN and finally (sixthly) a $1,000 ,000 MATH-OPS" COIN.
3. How to determine the winner?
The player who collects the first$1,000,000.00 MATH-OPS COINwinsl They will
now have collected
$1,111,110.00 MAT H-OP S COINS in total. The other players may compete for the
remaining spots.
RULES
1. No cheating! ¨ if a player is caught cheating they immediately lose ALL
their collected SWAP and
HELP Cards. If they do not have SWAP or HELP cards they MUST restart the
revolution they were on.
2. Calculators may be used (this must be decided before the game starts).
TABLE 2C
CA 3032840 2019-02-06

16
3. One six-sided dice is to be used. However, players may agree to use dice
with more than 6 faces.
4. Each player must have their own game token.
5. The question cards are to be shuffled randomly and placed face down in the
playing area within reach
of all the players. Players pick a question card from the top of the pile each
time they have to answer a
question. Even if a question is answered correctly or Incorrectly, swapped or
a player seeks help, that
question card still goes to the bottom of the pile.
6. Players may elect a scorekeeper (or a player may volunteer to be
scorekeeper) who shall use the
MATH-0PS- record keeping notepad to keep track of the number of times players
pass START, when
and which player used their SPOILER Card as well as how many MATH-OPS". coins,
players have
collected.
7. If a player Is sent back to START due to another player using theirSPOILER
(c) Card they get to keep any
MATH-0PS¨ coins they have collected up to that point.
8. ANY player has the option of using their SPOILER CARD as they see fit, to
STOP another player from
completingthe LAST or ANY revolution on the game board. However, a player
using their SPOILER CARD
must so inform the targeted player before that player takes their next turn.
9. The first time a player passes START they collect a $10 MATH-OPS coin,
secondly, a $100 MATH-
OPS¨ coin, thirdly, a $1,000 MATH-0PS¨ coin, fourthly, a $10,000 MATH-0PS¨
coin, fifthly, a $100,000
MATH-OPS coin and finally (sixthly) a $1,000 ,000 MATH-OPS coin.
GAME SPOTS /GAME CARDS
MATH-UPS el': If a player lands on a MATH-UP e spot on the game board they get
a boost depending on
the type of MATH-UP , that is, DIAMOND, SILVER, GOLD or BRONZE .
Diamond: move forward 6 spaces to FREE TIME . Gold: move forward 5 spaces to
FREE TIME. Silver:
move forward 4 spaces to FREE TIME . Bronze: move forward 3 spaces to FREETIME
. (For MATH-OPS
SINGLE STRAND only!)
QUESTION SPOTS:
When a player lands on a question spot they pick up a question card at the top
of the pile, read it loudly
and then has a maximum of 2 minutes to provide the correct answer. A player
gets to stay on a
QUESTION SPOT by correctly answeringthe question themselves, getting HELP or
after swapping the
question. If a player cannot answertheir question, they go back to the spot
they occupied before their
incorrect answer. If they go back and land on a QUESTION SPOT , they are not
required to answer
another question. If a player goes backward because they could not answer a
question they may NOT go
further back than START. If they fail to answer subsequent questions they
still remain at START and do
not get to collect MATH-0PS¨ coins.
QUESTION CARDS The 60 QUESTION CARDS are for ONE strand ONLY and are sorted
into 5 categories,
that is, MENTAL MATH, TRUE or FALSE, MULTIPLE CHOICE, SPELLING and VOCABULARY,
with each
category having 12 questions.
TABLE 2D
CA 3032840 2019-02-06

17
The QUESTION CARDS are named by strand and numbered 1-12 inclusive. To confirm
the correct
answers players match the question number on the QUESTION CARDS with the
answers in the answer
booklet provided.
PRINCIPAL'S OFFICE: players stay on that spot and miss two turns. However, if
a player was in the
PRINCIPLS'S OFFICE and on their next turn or turns they cannot answer a
question(s), they go back to
the PRINCIPLS'S OFFICE but only to occupy that spot.
DETENTION: players stay on that spot and miss a turn. However, if a player was
in DETENTION and on
their next turn orturns they cannot answer a question(s), they go back to
DETENTION but only to
occupy that spot.
GYM: If a player lands on the GYM spot they immediately choose and perform a
fun physical
activity/exercise to the best of their ability - no more than 15 reps and no
less than 10 I However, if a
player was in the gym SPOT and on their next turn orturns they cannot answer a
question(s), they go
back to the GYM to perform a fun physical activity/exercise to the best of
their ability - no more than 10
reps and no less than 5!
FREETIME: you have a FREETIME spot to land on - no questions asked!
HELP CARD e: If a playerthinks a question is too hard or they are not sure of
the answer to a question,
they may opt to use a HELP CARD e. If the "helper" gives them a wrong
answerthey do not get another
chance to ask for HELP on that turn. However, they must surrender a HELP card
each time they seek
help. Even if a player gets the corr ect answer they must surrender a HELP
card every time they use it! A
player may ONLY collect and use a maximum of 3 HELP CARDS! Subsequently, if a
player lands on that
spot they only get to stay and occupy that space ¨no more HELP! Players are
NOT allowed to trade or
exchange HELP cards! Also players may NOT use a HELP card and a SWAP card in
succession for
assistance with the same question!
The HELP CARD e can only be used in the following ways:
a) a player may ask another player or any other person for help;
b) a player may seek help from a textbook, dictionary or other similar source
within thetime limit ¨2
minutes.
SWAP CARD 8: a SWAP CARD e can be used by players to SWAP or change a question
However, they
must surrender a SWAP card each time they SWAP a question. A player may ONLY
collect and use a
maximum of 3 SWAP CARDS ! Subsequently, if a player lands on that spot they
only get to stay and
occupy that space ¨ no more SWAPPING! Players are NOT allowed to trade or
exchange SWAP cards!
Also players may NOT use a SWAP card and a HELP card in succession for
assistance with the same
question!
RECORD KEEPING: Players must use the MATH-OPS record keeping notepad to keep
track of the game.
(Time): Players have a maximum of 2 minutes to answer a question.
TABLE 2E
CA 3032840 2019-02-06

18
10047] TABLE 3A and TABLE 3B set out a set of example rules as part of an
embodiment of
an educational board game incorporating a single question strand, relating to
measurement.
MATH-OPS" Rules - MEASUREMENT a MATH question, get a MATH UP boost,
earn
FREE TIME or get a SWAP or HELP card.
MATH-0PS- IS FOR 2-6 PLAYERS/AGES 6 to ADULT
b. The first time a player passes START they
CONTENTS collect $10 MATH-0PS- cash, the second
time
$100 MATH-OPS- cash and thirdly $1,000
Gameboard, 6 tokens, game instructions, 36 HELP
MATH-0PS- cash.
cards, 36 SWAP cards, 6 SPOILER cards, a die, 100
QUESTION cards, cash [6 $10, 6, 5100, & 6 $1. 000),
c. For completing the fourth revolution, players
CHEQUES (10 000 cheques (6), 100,000 cheques (6)
collect a MATH-0PS- cheque for $10,000, fifth
& 1 000 000 cheques 16)), a record keeping note pad.
revolution $100,000 and on the sixth and final
AIM revolution $1,000,000i
The aim of MATH-0PS- is to be the first player 3. How to determine the
winner?
to go around the game board six (6) times.
The player who collects the first $1,000,000.00
BEFORE THE GAME BEGINS MATH-0PS- cheque wins! They will now
have
collected $1,111,110.00 MATH-0PS- currency
Before the game begins, each player selects a in total. The other players
may compete for the
token and places it on the game board at remaining spots.
START. Next, each player collects ONE MATH-
RULES
OPS- SPOILER') card which they MAY OR MAY
NOT use to STOP another player from 1. No cheating! - if a player is caught
cheating
completing the LAST or ANY revolution on the they immediately lose ALL
their collected SWAP
game board. If a player wants to use their and HELP cards or alternatively
restart the
revolution they were on.
SPOILER card, they must inform that player
befare that player takes their next turn. 2. Calculators may be used (this
must be
decided before the game starts).
HOW TO PLAY THE GAME?
3. One six-sided die is to be used. However,
1. Starting the game players may agree to use a die with
more faces.
Players toss a six-sided die and the person with 4. Each player must have
their own game token.
the lowest number begins the game. If there is a
5. Players must use the MATH-OPS- record
tie, those players have a fate until a winner keeping notepad to keep track
of the number of
is determined. The game then starts from the times players pass START, when
and which
winner of the tos_lz_otiand continues in a player used their SPOILER* card
as well as how
clockwise direction. much MATH-0PS- currency they've
collected.
2. How to continue the game? 6. If a player is sent back to START due to
another player using their SPOILER card they
a. Player 1 tosses the die and moves their token get to keep any MATH-OPS-
currency they have
to a spot on the game board based on the digit collected up to that point.
shown on the die. Their next move is dependent 7. To win a player must
collect $1,111,110.00
on the spot they land. They may have to answer MATH-OPS- currency in total.
TABLE 3A
CA 3032840 2019-02-06

19
GAME SPOTS question, they may opt to use a HELP
CARD. if
the "helper" gives them a wrong answer they
MATH-UPS"; If a player lands on a MATH-UP6 do not get another chance to ask
for HELP on
spot on the game board they get a boost
that turn. However, they must surrender a HELP
depending on the type of MATH-UPS, that is,
DIAMOND, SILVER, GOLD or BRONZE. card each time they seek help. Even if
a player
gets the correct answer they must surrender a
Diamond: move forward 6 spaces to FREE TIME. HELP card every time they use
it! A player may
Gold: move forward 5 spaces to FREE TIME. ONLY collect and use a maximum of
6 HELP
Silver move forward 4 spaces to FREE TIME
CARDS! Subsequently, if a player lands on that
Bronze: move forward 3 spaces to FREE TIME.
spot they only get to stay and occupy that space
PRINCIPAL'S OFFICE: you miss two turns - no more HELP! Players are NOT
allowed to
trade or exchange HELP cards!
DETENTION: you miss a turn
The HELP CARD can only be used in the
GYM: you get to choose a physical activity - no
following ways:
more than 20 reps and no less than 10!
FREE TIME: you have a FREE TIME spot to land a) a player may ask another
player or any other
person for help;
on - no questions asked!
b) a player may seek help from a textbook,
GYM: If a player lands on the GYM spot they dictionary or other similar
source within the
immediately choose and perform a fun physical time limit - maximum of two
minutes.
activity/exercise to the best of their ability.
SWAP CARD: a SWAP CARD can be used by
QUESTION SPOTS: The QUESTION cards are to be players to SWAP or change a
question.
shuffled and placed face down on the game However, they must surrender a
SWAP card
board. When a player lands on a question spot each time they SWAP a
question. A player may
the player to their right picks up a question card ONLY collect and use a
maximum of 6 SWAP
at the top of the pile and asks them that CARDS! Subsequently, if a player
lands on that
question. If a player cannot answer their spot they only get to stay and
occupy that space
question, they go back to the spot they - no more SWAPPING! Players are NOT
allowed
occupied before their incorrect answer. If they to trade or exchange SWAP
cards!
go back and land on a MATH question spot,
RECORD KEEPING: Players must use the MATH-
they are not required to answer a question. In
OPS- record keeping notepad to keep track of
addition, if a player goes backward because
they could not answer a question they may NOT the game.
go further back than START. If they fail to Time: Players have a maximum of
2 minutes to
answer subsequent questions they still remain
answer a question. A stopwatch or clock is
at START and do not get to collect MATH-0PS- required.
dollars or cheques.
GAME CARDS
HELP CARD: If a player thinks a question is too
hard or they are not sure of the answer to a
TABLE 3B
CA 3032840 2019-02-06

20
[0048] TABLE 3C, TABLE 3D, and TABLE 3E set out a set of example rules as part
of
another embodiment of an educational board game incorporating a single
question strand,
relating to measurement.
MATH-OPS- RULES ¨ SINGLE STRAND (Measurement)
MATH-0PS¨ IS FOR 2-4 PLAYERS / AGESS to ADULT
CONTENTS
1 Game board, 4 tokens (cube-links), 1 game instruction, 12 HELP Cards, 12
SWAP Cards, 4 SPOILER Cards, 1 dice,
60 QUESTION cards, 4x $10 COINS, 4x $100 COINS, 4x $1 000 COINS. 4x $10 000
COINS , 4s $100 000 COINS, 4x $1
000 000 COINS, 1 ANSWER KEY and 1 record keeping note pad.
AIM
The aim of MATH-0PS- is to be the first player to go around the game board six
(6) times.
BEFORE THE GAME BEGINS
Before the game begins, each player is given ONE MATH-OPS' SPOILER 6 Card
which they MAY OR MAY
NOT use to STOP another player from completingthe LAST or ANY revolution on
the game board.
HOW TO PLAY THE GAME?
1. Starting the game
Each player selects a token and places it on the game board at START. Next,
players toss a six-sided dice
and the person with the lowest number begins the game. If there Is a tie,
those players have a toss off
until a winner is determined. The game then starts from the winner of the toss-
off and continues in a
Clockwise direction.
2. How to play?
a. Player 1 tosses the die and moves their token to a spot on the game board
based on the number
shown on the die. Their next move is dependent on the spot they land. They may
have to answer a
MATH question, get a MATH UP boost, earn FREETIME or get a SWAP or HELP Card.
b. The first time a player passes START they collect a $10 MATH-OPS -COIN,
secondly, a $100 MATH-
OP S¨ COIN, thirdly, a $1,000 MATH-0PS¨ COIN, fourthiy, a $10,000 MATH-0P C*
COIN, fifthly, a $100 ,000
MATH-0PS¨ COIN and finally (sixthly) a $1,000 ,000 MATH-0PS¨ COIN.
3. Nowt determine the winner?
The player who collects the first $1,000,000.00 MATH-OPS COINwins! They
will now have collected
$1,111,110.00 MATH-OPS ¨ COINS in total. The other players may compete for the
remaining spots.
RULES
1. No cheating! ¨ if a player is caught cheating they Immediately lose ALL
their collected SWAP and
HELP Cards. If they do not have SWAP or HELP cards they MUSTrestart the
revolution they were on.
2. Calculators may be used (this must be decided before the game starts).
TABLE 3C
CA 3032840 2019-02-06

21
3. One six-sided dice Is to be used. However, players may agree to use dice
with more than 6 faces,
4. Each player must have their own game token.
5. The question cards are to be shuffled randomly and placed face down in the
playing area within reach
of all the players. Players pick a question card from the top of the pile each
time they have to answer a
question. Even if a question is answered correctly or incorrectly, swapped or
a player seeks help, that
question card still goes to the bottom of the pile.
6. Players may elect a scorekeeper (or a player may volunteer to be
scorekeeper) who shall use the
MATH-0PS¨ record keeping notepad to keep track of the number of times players
pass START, when
and which player used their SPOILER e Card as well as how many MATH-0PS-
coins, players have
collected.
7. If a player Is sent back to START due to another player using theirSPOILER
e Card they get to keep any
MATH-0PS- coins they have collected up to that point.
8. ANY player has the option of usingtheir SPOILER CARD as they see fit, to
STOP another player from
completingthe LAST or ANY revolution on the game board. However, a player
usingtheir SPOILER CARD
must so inform the targeted player before that player takes their next turn.
9. The first time a player passes START they collect a $10 MATH-0PS¨ coin,
secondly, a $100 MATH-
OPS- coin, thirdly, a $1,000 MATH-0PS¨ coin, fourthly, a $10,000 MATH-0PS-
coin, fifthly, a $100,000
MATH-OPS¨ coin and finally (sixthly) a $1,000 ,000 MATH-0PS- coin.
GAME SPOTS /GAME CARDS
MATH-UPS e: If a player lands on a JWATH-UPe spot on the game board they get a
boost depending on
the type of PIATH-UP@, that is, DIAMOND, SILVER, GOLD or BRONZE .
Diamond: move forward 6 spaces to FREE TIME . Gold: move forvvard 5 spaces to
FREE TIME , Silver*
move forward 4 spaces to FREE TIME . Bronze: move forward 3 spaces to FREE
TIME . (For MATH-OPS
SINGLE STRAND only!)
QUESTION SPOTS:
When a player lands on a question spot they pick up a question card at the top
of the pile, read it loudly
and then has a maximum of 2 minutes to provide the correct answer. API ayer
gets to stay on a
QUESTION SPOT by correctly answeringthe question themselves, getting HELP or
after swapping the
question. If a player cannot answer their question, they go back to the spot
they occupied before their
incorrect answer. If they go back and land on a QUESTION SPOT ,they are not
required to answer
another question. If a player goes backward because they could not answers
question they may NOT go
further back than START. If they fail to answer subsequent questions they
still remain at START and do
not get to collect MATH-0PS¨ coins.
QUESTION CARDS The 60 QUESTION CARDS are for ONE strand ONLY and are sorted
into 5 categories,
that is, MENTAL MATH, TRUE or FALSE, MULTIPLE CHOICE, SPELLING and VOCABULARY,
with each
category having 12 questions.
TABLE 3D
CA 3032840 2019-02-06

22
The QUESTION CARDS are named by strand and numbered 1-12 inclusive. To confirm
the correct
answers players match the question number on the QUESTION CARDS with the
answers in the answer
booklet provided.
PRINCIPAL'S OFFICE: players stay on that spot and miss two turns. However, if
a player was in the
PRINC1PLS'S OFFICE and on their next turn or turns they cannot answer a
question(s), they go back to
the PRINC1PLS'S OFFICE but only to occupy that spot.
DETENTION: players stay on that spot and miss a turn. However, if a player was
In DETENTION and on
their next turn or turns they cannot answer a question(s), they go back to
DETENTION but only to
occupy that spot.
GYM: If a player lands on the GYM spot they immediately choose and perform a
fun physical
activity/exercise to the best of their ability - no more than 15 reps and no
less than 10 I However, if a
player was in the gym SPOT and on their next turn or turns they cannot answer
a question(s), they go
back to the GYM to perform a fun physical activity/exercise to the best of
their ability - no more than 10
reps and no less than 5!
FREE TIME: you have a FREE TIME spot to land on - no questions asked!
HELP CARD a: If a player thinks a question is too hard or they are not sure of
the answer to a question,
they may opt to use a HELP CARD a. If the "helper" gives them a wrong answer
they do not get another
chance to ask for HELP on that turn. However, they must surrender a HELP card
each time they seek
help. Even if a player gets the correct answer they must surrender a HELP card
every time they use it! A
player may ONLY collect and use a maximum of 3 HELP CARDS! Subsequently, if a
player lands on that
spot they only get to stay and occupy that space ¨ no more HELP! Players are
NOT allowed to trade or
exchange HELP cards! Also players may NOT use a HELP card and a SWAP card in
succession for
assistance with the same question!
The HELP CARD a can only be used in the following ways:
a) a player may ask another player or any other oerson for help;
b) a player may seek help from a textbook, dictionary or other similar source
within thetime limit ¨2
minutes.
SWAP CARD a: a SWAP CARD a can be used by players to SWAP or change a
question. However, they
must surrender a SWAP card each time they SWAP a question. A player may ONLY
collect and use a
maximum of 3 SWAP CARDS I Subsequently, if a player lands on that spot they
only get to stay and
occupy that space ¨ no more SWAPPING! Players are NOT allowed to trade or
exchange SWAP cards!
Also players may NOT use a SWAP card and a HELP card in succession for
assistance with the same
question!
RECORD KEEPING: Players must use the MATH-0PS- record keeping notepad to keep
track of the game.
(Time): Players have a maximum of 2 minutes to answer a question.
TABLE 3E
CA 3032840 2019-02-06

23
[0049] TABLE 4A and TABLE 4B set out a set of example rules as part of an
educational
board game incorporating a single question strand, relating to patterns and
algebra.
MATH-OPF Rules - Patterns & Algebra a MATH question, get a MATH UP boost,
earn
FREE TIME or get a SWAP or HELP card.
MATH-OPS" IS FOR 2-6 PLAYERS / AGES 6 to ADULT
b. The first time a player passes START they
CONTENTS collect Sic MATH.CIPS" cash, the second
time
$100 MATH-OPS" cash and thirdly $1,000
Gameboard, 6 tokens, game instructions, 36 HELP
MATH-OPS" cash.
cards, 36 SWAP cards, 6 SPOILER cards, a die, 100
QUESTION cards, cash 16 510, 6, $100, & 6 $1000),
c. For completing the fourth revolution, players
CHEQUES110 000 cheques (6), 100,000 cheques (6)
collect a MATH-OPS" cheque for $10,000, fifth
& 1 000 000 cheques (6)1, a record keeping note pad.
revolution $100,000 and on the sixth and final
AIM revolution $1,000,0001
The aim of MATH-OPS" is to be the first player 3. How to determine the
winner?
to go around the game board six (6) times.
The player who collects the first $1,000,000.00
BEFORE THE GAME BEGINS MATH-0PS" cheque wins! They will now
have
collected $1,111,110.00 MATH-OPS" currency
Before the game begins, each player selects a In total. The other players
may compete for the
token and places it on the game board at remaining spots.
START. Next, each player collects ONE MATH-
RULES
OPS" SPOILER card which they MAY OR MAY
Mt use to STOP another player from 1. No cheating! ¨ if a player is caught
cheating
completing the LAST or ANY revolution on the they immediately lose ALL
their collected SWAP
game board. If a player wants to use their and HELP cards or alternatively
restart the
revolution they were on.
SPOILER card, they must inform that player
before that player takes their next turn. 2. Calculators may be used (this
must be
decided before the game starts).
HOW TO PLAY THE GAME?
3. One six-sided die is to be used. However,
1. Starting the game players may agree to use a die with
more faces.
Players toss a six-sided die and the person with 4. Each player must have
their own game token.
the lowest number begins the game. If there is a
5. Players must use the MATH-0PS" record
tie, those players have a toss off until a winner
keeping notepad to keep track of the number of
is determined. The game then starts from the times players pass START, when
and which
winner of the toss-off and continues in a player used their sPOILER card
as well as how
clockwise direction. much MATH-OPS" currency they've
collected.
2. Now to continue the game? 6.1f a player is sent back to START due to
another player using their SPOILER card they
a. Player 1 tosses the die and moves their token get to keep any MATH-OPS"
currency they have
to a spot on the game board based on the digit collected up to that point.
shown on the die. Their next move is dependent 7. To win a player must
collect $1,111,110m
on the spot they land. They may have to answer MATH-0PS- currency in total.
TABLE 4A
CA 3032840 2019-02-06

24
GAME SPOTS question, they may opt to use a HELP
CARD. If
the "helper" gives them a wrong answer they
MATH-UPS : If a player lands on a MATH-UP
do not get another chance to ask for HELP on
spot on the game board they get a boost
that turn. However, they must surrender a HELP
depending on the type of MATH-UP , that is,
DIAMOND, SILVER, GOLD or BRONZE. card each time they seek help. Even if
a player
gets the correct answer they must surrender a
Diamond: move forward 6 spaces to FREE TIME. HELP card every time they use
it! A player may
Gold: move forward 5 spaces to FREE TIME.
ONLY collect and use a maximum of 6 HELP
Silver: move forward 4 spaces to FREE TIME.
CARDS! Subsequently, if a player lands on that
Bronze: move forward3 spaces to FREE TIME.
spot they only get to stay and occupy that space
PRINCIPAL'S OFFICE: you miss two turns - no more HELP! Players are NOT
allowed to
trade or exchange HELP cards!
DETENTION: you miss a turn
GYM: you get to choose a physical activity - no The HELP CARD can only be
used in the
more than 20 reps and no less than 10! following ways:
FREE TIME: you have a FREE TIME spot to land a) a player may ask another
player or any other
person for help;
on - no questions asked!
b) a player may seek help from a textbook,
GYM: If a player lands on the GYM spot they dictionary or other similar
source within the
immediately choose and perform a fun physical time limit - maximum of two
minutes.
activity/exercise to the best of their ability.
SWAP CARD: a SWAP CARD can be used by
QUESTION SPOTS: The QUESTION cards are to be players to SWAP or change a
question.
shuffled and placed face down on the game However, they must surrender a
SWAP card
board. When a player lands on a question spot each time they SWAP a
question. A player may
the player to their right picks up a question card ONLY collect and use a
maximum of 6 SWAP
at the top of the pile and asks them that CARDS! Subsequently, If a player
lands on that
question. If a player cannot answer their spot they only get to stay and
occupy that space
question, they go back to the spot they - no more SWAPPING! Players are NOT
allowed
occupied before their incorrect answer. If they to trade or exchange SWAP
cards!
go back and land on a MATH question spot,
RECORD KEEPING: Players must use the MATH-
they are not required to answer a question. In
addition, if a player goes backward because OPS- record keeping notepad to
keep track of
they could not answer a question they may NOT the game.
go further back than START. If they fail to Time: Players have a maximum of
2 minutes to
answer subsequent questions they still remain answer a question. A
stopwatch or clock is
at START and do not get to collect MATH-0PS- required.
dollars or cheques.
GAME CARDS
HELP CARD: If a player thinks a question is too
hard or they are not sure of the answer to a
TABLE 4B
CA 3032840 2019-02-06

25
100501 TABLE 4C, TABLE 4D, and TABLE 4E set out a set of example rules as part
of
another embodiment of an educational board game incorporating a single
question strand,
relating to patterns and algebra.
MATH-OPS'" RULES¨ SINGLE STRAND (Patterning & Algebra)
MATH-0PS¨ IS FOR 2-4 PLAYERS / AGES 8 to ADULT
CONTENTS
1 Game board, 4 tokens (cube-links), 1 game instructIOn, 12 HELP Cards, 12
SWAP Cards, 4 SPOILER Cards, 1 dice,
60 QUESTION cards, 4s $10 COINS, 4x $100 COINS, 4x $1 000 COINS, 4x $10 000
COINS, 4x $100 000 COINS, 4x $1
000 000 COINS, 1 ANSWER KEY and 1 record keeping note pad.
AIM
The aim of MATH-OPr Is to be the first player to go around the game board six
(6) times,
BEFORE THE GAME BEGINS
Before the game begins, each player is given ONE MATH-OPS¨ SPOILER e Card
which they MAY OR MAY
NOT use to STOP another player from completing the LAST or ANY revolution on
the game board.
HOW TO PLAY THE GAME?
1. Starting the game
Each player selects a token and places it on the game board at START Next,
players toss a six-sided dice
and the person with the lowest number begins the game. If there is a tie,
those players have a toss off
until a winner Is determined. The game then starts from the winner of the toss-
off and continues in a
clockwise direction.
2. How to play?
a. Player 1. tosses the die and moves their token to a spot on the game board
based on the number
shown on the die. Their next moves dependent on the spot they land, They may
have to answer a
MATH question, get a MATH UP boost, earn FREE TIME or get a SWAP or HELP Card.
b. The first time a player passes START they collect a $10 MATH-OPS -COIN,
secondly, a $100 MATH-
OPS- COIN, thirdly, a $1,000 MATH-OPS¨ COIN, fourthly, a $10,000 MATH-0PS¨
COIN, fifthly, a $100,000
MATH-0P5¨ COIN and finally (sixthly) a $1,000 , 000 MATH-0PS¨ COIN.
I. How to determine the winner?
The player who collects the first $1,000,000.00 MATH-OPS COINwinsl They
will now have collected
$1,111410.00 MATH-OPS ¨ COINS in total. The other players may compete for the
remaining spots.
RULES
1. No cheating! ¨if a player is caught cheating they immediately lose ALL
their collected SWAP and
HELP Cards. If they do not have SWAP or HELP cards they MUST restart the
revolution they were on.
2. Calculators may be used (this must be decided before the game starts).
TABLE 4C
=
CA 3032840 2019-02-06

26
3, One six-sided dice is to be used. However, players may agree to use dice
with more than 6 faces.
4. Each player must have their own game token.
5. The question cards are to be shuffled randomly and placed face down in the
playing area within reach
of all the players. Players pick a question card from the top of the pile each
time they have to answer a
question. Even if a question is answered correctly or incorrectly, swapped or
a player seeks help, that
question card still goes to the bottom of the pile.
6. Players may elect a scorekeeper (or a player may volunteer to be
scorekeeper) who shall use the
MATH-OPS ¨ record keeping notepad to keep track of the number of times players
pass START, when
and which player used their SPOILER @ Card as well as how many MATH-0PS¨
coins, players have
collected.
7. If a player is sent back to START due to another player using theirSPOILER
e Card they get to keep any
MATH-OPS coins they have collected up to that point.
8. ANY player has the option of using their SPOILER CARD as they see fit, to
STOP another player from
completing the LAST or ANY revolution on the game board. However, a player
usingtheir SPOILER CARD
must so inform the targeted player before that playertakes their next turn.
9. The first time a player passes START they collect a $10 MATH-0PS¨ coin,
secondly, a $100 MATH-
OPS¨ coin, thirdly, a $1,000 MATH-OPS ¨ coin, fourthly, a $10,000 MATH-0PS¨
coin, fifthly, a $100,000
MATH-OPS¨ coin and finally (sixthly) a $1,000 .000 MATH-OPr coin.
GAME SPOTS /GAME CARDS
MATH-UPS 8: If a player lands on a MATH-UP spot on the game board they get a
boost depending on
the type of MATII-UP , that is, DIAMOND, SILVER, GOLD or BRONZE .
Diamond: move forward 6 spaces to FREE TIME. Gold: move forward 5 spaces to
FREE TIME , Silver:
move forward 4 spaces to FREE TIME . Bronze: move forward 3 spaces to FREE
TIME . (For MATH-OPS
SINGLE STRAND only!)
QUESTION SPOTS:
When a player lands on a question spot they pick up a question card at the top
of the pile, read it loudly
and then has a maximum of 2 minutes to provide the correct answer. A player
gets to stay on a
QUESTION SPOT by correctly ansvveringthe question themselves, getting HELP or
after swappingthe
question. If a player cannot answer their question, they go back to the spot
they occupied before their
incorrect answer. If they go back and land on a QUESTION SPOT , they are not
required to answer
another question. If a player goes backward because they could not answer a
question they may NOT go
further back than START. If they fail to answer subsequent questions they
still remain at START and do
not get to collect MATH-0PS¨ coins.
QUESTION CARDS The 60 QUESTION CARDS are for ONE strand ONLY and are sorted
into 5 categories,
that is, MENTAL MATH, TRUE or FALSE, MULTIPLE CHOICE, SPELLING and VOCABULARY,
with each
category having 12 questions.
TABLE 4D
CA 3032840 2019-02-06

27
The QUESTION CARDS are named by strand and numbered 1-12 inclusive. To confirm
the correct
answers players match the question number on the QUESTION CARDS with the
answers in the answer
booklet provided.
PRINCIPAL'S OFFICE: players stay on that spot and miss two turns. However, if
a player was in the
PRINCIPLS'S OFFICE and on their next turn orturns they cannot answer a
question(s), they go back to
the PRINCIPLS'S OFFICE but only to occupy that soot.
DETENTION: players stay on that spot and miss a turn. However, if a player was
In DETENTION and on
their next turn orturns they cannot answer a question(s), they go back to
DETENTION but only to
occupy that spot.
GYM: If a player lands on the GYM spot they immediately choose and perform a
fun physical
activity/exercise to the best of their ability - no more than 15 reps and no
less than 10 I However, if a
player was in the gym SPOT and on their next turn orturns they cannot answer a
question(s), they go
back to the GYM to perform a fun physical activity/exercise to the best of
their ability - no more than 10
reps and no less than 5!
FREETIME: you have a FREETIME spot to land on - no questions asked!
HELP CARD e: If a playerthinks a question is too hard or they are not sure of
the answer to a question,
they may opt to use a HELP CARD e. If the "helper" gives them a wrong answer
they do not get another
chance to ask for HELP on that turn. However, they must surrender a HELP card
each time they seek
help. Even if a player gets the correct answer they must surrender a HELP card
every time they use it! A
player may ONLY collect and use a maximum of 3 HELP CARDS! Subsequently, if a
player lands on that
spot they only get to stay and occupy that space ¨no more HELP! Players are
NOT allowed to trade or
exchange HELP cards! Also players may NOT use a HELP card and a SWAP card in
succession for
assistance with the same question!
The HELP CARD e can only be used in the following ways:
a) a player may ask another player or anv other Demon for help;
b) a player may seek help from a textbook, dictionary or other similar source
within thetime limit ¨ 2
minutes.
SWAP CARD e: a SWAP CARD e can be used by players to SWAP or change a
question. However, they
must surrender a SWAP card each time they SWAP a question. A player may ONLY
collect and use a
maximum of 3 SWAP CARDS ! Subsequently, if a player lands on that spot they
only get to stay and
occupy that space ¨ no more SWAPPING! Players are NOT allowed to trade or
exchange SWAP cards!
Also players may NOT use a SWAP card and a HELP card in succession for
assistance with the same
question!
RECORD KEEPING: Players must use the MATH-0PS¨ record keeping notepad to keep
track of the game.
(Time): Players have a maximum of 2 minutes to answer a question.
TABLE 4E
CA 3032840 2019-02-06

28
[0051] TABLE 5A and TABLE 5B set out a set of example rules as part of an
educational
board game incorporating a single question strand, relating to data management
and probability.
MATH-OPS" Rules ¨ DATA MANAGEMENT & PROBABILITY a MATH question, get a MATH
UP boost, earn
FREE TIME or get a SWAP or HELP card.
MATH-OPS- IS FOR 2-6 PLAYERS! AGES 6 to ADULT
b. The first time a player passes START they
CONTENTS
collect $10 MATH-OPc cash, the second time
Gameboard, 6 tokens, game instructions, 36 HELP $100 MATH-OPS" cash and
thirdly $1,000
cards, 36 SWAP cards, 6 SPOILER cards, a die, 100 MATH-0P5- cash.
QUESTION cards, cash (6 $10.6, $100. & 6 $1 0001,
CHEQUES (10 000 cheques (6), 100.000 cheques (6) C. For completing the
fourth revolution, players
& 1 000 000 cheques (6)1, a record keeping note pad. collect a MATH-OPS"
cheque for $10,000, fifth
revolution $100,000 and on the sixth and final
AIM
revolution $1,000,0001
The aim of MATH-OPS- Is to be the first player
3. How to determine the winner?
to go around the game board six (6) times.
The player who collects the first $1,000,000.00
BEFORE THE GAME BEGINS MATH-0PS- cheque wins! They will now
have
collected $1,111,110.00 MATH-OPS- currency
Before the game begins, each player selects a
In total. The other players may compete for the
token and places it on the game board at remaining spots.
START. Next, each player collects ONE MATH-
OW SPOILERS card which they MAY OR MAY RULES
NOT use to STOP another player from
1. No cheating! - if a player is caught cheating
completing the LASTor ANY revolution on the they immediately lose ALL their
collected SWAP
game board. If a player wants to use their and HELP cards or alternatively
restart the
SPOILER card, they must inform that player revolution they were on.
before that player takes their next turn.
2. Calculators may be used (this must be
HOW TO PLAY THE GAME? decided before the game starts).
1. Starting the game 3. One six-sided die is to be used.
However,
players may agree to use a die with more faces.
Players toss a six-sided die and the person with
4. Each player must have their own game token.
the lowest number begins the game. If there is a
tie, those players have a Loji until a winner 5. Players must use the MATH-
OPS" record
is determined. The game then starts from the keeping notepad to keep track
of the number of
winner of the toss-off and continues in a times players pass START, when
and which
player used their SPOILER card as well as how
clockwise direction.
much MATH-0PS- currency they've collected.
2. How to continue the game? 6. If a player is sent back to START
due to
another player using their SPOILER card they
a. Player 1 tosses the die and moves their token get to keep any MATH-OPc
currency they have
to a spot on the game board based on the digit collected up to that point.
shown on the die. Their next move is dependent
on the spot they land. They may have to answer 7. To win a player must
collect $1,111,110.00
MATH-OPS- currency in total.
TABLE 5A
CA 3032840 2019-02-06

29
MATIi-0P5- Rules ¨ DATA MANAGEMENT & PROBABILITY a MATH question, get a
MATH UP boost, earn
FREE TIME or get a SWAP or HELP card.
MATH-OPS- IS FOR 2-6 PLAYERS / AGES 6 to ADULT
b. The first time a player passes START they
CONTENTS
collect $10 MATH-0PS- cash, the second time
Gameboard, 6 tokens, game instructions, 36 HELP $100 MATH-OPS- cash and
thirdly $1,000
cards, 36 SWAP cards, 6 SPOILER cards, a die, 100 MATH-0PS- cash.
QUESTION cards, cash [6 $10, 6, $100, & 6 Si 000),
CHEQUES [10 000 cheques (6), 100,000 cheques (6) c. For completing the
fourth revolution, players
& 1 000 000 cheques (6)), a record keeping note pad. collect a MATH-0PS-
cheque for $10,000, fifth
revolution $100,000 and on the sixth and final
AIM revolution $1,000,000!
The aim of MATH-0PS- is to be the first player
3. How to determine the winner?
to go around the game board six (6) times.
The player who collects the first $1,000,000.00
BEFORE THE GAME BEGINS MATH-0PS- cheque wins! They will now
have
Before the game begins, each player selects a collected $1,111,110.00 MATH-
0PS- currency
in total. The other players may compete for the
token and places it on the game board at remaining spots.
START. Next, each player collects ONE MATH-
OPS- SPOILER card which they MAY OR MAY RULES
NOT use to STOP another player from 1. No cheating! - if a player is caught
cheating
completing the LAST or ANY revolution on the they immediately lose ALL
their collected SWAP
game board. If a player wants to use their and HELP cards or alternatively
restart the
SPOILER card, they must inform that player revolution they were on.
before that player takes their next turn.
2. Calculators may be used (this must be
HOW TO PLAY THE GAME? decided before the game starts).
3. One six-sided die is to be used. However,
1. Starting the game
players may agree to use a die with more faces.
Players toss a six-sided die and the person with 4. Each player must have
their own game token.
the lowest number begins the game. If there is a
tie, those players have a toss off until a winner 5. Players must use the
MATH-OPS- record
is determined. The game then starts from the keeping notepad to keep track
of the number of
winner of the toss-off and continues in a times players pass START, when
and which
player used their SPOILERy card as well as how
clockwise direction. much MATH-OPS- currency they've
collected.
2. How to continue the game? 6. If a player is sent back to START
due to
another player using ti_aliE SPOILER card they
a. Player 1 tosses the die and moves their token
get to keep any MATH-0PS- currency they have
to a spot on the game board based on the digit collected up to that point.
shown on the die. Their next move is dependent
on the spot they land. They may have to answer 7. To win a player must
collect $1,111,110.00
MATH-0PS- currency in total.
TABLE 5B
CA 3032840 2019-02-06

30
[0052] TABLE 5C, TABLE 5D, and TABLE 5E set out a set of example rules as part
of
another embodiment of an educational board game incorporating a single
question strand,
relating to data management and probability.
MATH-OPS- RULES-SINGLE STRAND (Data Management & Probability)
MATH-0PS¨ IS FOR 2-4 PLAYERS / AGES 8 to ADULT
CONTENTS
1 Game board, 4 tokens (cube-links), 1 game instruction, 12 HELP Cards, 12
SWAP Cards, 4 SPOILER Cards, I dice,
60 QUESTION cards, 4x $10 COINS, 4x $100 COINS, 4x Si 000 COINS, 4x $10 000
COINS, 4x $100 000 COINS 4" 51
000000 COINS, 1 ANSWER KEY and 1 record keeping note pad.
AIM
The aim of MATH-0PS¨ is to be the first player to go around the game board six
(6) times,
BEFORE THE GAME BEGINS
Before the game begins, each player Is given ONE MATH-0PS¨ SPOILER a Card
which they MAY OR MAY
NOT use to STOP another player from completingthe LAST or ANY revolution on
the game board.
HOW TO PLAY THE GAME?
1. Starting the game
Each player selects a token and places it on the game board at START, Next,
players toss a six-sided dice
and the person with the lowest number begins the game. If there is a tie,
those players have a toss off
until a winner is determined. The game then starts from the winner of the toss-
off and continues in a
clockwise direction.
2. How to play?
a. Player 1 tosses the die and moves their token to a spot on the game board
based on the number
shown on the die. Their next move is dependent on the spot they land, They may
have to answer a
MATH question, get a MATH UP boost, earn FREETIME or get a SWAP or HELP Card.
b. The first time a player passes START they collect a $10 MATH-OPS ¨COIN,
secondly, a $100 MATH-
OPS÷. COIN, thirdly, a $1,000 MATH-OPS 'COIN, fourthly, a $10,000 MATH-OPS v.
COIN, fifthly, a $100,1300
MATH-0PS- COIN and finally (sixthly) a $1,000 ,000 MATH-OPS" COIN,
3. How to determine the winner?
The player who collects the first$1,000,000.00 MATH-OPS COINwins! They will
now have collected
$1,111,110.00 MATH-OPS ¨ COINS in total. The other players may compete for the
remaining spots.
RULES
1. No cheating! ¨ if a player is caught cheatingthey immediately lose ALL
their collected SWAP and
HELP Cards. If they do not have SWAP or HELP cards they MUSTrestart the
revolution they were on.
2. Calculators may be used (this must be decided before the game starts).
TABLE 5C
CA 3032840 2019-02-06

31
3. One six-sided dice is to be used. However, players may agree to use dice
with more than 6 faces.
4. Each player must have their own game token.
5. The question cards are to be shuffled randomly and placed face down in the
playing area within reach
of all the players, Players pick a question card from the top of the pile each
time they have to answer a
question, Even if a question is answered correctly or incorrectly, swapped or
a player seeks help, that
question card still goes to the bottom of the pile.
6. Players may elect a scorekeeper (or a player may volunteer to be
scorekeeper) who shall use the
MATH-0PS'. record keeping notepad to keep track of the number of times players
pass START, when
and which player used their SPOILER C Card as well as how many MATH-0PS¨
coins, players have
collected.
7.1f a player is sent back to START due to another player using theirSPOILER
Card they get to keep any
MATH-OPS- coins they have collected up to that point.
8. ANY player has the option of usingtheir SPOILER CARD as they see fit, to
STOP another player from
completingthe LAST or ANY revolution on the game board. However, a player
usingtheir SPOILER CARD
must so inform the targeted player before that player takes their nexttum.
9. The first time a player passes START they collect a $10 MATH-0PS¨ coin,
secondly, a $100 MATH-
OPS¨ coin, thirdly, a $1,000 MATH-OPS- coin, fourthly, a $10,000 MATH-0PS¨
coin, fifthly, a $100,000
MATH-0PS- coin and finally (sixthly) a $1,000 .000 MATH-OPS ¨ coin.
GAME SPOTS /GAME CARDS
MATH-UPSe: If a player lands on a MATH-UPe spot on the game board they get a
boost depending on
the type of MATH-UPS, that is, DIAMOND, SILVER, GOLD or BRONZE .
Diamond: move forward 6 spaces to FREE TIME . Gold: move forward 5 spaces to
FREE TIME Silver:
move forward 4 spaces to FREE TIME . Bronze: move forward 3 spaces to FREETIME
. (For MATH-OPS
SINGLE STRAND only!)
QUESTION SPOTS:
When a player lands on a question spot they pick up a question card at the top
of the pile, read it loudly
and then has a maximum of 2 minutes to provide the correct answer. A player
gets to stay on a
QUESTION SPOT by correctly answering the question themselves, getting HELP or
after svvappingthe
question. If a player cannot answer their question, they go back to the spot
they occupied before their
incorrect answer. If they go back and land on a QUESTION SPOT, they are not
required to answer
another question. If a player goes backward because they could not answer a
question they may NOT go
further back than START. If they fail to answer subsequent questions they
still remain at START and do
not get to collect MATH-0PS¨ coins.
QUESTION CARDS : The 60 QUESTION CARDS are for ONE strand ONLY and are sorted
into 5 categories,
that is, MENTAL MATH, TRUE or FALSE, MULTIPLE CHOICE, SPELLING and VOCABULARY,
with each
category having 12 questions.
TABLE SD
CA 3032840 2019-02-06

32
The QUESTION CARDS are named by strand and numbered 1-12 inclusive. To confirm
the correct
answers players match the question number on the QUESTION CARDS with the
answers in the answer
booklet provided.
PRINCIPAL'S OFFICE: players stay on that spot and miss two turns. However, if
a player was in the
PRINCIPLS'S OFFICE and on their next turn or turns they cannot answer a
question(s), they go back to
the PRINCIPLS'S OFFICE but only to occupy that spot.
DETENTION: players stay on that spot and miss a turn. However, if a player was
In DETENTION and on
their next turn or turns they cannot answer a question(s), they go back to
DETENTION but only to
occupy that spot.
GYM: If a player lands on the GYM spot they immediately choose and perform a
fun physical
activity/exercise to the best of their ability - no more than 15 reps and no
less than 10 I However, if a
player was in the gym SPOT and on their next turn or turns they cannot answer
a question(s), they go
back to the GYM to perform a fun physical activity/exercise to the best of
their ability - no more than 10
reps and no less than 5!
FREETIME: you have a FREETIME spot to land on - no questions asked!
HELP CARD g: If a player thinks a question is too hard orthey are not sure of
the answer to a question,
they may opt to use a HELP CARD g. If the "helper" gives them a wrong answer
they do not get another
chance to ask for HELP on that turn. However, they must surrender a HELP card
each time they seek
help. Even if a player gets the corr ect answerthey must surrender a HELP card
every time they use it! A
player may ONLY collect and use a maximum of 3 HELP CARDS! Subsequently, if a
player lands on that
spot they only get to stay and occupy that space ¨no more HELP! Players are
NOT allowed to trade or
exchange HELP cards! Also players may NOT use a HELP card and a SWAP card in
succession for
assistance with the same question!
The HELP CARD g can only be used in the following ways:
a) a player may ask another player or any other person for help;
b) a player may seek help from a textbook, dictionary or other similar source
within thetime limit ¨2
minutes.
SWAP CARD g: a SWAP CARD g can be used by players to SWAP or change a
question. However, they
must surrender a SWAP card each time they SWAP a question. A player may ONLY
collect and use a
maximum of 3 SWAP CARDS ! Subsequently, if a player lands on that spot they
only get to stay and
occupy that space ¨ no more SWAPPING! Players are NOT allowed to trade or
exchange SWAP cards!
Also players may NOT use a SWAP card and a HELP card In succession for
assistance with the same
question!
RECORD KEEPING: Players must use the MATH-0PS- record keeping notepad to keep
track of the game.
(Time): Players have a maximum of 2 minutes to answer a question.
TABLE 5E
CA 3032840 2019-02-06

33
[00531 TABLE 6A and TABLE 6B set out a set of example rules as part of an
educational
board game incorporating a single question strand, relating to geometry and
spatial sense.
MATH-OPS- Rules - GEOMETRY & SPATIAL SENSE a MATH question, get a MATH UP
boost, earn
FREE TIME or get a SWAP or HELP card.
MATH-0PS- IS FOR 2-6 PLAYERS / AGES 6 to ADULT
b. The first time a player passes START they
CONTENTS
collect $10 MATH-0PS- cash, the second time
Gameboard, 6 tokens, game instructions, 36 HELP $100 MATH-0PS- cash and
thirdly $1,000
cards, 36 SWAP cards, 6 SPOILER cards, a die, 100 MATH-OPS" cash.
QUESTION cards, cash 16 $10, 6, 5100, & 6 51 Oen
CHEQUES [TO 000 cheques (6), 100,000 cheques (6) c. For completing the
fourth revolution, players
& 1 OW 000 cheques (6)1, a record keeping note pad. collect a MATH-OPc
cheque for $10,000, fifth
revolution $100,000 and on the sixth and final
AIM revolution 51,000,0001
The aim of MATH-0P5" is to be the first player 3. How to determine the
winner?
to go around the game board six (6) times.
The player who collects the first $1,000,000.00
BEFORE THE GAME BEGINS MATH-OPS- cheque winsl They will now
have
collected $1,111,110.00 MATH-OPS- currency
Before the game begins, each player selects a In total. The other players
may compete for the
token and places it on the game board at remaining spots.
START. Next, each player collects ONE MATH-
of SPOILER card which they MAY OR MAY RULES
NOT use to STOP another player from 1. No cheating, - if a player is caught
cheating
completing the LAST or ANY revolution on the they immediately lose ALL
their collected SWAP
game board. If a player wants to use their and HELP cards or alternatively
restart the
SPOILER card, they must inform that player revolution they were on.
Ware that player takes their next turn.
2. Calculators may be used (this must be
decided before the game starts).
HOW TO PLAY THE GAME?
3. One six-sided die is to be used. However,
1. Starting the game
players may agree to use a die with more faces.
Players toss a six-sided die and the person with 4. Each player must have
their own game token.
the lowest number begins the game. If there is a
tie, those players have a toss off until a winner S. Players must use the
MATH-0PS- record
is determined. The game then starts from the keeping notepad to keep track
of the number of
times players pass START, when and which
winner of the tc_gizifo and continues in a
player used their SPOILER* card as well as how
clockwise direction. much MATH-OPS" currency they've
collected.
2. How to continue the game? 6. If a player is sent back to START due to
another player using their SPOILER card they
a. Player 1 tosses the die and moves their token get to keep any MATH-OPS"
currency they have
to a spot on the game board based on the digit collected up to that point.
shown on the die. Their next move is dependent
on the spot they land. They may have to answer 7. To win a player must
collect $1,111,110.00
MATH-OPS- currency in total.
TABLE 6A
CA 3032840 2019-02-06

34
GAME SPOTS question, they may opt to use a HELP
CARD. If
the "helper" gives them a wrong answer they
MATH-UPS : If a player lands on a MATH-UP
do not get another chance to ask for HELP on
spot on the game board they get a boost
that turn. However, they must surrender a HELP
depending on the type of MATH-UP , that is,
DIAMOND, SILVER, GOLD or BRONZE. card each time they seek help. Even if
a player
gets the correct answer they must surrender a
Diamond: move forward 6 spaces to FREE TIME. HELP card every time they use
it! A player may
Gold: move forward 5 spaces to FREE TIME. ONLY collect and use a maximum of
6HELP
Silver: move forward 4 spaces to FREE TIME.
CARDS! Subsequently, if a player lands on that
Bronze: move forward 3 spaces to FREE TIME.
spot they only get to stay and occupy that space
PRINCIPAL'S OFFICE: you miss two turns - no more HELP! Players are NOT
allowed to
trade or exchange HELP cards!
DETENTION: you miss a turn
GYM: you get to choose a physical activity - no The HELP CARD can only be
used in the
more than 20 reps and no less than 10! following ways:
FREE TIME: you have a FREE TIME spot to land a) a player may ask another
player or any other
person for help;
on - no questions asked!
b) a player may seek help from a textbook,
GYM: If a player lands on the GYM spot they dictionary or other similar
source within the
immediately choose and perform a fun physical time limit - maximum of two
minutes.
activity/exercise to the best of their ability.
SWAP CARD: a SWAP CARD can be used by
QUESTION SPOTS: The QUESTION cards are to be players to SWAP or change a
question.
shuffled and placed face down on the game However, they must surrender a
SWAP card
board. When a player lands on a question spot each time they SWAP a
question. A player may
the player to their right picks up a question card ONLY collect and use a
maximum of 6SWAP
at the top of the pile and asks them that CARDSI Subsequently, if a player
lands on that
question. If a player cannot answer their spot they only get to stay and
occupy that space
question, they go back to the spot they - no more SWAPPING! Players are NOT
allowed
occupied before their incorrect answer. If they to trade or exchange SWAP
cards!
go back and land on a MATH question spot,
RECORD KEEPING: Players must use the MATH-
they are not required to answer a question. In
OPS- record keeping notepad to keep track of
addition, if a player goes backward because
they could not answer a question they may NOT the game.
go further back than START. If they fail to
Time: Players have a maximum of 2 minutes to
answer subsequent questions they still remain answer a question. A
stopwatch or clock is
at START and do not get to collect MATH-OPS- required.
dollars or cheques.
GAME CARDS
HELP CARD: If a player thinks a question is too
hard or they are not sure of the answer to a
TABLE 6B
CA 3032840 2019-02-06

35
[0054] TABLE 6C, TABLE 6D, and TABLE 6E set out a set of example rules as part
of
another embodiment of an educational board game incorporating a single
question strand,
relating to geometry and spatial sense.
MATH-OPS' RULES¨ SINGLE STRAND (Geometry & Spatial Sense)
wismoPs- IS FOR 2-4 PlAYERS / AGES 8 to ADULT
CONTENTS
1 Game board, 4 tokens (cube-links), 1 game instruction, 12 HELP Cards, 12SWAP
Cards, 4 SPOILER Cards, 1 dice,
60 QUESTION cards, 4x $10 COINS, 4x $100 COINS, Is $1. 000 COINS,4x $10 000
COINS, 4x $100 000 COINS, 4x $1
000000 COINS, 1 ANSWER KEY and 1 record keeping note pad .
AIM
The aim of MATH-OPS- is to be the first player to go around the game board six
(6) times.
BEFORE THE GAME BEGINS
Before the game begins, each player is given ONE MATH-0PS- SPOILER Card which
they MAY OR MAY
NOT use to STOP another player from completing the LAST or ANY revolution on
the game board.
HOW TO RAVINE GAME?
1. Starting the game
Each player selects a token and places it on the game board at START. Next,
players toss a six-sided dice
and the person with the lowest number begins the game. If there is a tie,
those players have a toss off
until a winner is determined. The game then starts from the winner of the toss-
off and continues In a
clockwise direction.
2. How to play?
a. Player 1 tosses the die and moves theirtoken to a spot on the game board
based on the number
shown on the die. Their next move is dependent on the spot they land. They may
have to answer a
MATH question, get a MATH UP boost, earn FREE TIME or get a SWAP or HELP Card.
b. The first time a player passes START they collect a $10 MATH-OPS -COIN,
secondly, a $100 MATH-
OPS- COIN, thirdly, a $1,000 MATH-0PS¨ COIN, fourthly, a $10,000 MATH-0PS-
COIN, fifthly, a $100,000
MATH-OPS- COIN and finally (sixthly) a $1,000 ,000 MATH-OPS¨ COIN.
3. How to determine the winner?
The player who collects the first $1,000,000.00 MATH-OPS ODINwins! They
will now have collected
$1,111,110.00 MATH-OPS ¨ COINS in total. The other players may compete for the
remaining spots.
RULES
1. No cheating! ¨ ifs player is caught cheating they Immediately lose ALL
their collected SWAP and
HELP Cards. If they do not have SWAP or HELP cards they MU,STrestart the
revolution they were on.
2. Calculators may be used (this must be decided before the game starts).
TABLE 6C
CA 3032840 2019-02-06

36
3. One six-sided dice Is to be used. However, players may agree to use dice
with more than 6 faces.
4. Each player must have their own game token.
5. The question cards are to be shuffled randomly and placed face down in the
playing area within reach
of all the players. Players pick a question card from the top of the pile each
time they have to answer a
question. Even if a question is answered correctly or incorrectly, swapped or
a player seeks help, that
question card still goes to the bottom of the pile.
6. Players may elect a scorekeeper (or a player may volunteer to be
scorekeeper) who shall use the
MATH-OPS". record keeping notepad to keep track of the number of times players
pass START, when
and which player used their SPOILER Card as well as how many MATH-OPS -
coins, players have
collected.
7. If a player is sent back to START due to another player using their SPOILER
Card they get to keep any
MATH-0PS- coins they have collected up to that point.
8. ANY player has the option of usingtheir SPOILER CARD as they see fit, to
STOP another player from
completIngthe LAST or ANY revolution on the game board, However, a player
using their SPOILER CARD
must so inform the targeted player beforethat player takes their next turn.
9. The first time a player passes START they collect a $10 MATH-OPS ¨ coin,
secondly, a $100 MATH-
OPS¨ coin, thirdly, a $1,000 MATH-OPS ¨ coin, fourthly, a $10,000 MATH-0PS¨
coin, fifthly, a $100,000
MATH-0PS- coin and finally (sixthly) a $1,000 ,000 MATH-0PS- coin.
GAME SPOTS /GAME CARDS
MATH-UPS : If a player lands on a MATH-UP spot on the game board they get a
boost depending on
the type of MATH-UP , that is, DIAMOND, SILVER, GOLD or BRONZE .
Diamond: move forward 6 spaces to FREE TIME. Gold: move forward 5 spaces to
FREETIME.
move forward 4 spaces to FREE TIME . Bronze: move forward 3 spaces to FREE
TIME . (For MATH-OPS
SINGLE STRAND only!)
QUESTION SPOTS:
When a player lands on a question spot they pick up a question card at the top
of the pile, read it loudly
and then has a maximum of 2 minutes to provide the correct answer. A player
gets to stay on a
QUESTION SPOT by correctly answering the question themselves, getting HELP or
after swappingthe
question. If a player cannot answer their question, they go back to the spot
they occupied before their
incorrect answer. If they go back and land on a QUESTION SPOT ,they are not
required to answer
another question. If a player goes backward because they could not answer a
question they may NOT go
further back than START. If they fail to answer subsequent questions they
still remain at START and do
not get to collect MATH-0PS¨ coins.
QUESTION CARDS : The 60 QUESTION CARDS are for ONE strand ONLY and are sorted
into 5 categories,
that is, MENTAL MATH, TRUE or FALSE, MULTIPLE CHOICE, SPELLING and VOCABULARY,
with each
category having 12 questions.
TABLE 6D
CA 3032840 2019-02-06

37
The QUESTION CARDS are named by strand and numbered 1-12 inclusive. To confirm
the correct
answers players match the question number on the QUESTION CARDS with the
answers in the answer
booklet provided.
PRINCIPAL'S OFFICE: players stay on that spot and miss two turns. However, if
a player was in the
PRINCIPLS'S OFFICE and on their next turn orturns they cannot answer a
question(s), they go back to
the PRINCIPLS'S OFFICE but only to occupy that spot.
DETENTION: players stay on that spot and miss a turn. However, if a player was
In DETENTION and on
their next turn or turns they cannot answer a question(s), they go back to
DETENTION but only to
occupy that spot.
GYM: If a player lands on the GYM spot they immediately choose and perform a
fun physical
activity/exercise to the best of their ability - no more than 15 reps and no
less than 10 I However, if a
player was in the gym SPOT and on their next turn or turns they cannot answer
a question(s), they go
back to the GYM to perform a fun physical activity/exercise to the best of
their ability - no more than 10
reps and no less than 5!
FREETIME: you have a FREETIME spot to land on - no questions asked!
HELP CARD 6: If a player thinks a question is too hard or they are not sure of
the answer to a question,
they may opt to use a HELP CARD 6. If the "helper" gives them a wrong
answerthey do not get another
chance to ask for HELP on that turn. However, they must surrender a HELP card
each time they seek
help. Even if a player gets the corr ect answerthey must surrender a HELP card
every time they use it! A
player may ONLY collect and use a maximum of 3 HELP CARDS! Subsequently, if a
player lands on that
spot they only get to stay and occupy that space ¨no more HELP! Players are
NOT allowed to trade or
exchange HELP cards! Also players may NOT use a HELP card and a SWAP card in
succession for
assistance with the some question!
The HELP CARD gcan only be used in the following ways:
a) a player may ask another player or any other oerson for help;
b) a player may seek help from a textbook, dictionary or other similar source
within thetime limit ¨ 2
minutes.
SWAP CARD 6: a SWAP CARD e can be used by players to SWAP or change a
question. However, they
must surrender a SWAP card each time they SWAP a question. A player may ONLY
collect and use a
maxim urn of 3 SWAP CARDS I Subsequently, if a player lands on that spot they
only get to stay and
occupy that space ¨no more SWAPPING! Players are NOT allowed to trade or
exchange SWAP cards!
Also players may NOT use a SWAP card and a HELP card in succession for
assistance with the same
question!
RECORD KEEPING: Players must use the MATH-OPS¨ record keeping notepad to keep
track of the game.
(Time): Players have a maximum of 2 minutes to answer a question.
TABLE 6E
CA 3032840 2019-02-06

38
100551 TABLE 7A and TABLE 7B set out a set of example rules as part of an
educational
board game incorporating multiple question strands, such as five questions
strands each
providing 60 questions.
MATH-OPS" Rules - ALL STRANDS a MATH question, get a MATH UP boost,
earn
FREE TIME or get a SWAP or HELP card.
MATH-0P5- IS FOR 2.6 PLAYERS / AGES 6 to ADULT
b. The first time a player passes START they
CONTENTS collect $10 MATH-OPS- cash, the second
time
$100 MATH-OPS- cash and thirdly $1,000
Gameboard, 6 tokens, game instructions, 36 HELP
MATH-OPr cash.
cards, 36 SWAP cards, 6 SPOILER cards, a die, SOO
QUESTION cards, cash 16 $10, 6, $100, & 651 0001. C. For completing the
fourth revolution, players
CHEQUES 110 000 cheques (6), 100,000 cheques 161
collect a MATH-OPS- cheque for $10,000, fifth
& 1 000 000 cheques (6)1, a record keeping note pad.
revolution $100,000 and on the sixth and final
AIM revolution $1,000,0001
The aim of MATH-0PS- is to be the first player 3. How to determine the
winner?
to go around the game board six (6) times.
The player who collects the first $1,000,000.00
BEFORE THE GAME BEGINS MATH-OPS" cheque wins! They will now
have
collected $1,111,110.00 MATH.OPS- currency
Before the game begins, each player selects a in total. The other players
may compete for the
token and places it on the game board at remaining spots.
START. Next, each player collects ONE MATH-
RULES
0P5- SPOILER card which they MAY OR MAY
NOT use to STOP another player from 1. No cheating! - if a player is caught
cheating
completing the LAST or ANY revolution on the they immediately lose ALL
their collected SWAP
game board. If a player wants to use their and HELP cards or alternatively
restart the
revolution they were on.
SPOILER card, they must inform that player
before that player takes their next turn. 2. Calculators may be used (this
must be
decided before the game starts).
HOW TO PLAY THE GAME?
3. One six-sided die is to be used. However,
1. Starting the game players may agree to use a die with
more faces.
Players toss a six-sided die and the person with 4. Each player must have
their own game token.
the lowest number begins the game. If there is a
5. Players must use the MATH-0PS- record
tie, those players have a toli_off until a winner keeping notepad to keep
track of the number of
Is determined. The game then starts from the times players pass START, when
and which
winner of the toss-oft and continues in a player used their SPOILER card
as well as how
clockwise direction. much MATH-0PS- currency they've
collected.
2. How to continue the game? 6.1f a player is sent back to START due to
another player using theq SPOILER card they
a. Player 1 tosses the die and moves their token get to keep any MATH-0PS-
currency they have
to a spot on the game board based on the digit collected up to that point.
shown on the die. Their next move is dependent
7. To win a player must collect $1,111,1moo
on the spot they land. They may have to answer MATH-OPS- currency in total.
TABLE 7A
CA 3032840 2019-02-06

39
GAME SPOTS HELP CARD: If a player thinks a
question is too
hard or they are not sure of the answer to a
MATH-UPS : If a player lands on a MATH-UP question, they may opt to use a
HELP CARD. If
spot on the game board they get a boost
the "helper" gives them a wrong answer they
depending on the type of MATH-UP , that is,
DIAMOND, SILVER, GOLD or BRONZE. do not get another chance to ask for
HELP on
that turn. However, they must surrender a HELP
Diamond: move forward 6 spaces to FREE TIME, card each time they seek help.
Even if a player
Gold: move forward 5 spaces to FREE TIME,
gets the correct answer they must surrender a
Silver: move forward 4 spaces to SWAP.
HELP card every time they use it! A player may
drogue: move forward 3 spaces to HELP.
ONLY collect and use a maximum of 6 HELP
PRINCIPAL'S OFFICE: you miss two turns CARDS! Subsequently, if a player
lands on that
spot they only get to stay and occupy that space
DETENTION: you miss a turn
- no more HELP! Players are NOT allowed to
GYM: you get to choose a physical activity - no trade or exchange HELP
cards!
more than 20 reps and no less than 10!
The HELP CARD can ottly be used in the
FREE TIME: you have a FREE TIME spot to land following ways:
on - no questions asked!
a) a player may ask another player or any other
GYM: If a player lands on the GYM spot they person for help;
immediately choose and perform a fun physical
b) a player may seek help from a textbook,
activity/exercise to the best of their ability, dictionary or other similar
source within the
time limit maximum of two minutes.
QUESTION SPOTS: The 500 QUESTION cards for
the 5 strands are to be shuffled and placed face SWAP CARD: a SWAP CARD can
be used by
down on the game board by strand. When a players to SWAP or change a
question.
player lands on a question spot the player to However, they must surrender
a SWAP card
their right picks up a question card at the top of each time they SWAP a
question. A player may
the pile that matches that strand and asks them ONLY collect and use a
maximum of 6 SWAP
that question. If a player cannot answer their CARDS! Subsequently, if a
player lands on that
question, they go back to the spot they spot they only get to stay and
occupy that space
occupied before their incorrect answer. If they - no more SWAPPING! Players
are NOT allowed
go back and land on a MATH question spot, to trade or exchange SWAP cards!
they are not required to answer a question. In
RECORD KEEPING: Players must use the MATH-
addition, if a player goes backward because
they could not answer a question they may NOT OPS- record keeping notepad
to keep track of
go further back than START. If they fail to the game.
answer subsequent questions they still remain Time: Players have a maximum
of 2 minutes to
at START and do not get to collect MATH-OPS- answer a question. A stopwatch
or clock is
dollars or cheques. required,
GAME CARDS
TABLE 7B
CA 3032840 2019-02-06

40
100561 TABLE 7C, TABLE 7D, and TABLE 7E set out a set of example rules as part
of
another embodiment of an educational board game incorporating multiple
question strands.
MATH-OPS- RULES - ALL STRANDS
MATH-OPS' IS FOR 2-4 PLAYERS / AGES 8 to ADULT
CONTENTS
I Game board, 4 tokens (cube-links), 1 game instruction, 12 HELP Cards, 12
SWAP Cards, 4 SPOILER Cards, I dice,
300 QUESTION cards, 4x $10 Coins, 4x $100 Coins, 4x $1 000 Coins, 4x $10 000
Coins, 4s $100000 Coins, 4x $1
000 000 Coins, I ANSWER KEY and 1 record keeping note pad.
AIM
The aim of MATH-0PS- is to be the first player to go around the game board six
(6) times.
BEFORE THE GAME BEGINS
Before the game begins, each player is given ONE MATH-OPS- SPOILER e Card
which they MAY OR MAY
NOT use to STOP another player from completing the LAST or ANY revolution on
the game board.
HOW TO PLAY THE GAME?
1. Starting the game
Each player selects a token and places it on the game board at START. Next,
players toss a six-sided dice
and the person with the lowest number begins the game. If there is a tie,
those players have a toss off
until a winner is determined. The game then starts from the winner of the toss-
off and continues in a
clockwise direction.
2. How to play?
a. Player 1 tosses the die and moves their token to a spot on the game board
based on the number
shown on the die. Their next move is dependent on the spot they land. They may
have to answer a
MATH question, get a MATH UP boost, earn FREE TIME or gets SWAP or HELP Card.
b. The first times player passes START they collect a $10 MATH-OPS COIN,
secondly, a $100 MATH-
OPS" COIN, thirdly, a $1,000 MATH-OPS - COIN, fourthly, a $10,000 MATH-OPS "
COIN, fifthly, a
$100 ,000 MATH-OPS - COIN and finally (sixthly) a $1,000 ,000 MATH-OPS -COIN.
3. How to determine the winner?
The player who collects the first$L000,000.00 MATH-OPS " COIN wins! They will
now have collected
$1,111,110.00 MATH-OPS - COINS in total. The other players may compete for the
remaining spots.
RULES
1. No cheating! - if a player is caught cheating they immediately lose ALL
their collected SWAP and
HELP Cards. If they do not have SWAP or HELP cards they MUSTrestart the
revolution they were on.
2. Calculators may be used (this must be decided before the game starts).
TABLE 7C
CA 3032840 2019-02-06

41
3. One six-sided dice is to be used. However, players may agree to use dice
with more than 6 faces.
4. Each player must have their own game token,
5. The question cards are to be shuffled randomly and placed face down in the
playing area within reach
of all the players. Players pick a question card from the top of the pile each
time they have to answer a
question. Even if a question is answered correctly or incorrectly, swapped or
a player seeks help, that
question card still goes to the bottom of the pile.
6. Players may elect a scorekeeper (or a player may volunteer to be
scorekeeper) who shall use the
MATH-0PS- record keeping notepad to keep track of the number of times players
pass START, when
and which player used their SPOILER @= Card as well as how many MATH-OPV-
coins, players have
collected.
7. If a player is sent back to START due to another player using their SPOILER
. Card they get to keep any
MATH-0PS- coins they have collected up to that point.
8. ANY player has the option of usingthelr SPOILER CARD as they see fit, to
STOP another player from
completingthe LAST or ANY revolution on the game board. However, a player
using their SPOILER CARD
must so inform the targeted player beforethat player takes their next turn.
9. The first time a player passes START they collect a $10 MATH-0PS- coin,
secondly, a $100 MATH-
OPS- coin, thirdly, a $1,000 MATH-OPS - coin, fourthly, a $10,000 MATH-0PS-
coin, fifthly, a $100,000
MATH-OPS- coin and finally (sixthly) a $1,000 .000 MATH-OPS- coin.
GAME SPOTS /GAME CARDS
MATH-UPS 8: If a player lands on a MATH-UP ID spot on the game board they get
a boost depending on
the type of MATH-UP e, that is, DIAMOND, SILVER, GOLD or BRONZE .
Diamond: move forward 6 spaces to FREE TIME . Gold: move forward 5 spaces to
FREE TIME . Silver:
move forward 4 spaces to SWAP. Bronze: move forward 3 spaces to HELP , (For
MATH-OPS ALL
STRANDS only!)
QUESTION SPOTS:
When a player lands on a question spot they pick up a question card at the top
of the pile, read it loudly
and then has a maximum of 2 minutes to provide the correct answer. A player
gets to stay on a
QUESTION SPOT by correctly answering the question themselves, getting HELP or
after swapping the
question. If a player cannot answer their question, they go back to the spot
they occupied before their
incorrect answer. If they go back and land on a QUESTION SPOT , they are not
required to answer
another question. If a player goes backward because they could not answer a
question they may NOT go
further back than START. If they fail to answer subsequent questions they
still remain at START and do
not get to collect MATH-OPS- coins,
QUESTION CARDS : The 300 QUESTION CARDS have been sorted into the 5 strands
with each strand
having 60 questions. The 60 strand questions are sorted into 5 categories,
that is, MENTAL MATH, TRUE
or FALSE, MULTIPLE CHOICE, SPELLING and VOCABULARY, with each category having
12 questions,
TABLE 7D
CA 3032840 2019-02-06

42
The QUESTION CARDS are named by strand and numbered 1-12 inclusive. To confirm
the correct
answers players match the question number on the QUESTION CARDS with the
answers in the answer
booklet provided.
PRINCIPAL'S OFFICE: players stay on that spot and miss two turns. However, if
a player was in the
PRINCIPLS'S OFFICE and on their next turn or turns they cannot answer a
question(s), they go back to
the PRINCIPLS'S OFFICE but only to occupy that spot.
DETENTION: players stay on that spot and miss a turn, However, if a player was
in DETENTION and on
their next turn or turns they cannot answer a question(s), they go back to
DETENTION but only to
occupy that spot.
GYM: If a player lands on the GYM spot they immediatelv choose and perform a
fun physical
activity/exercise to the best of their ability - no more than 15 reps and no
less than 10 I However, if a
player was in the gym SPOT and on their next turn orturns they cannot answer a
question(s), they go
back to the GYM to perform a fun physical activity/exercise to the best of
their ability - no more than 10
reps and no less than 5!
FREE TIME: you have a FREE TIME spot to and on - no questions asked!
HELP CARD 8: If a playerthinks a question is too hard orthey are not sure of
the answer to a question,
they may opt to use a HELP CARD e. If the "helper" gives them a wrong
answerthey do not get another
chance to ask for HELP on that turn. However, they must surrender a HELP card
each time they seek
help. Even if a player gets the correct answerthey must surrender a HELP card
every time they use it! A
player may ONLY collect and use a maximum of 3 HELP CARDS! Subsequently, if a
player lands on that
spot they only get to stay and occupy that space ¨no more HELP! Players are
NOT allowed to trade or
exchange HELP cards! Also players may NOT use a HELP card and a SWAP card in
succession for
assistance with the same question!
The HELP CARD le can only be used In the following ways:
a) a player may ask another player or anv other person for help;
b) a player may seek help from a textbook, dictionary or other similar source
within thetime limit ¨2
minutes,
SWAP CARD: a SWAP CARD e' can be used by players to SWAP or change a question.
However, they
must surrender a SWAP card each time they SWAP a question. A player may ONLY
collect and use a
maximum of 3 SWAP CARDS I Subsequently, if a player lands on that spot they
only get to stay and
occupy that space ¨ no more SWAPPING! Players are NOT allowed to trade or
exchange SWAP cards!
Also players may NOT use a SWAP card and a HELP card in succession for
assistance with the same
question!
RECORD KEEPING: Players must use the MATH-OPS¨ record keeping notepad to keep
track of the game.
(Time): Players have a maximum of 2 minutes to answer a question.
TABLE 7E
CA 3032840 2019-02-06

43
[0057] TABLE 8A, TABLE 8B, and TABLE 8C set out a set of example rules as part
of an
educational board game for a single unspecified strand.
MATH-CPS' RULES - STRAND
MATH-OPS- IS FOR 2-4 PLAYERS I AGES-Ste ADULT
CONTENTS
1 Game board, 4 tokens (cube-links), 1 game instruction, 12 HELP Cards, 12
SWAP Cards, 4 SPOILER Cards, 1 dice,
60 QUESTION cards, 4x $10 COINS, 4x $100 COINS, 4x $1000 COINS, 4x $10000
COINS, 4x $100 000 COINS, 4x $1
000 000 COINS, 1 ANSWER KEY and 1 record keeping note pad.
AIM
The aim of MATH-OPS- is to be the first player to go around the game board six
(6) times.
BEFORE THE GAME BEGINS
Before the game begins, each player is given ONE MATH-OPS- SPOILER e Card
which they MAY OR MAY
NOT use to STOP another player from completing the LAST or ANY revolution on
the game board.
HOW TO PLAY THE GAME?
1. Starting the game
Each player selects a token and places it on the game board at START . Next,
players toss a six-sided dice
and the person with the fowest number begins the game. If there is a tie,
those players have a toss off
until a winner is determined. The game then starts from the winner of the toss-
off and continues In a
clockwise direction.
2. How to play?
a, Player 1 tosses the die and moves their token to a spot on the game board
based on the number
shown on the die. Their next move is dependent on the spot they land. They may
have to answer a
MATH question, get a MATH UP boost, earn FREE TIME or gets SWAP or HELP Card.
b. The first time a player passes START they collect $10 MATH-OPS -COIN,
secondly, a $100 MATH-
OPS- COIN, thirdly, a $1,000 MATH-OPS- COIN, fourthly, a $10,000 MATH-OPS-
COIN, fifthly, a $100,000
MATH-OPS- COIN and finally (sixthly) a $1,000 ,000 MATH-OPS- COIN,
3. How to determine the winner?
The player who collects the first $1,000,000.00 MATH-OPS COINwins! They
will now have collected
$1,111,110.00 MATH-OPS - COINS in total. The other players may compete for the
remaining spots.
RULES
1. No cheating! - if a player is caught cheating they immediately lose ALL
their collected SWAP and
Hap Cards. If they do not have SWAP or HELP cards they MU,ST,restart the
revolution they were on.
2. Calculators may be used (this must be decided before the game starts).
TABLE 8A
CA 3032840 2019-02-06

44
3. One six-sided dice is to be used. However, players may agree to use dice
with more than 6 faces.
4. Each player must have their own game token.
5. The question cards are to be shuffled randomly and placed face down in the
playing area within reach
of all the players. Players pick a question card from the top of the pile each
time they have to answer a
question. Even if a question is answered correctly or incorrectly, swapped or
a player seeks help, that
question card still goes to the bottom of the pile.
6. Players may elect a scorekeeper (or a player may volunteer to be
scorekeeper) who shall use the
MATH-0PS- record keeping notepad to keep track of the number of times players
pass START, when
and which player used their SPOILER e Card as well as how many MATH-0PS."
coins, players have
collected.
7.1f a player is sent back to START due to another player using theirSPOILER
ID Card they get to keep any
MATH-0PS- coins they have collected up to that point.
8. ANY player has the option of using their SPOILER CARD as they see fit, to
STOP another player from
completingthe LAST or ANY revolution on the game board. However, a player
using their SPOILER CARD
must so inform the targeted player beforethat playertakes their nextturn.
9. The first time a player passes START they collect a $10 MATH-0PS¨ coin,
secondly, a $100 MATH-
OPS¨ coin, thirdly, a $1,000 MATH-OPS- coin, fourthly, a $10,000 MATH-OPS¨
coin, fifthly, a $100,000
MATH-0PS- coin and finally (sixthly) a $1,000 .000 MATH-OPS¨ coin.
GAME SPOTS /GAME CARDS
MATH-UPS : If a player lands on a MATH-UP spot on the game board they get a
boost depending on
the type of MATH-UPS, that is, DIAMOND, SILVER, GOLD Of BRONZE .
Diamond: move forward 6 spaces to FREETIME. Gold: move forward 5 spaces to
FREETIME. Silver:
move forward 4 spaces to FREETIME. Bronze: move forward 3 spaces to FREETIME.
(For MATH-OPS
SINGLE STRAND only!)
QUESTION SPOTS:
When a player lands on a question spot they pick up a question card at the top
of the pile, read it loudly
and then has a maximum of 2 minutes to provide the correct answer. A player
gets to stay on a
QUESTION SPOT by correctly answering the question themselves, getting HELP or
after swappingthe
question. If a player cannot answertheir question, they go back to the spot
they occupied before their
incorrect answer. If they go back and land on a QUESTION SPOT , they are not
required to answer
another question. If a player goes backward because they could not answer a
question they may NOT go
further back than START. If they fail to answer subsequent questions they
still remain at START and do
not get to collect MATH-OPS¨ coins.
QUESTION CARDS : The 60 QUESTION CARDS are for ONE strand ONLY and are sorted
into 5 categories,
that is, MENTAL MATH, TRUE or FALSE, MULTIPLE CHOICE, SPELLING and VOCABULARY,
with each
category having 12 questions.
TABLE 8B
CA 3032840 2019-02-06

45
The QUESTION CARDS are named by strand and numbered 1-12 inclusive. To confirm
the correct
answers players match the question number on the QUESTION CARDS with the
answers in the answer
booklet provided.
PRINCIPAL'S OFFICE: players stay on that spot and miss two turns. However, if
a player was in the
PRINCIPLS'S OFFICE and on their next turn or turns they cannot answer a
question(s), they go back to
the PRINCIPLS'S OFFICE but only to occupy that spot.
DETENTION: players stay on that spot and miss a turn. However, if a player was
in DETENTION and on
their next turn or turns they cannot answer a question(s), they go back to
DETENTION but only to
occupy that spot.
GYM: If a player lands on the GYM spot they immediately choose and perform a
fun physical
activity/exercise to the best of their ability - no more than 15 reps and no
less than 10 I However, if a
player was in the gym SPOT and on their next turn orturns they cannot answer a
question(s), they go
back to the GYM to perform a fun physical activity/exercise to the best of
their ability - no more than 10
reps and no less than 5!
FREE TIME: you have a FREE TIME spot to land on - no questions asked!
HELP CARD a: If a playerthinks a question is too hard orthey are not sure of
the answer to a question,
they may opt to use a HELP CARD a. If the "helper" gives them a wrong
answerthey do not get another
chance to ask for HELP on that turn. However, they must surrender a HELP card
each time they seek
help. Even if a player gets the correct answer they must surrender a HELP card
every time they use it A
player may ONLY collect and use a maximum of 3 HELP CARDS! Subsequently, if a
player lands on that
spot they only get to stay and occupy that space ¨ no more HELP! Players are
NOT allowed to trade or
exchange HELP cards! Also players may NOT use a HELP card and a SWAP card in
succession for
assistance with the same question!
The HELP CARD a can only be used in the following ways:
a) a player may ask another player or any other person for help;
b) a player may seek help from a textbook, dictionary or other similar source
within theti me limit ¨ 2
minutes.
SWAP CARD a: a SWAP CARD a can be used by players to SWAP or change a
question. However, they
must surrender a SWAP card each time they SWAP a question. A player may ONLY
collect and use a
maximum of 3 SWAP CARDS I Subsequently, if a player lands on that spot they
only get to stay and
occupy that space ¨no more SWAPPING! Players are NOT allowed to trade or
exchange SWAP cards!
Also players may NOT use a SWAP card and a HELP card in succession for
assistance with the same
question!
RECORD KEEPING: Players must use the MATH-0PS- record keeping notepad to keep
track of the game.
(Time): Players have a maximum of 2 minutes to answer a question.
TABLE 8C
CA 3032840 2019-02-06

46
[0058] TABLE 9A, TABLE 9B and TABLE 9C set out a set of example rules as part
of an
educational board game for a two-sided game board, one side for multiple
question strands and
the other for a single strand.
Eir I pi0 I grt4 nne
Ay's RULE
THE MATH OPSIII LEARNING AND CONIPETMVE GAMING
BOARD PROTOCOL FOR 2-4 PLAYERS / AGES 8- ADULT
GOAL: Boost players ' efficacy or productivity and Math
scores while hewing fun playing this knowledge-based,
compettlive scholastic game.
OONTEtirS 1 Dice
1 Garneboard - 2-sided 24 Ops Coins: (4 x $10, 4 x $100,
4 tokens 4 x$1000,4x$1P,000, 4x$100,000.
Game instructionsillukm 4 x $1,00(L000)
12 HELP cards 1 Answer Booklet
12 SWAP cards 300 Question Cards
4 SPOtLER outs
AIM
The alm of MATH-CPS' to be the first player to go would the game
board six ri) times .tile earning MATH OPS corns
BEFORE THE GAME BEGINS
Players should deeds which side of the game board they wart to use
first. One side focuses on miltiple strands or rbiatn topics while the other
targets one strand or Math topic, Players should note that the
QUESTION cards come in5 colours. If players decide on multiple
strands then they are to use ALL 300 question cards. if they want to
focus on one strand they cal choose ONE odour type.
SETTING UP THE GAME BOARD
1. Open up the game box, remove the game board and piles it In the
designated pitaOng area.
2. Each player meets a token arid places It on the START position.
3. Each player collects a SPOILER ALERT Celli to be used later to STOP
a player from completing any of the six revolutions.
4. The QUESTION cats, which are sorted by caw aid strand, ass
shuffled and placed face down in the center of the gameboard.
5, Piece the HELP aid SWAP cards Ii the center of the game board.
EL Put Answer Booklet n the center of the game boeud.
7. Players decide on a method of keeping time.
TABLE 9A
CA 3032840 2019-02-06

47
PLAYING THE GAME
1. Starting the game
Players toss a six-skied dice and the person Wei the bwest number begins
the gane. 11 there is a tie, those players hare a tie-breaker. The game then
continues ill a docketing. direction.
2. How to play?
a) Player 1 tosses the dice aid moves the token to a spot on the game
board based on the number shown on the dice Thee next frIOVe is depen-
dent on the spot they laid. They may have to answer a MATH question, get
a MATH UP boost. eam FREE TIME or get a SWAP or HELP card.
b) Later In the gars players may lard on DETENTION, PRIN(IPAL'S
OFFICE or GYM.
c) The first time a player passes START they cahoot the $10 coin, secondiy,
the $100 coin, thirdly, the $1,000 coin, fourttly, the $10,000 coin, filthy,
the
$104000 coin and Melly (stighly) the $1,000,000 coin.
3. How to determine tie winner?
The Mayer who Is the first to collect the $1,000,000 coin wins1 That player
would have now collected $1,111,110 total Oise coins. The Wier players
may compete for the rerraining spots.
If time does not permit ter a wives to be declared, the player(s) furthest
ahead is the winner. There can be joint winners.
RULES
1. No cheating! - If a player Is caught cheating they immediately lose ALL
their collected SWAP and I-ElP cards or alterretively restal the revolution
they were on.
2. Cakdaces may be used (this must be decided before the game starts).
3. One six-sided dice is to be used.
4. Each playa must have Dyer can game token.
5. Two or more tokens nay rest on the same spot on the game board.
6. The question cards se to be shuffled randomly aid placed face down in
the playing awe. Players pice a quesecn cad from the top of the pile each
time they travel answer a question. Once a question card is revealed and
the question Is answered correctly or Incorrectly, swapped or a player
seeks ham that question card must go to the bottom of the pile.
7. If a player Is seri back to START due to another player using their
SPOILIR cad they get to keep any OPS coins they may rave collected.
8. ANY prays tea the option of using their SPOILER CARD as they see fit,
to STOP another player from competing the LAST at ANY revoiution on
the game board. However, a piajer using Mei SPOILER CARD must so
Worm the targeted player before that player takes their next turn.
9. One player rnty take on the role of recorder, time keeper aid dalfla of
answers based on the Answer Booklet.
GAME SPOTS/GAME CARDS
QUESTION SPOT. When a player lands on a question spot they nick up a
question card at the top of the pie, read It loudly, than have a maximum of
2 minutes to provide the correct answer.
A pewee gets to stay cn a QUESTION SPOT by:
4. correctly answering a question;
2. getting HELP aid getting tte correct answer;
TABLE 9B
CA 3032840 201 9-02-0 6

48
3. wrapping the question, then answering the next question carecdy.
If a player camel wavier a question, they go back to the spot they
occupied before their wrong answer. V they go back and lend on a
QUESTION SPOT, they as net required to answer another question.
However, if a player goes backward because they could not answer a
question, they may NOT go further back than START. Further; if they fail
to answer subsequent questions they still refrain at START and do not
get to collect MS coins for passing START.
PAPICIPAUS OFRCE you miss two turns
DETENTION: you miss a turn
GYM: you get to choose a physical activity - no mote then 20 reps and
no less than 1(
FREE TIME you hsve a FREE TIME spot to land on - no questions
asked!
MATH-UPS: if a player lends on a MATH-UP spot they get a boost
depending on the type of MATH-UP!
DIAMOND: move fonivard6spaces to FREE TIME
GOLD: move forward 5spaces to FREE TIME.
StLVER: move forward 4 spaces to SWAP/FREE TIME.
EFIONZE: move fonvani3 spaces to HELP/FREE TIME.
HP CARD: If a player thinks a question is too had at they are not
sure of the answer to a question, they crew opt to use a HELP CARD.
When a player lands on the HELP spot they am able to colect a HELP
cad to be used In the following ways:
a) a player may ask another player or any other person for help;
b) a player may seek he from a textbook, dictionaiy or other
source within the time lima -2 minutes.
If titer seeking HELP a player gets the wrong trisiver they do not get
another chance to seek HELP on that turn. HOWeVar, they must Saran-
der a HELP card each time they seek help. Playas are oily bwed to
collect 3 HELP coda Subsequently, if a player lands on the HELP toot
they Orly get to stay and occupy that spot Players are NOT allowed to
trade or exchange HELP cards! Even if a player gets the coned answer'
they must awarder a HELP cad every tine they melt!
SWAP CARD: When a player lands on the SNAP spot they get to
collect a SNAP excl. SWAP cards as to be used by prayers to SWAP
or change a question. If after scrapping the question a player gets the
wrong answer they do not get another chance to SWAP on that turn. A
player may ONLY collect and use a maxirnum of 3 SWAP CARDS
Subsequently, if a player lands on that spot they only get to stay and
occupy that spot Players are NOT a Sowed to trade or exchange SWAP
cads! However, they must surrender a SWAP c=vel each time they
SWAP a question.
SPOILER ALERTt each player gets only ONE at the beginning of the
game. Players MAYOR MAY NOT use It to prevail an opponent horn
coat:oath ANY revorutIon and sending than back to START]
Ha payer Intends to use their SPOILER card they MUST tel Was
targeted player BEFORE that player takes their next turn!
(Time): Myers have amine:a of 2 minutes to answer a question.
MAY THE BEST PLAYER WIN! ITS MIND OVER MATH!
TABLE 9C
CA 3032840 2019-02-06

49
[0059] TABLE 10A, TABLE 10B and TABLE 10C set out a set of example rules as
part of an
educational board game in French.
141 MATH, n nc, S
glIME RULE
LE PROTOCOLE DU OCINSEIL D'APPRENTISSAGE ET DE
COMPETTTION DE MATH OFS POUR 2 A 4 JCIJEURSACES DE BANS
Objectif: Augmenter ffefficacite ou la productivite du
joueur et see rectultata en mathernatiquee tout en s'armsaant
jouer ace jeu scolaire competitif et foncie sur Ia connaisaance.
tee Contenua Un
un jou de SOCIete 24 pieces O'Cips: (4 x $10, 4 x $100,
4 latons 4 x $1000, 4 x $10,000, 4 x $100,000,
Des instructions Oa jou
4 x $1 000000)
12 CartA5 (d)AIDE 300 CartaS ale questions
12 cartes (0')ECHANGE un Iheret Oes reponses
4 cartes (cla) SPOILER'
LE BUT
Le but cle MATH-OPS"." eat d'etre ala premperciere) joueur(eure) d'aller
autour du venom six (15) foie.
AVANT LE JEU COMMENCE
Lea joueurs doivent decider quei oath du plateau ils veulent utilaer an
premier. une partie se concentre sur pkeieura dominos ou sujeta tandia qua
rautre dble un dornaine ou un aujet. Les joueura doivent noter qua lee cartes
QUESTION sant ciespanibles on 5 couleurs. Si lea joueura decident de
multiples &deb. la doivent utiliser TOUTES lee 300 cartes QUESTION. Mb
veulent as concerrtrer atrr UN aujet ha choisissent UN type de couleur
CONFIGURATION OE LA CARTE DE JEU
1. Ouvrez la bolts de jou, istirez le plateau de jeu et placez-le dans la zone
designee.
2. Cheque joueur selectionne un jeton at le place en position START
3. Cheque joueur tempers une carte SPOILER ALERT a utiliaer plus tard
pour ARRETER Lii joueur de terminer rune dee six revolutions.
4. Lea cartes de questiona, clessees per couleur at par theme ou par aujet
Boat melangeea at placees face cachee aur le plateau de jeu.
5. Ptacez lea cense HELP at SWAP SU centre du plateau de jeu.
6. Racez to livret de reponees au centre du plateau de jeu.
7. Lea }mews decident thine rnethode de conservation du temps.
JOUER AU JEU
1. POW" COMITIOneer la jeu
Lea loueurs(euass) kincent un de a six (6) crotea at la peraonne avec le
chiffre
le plus bee commence to jou. Wily a une egalito. cos immure lencent le de
encore. La jeu commence avec ce gagnant at continue dana une direction
darts to sena horaire.
2. Comment jouer?
a) Joueur(suae) lance to de at bouge leur jeton è une recce stir le plateau
correspondent au chrffre elk le de. Leur prachain tour eat dependant du
place qu'iVelle atberrit. II se pout qu'iVelle dolt repondre a LIM question
dee
MATHS, recolt une Ileums "MATH UP", merits du TEMPS GRATUft oCa regoit
une carte (d)CHANGE crir une carte (d)AIDE.
b) La premiere foie qu'un(e) joueur(euae) prime COMMENCEMENT Welle
TABLE 10A
CA 3032840 2019-02-06

50
collectionne la piece de $10. deuxiemernent Is piece de $100. troisiterne-
ment, Is piece de $1 000. quatriemement. la Fides de $10 000, dm:Warne-
men& Is piece de $100 000. at siidemernent Is piece de $1 000 000.
& Comment determiner le gagneint?
Ls/la joueur(euse) qui cobectionne Is premiere pike de $1 000 000 game!
Lea autres joueure(eusee) peuvent termener le jeu pour lee places reetantes.
Si le temps ne pelmet pea I un gagnant dikes declare, to (a) joueur (a) to
plus en avarice est. le gagrientt II pout y avoir des gagriards commons.
LES REGLES
1. Pas de tricherie! Si un(e) joueur(euse) triohe il/elle peed totdes see
cartes (d')ECHANGE M (d)AIDE, ou hen, dolt recornmencer leur revolu-
tion_
2_ Lee calculatices peuvent etre utiliedes (cent eat uric decision qui dolt
he fait avant que le jeu commence).
& Un (1) de A six cotes dolt etre utilise. Male lee joueurafeuses) peuvent
decider d'utiliser isi de avec plus que six (6) cage_
4_ Cheque joueur(euse) dolt avoir un jeton pour eu marrie.
5. Deux jetona ou plus peuvent ee bouver au mdrne endrolt eur le plateau
de jeu.
& Lee cartes de question doivent dire tattle au hasard at place avec lea
faces envers le bas dens un endrod Mitousebautes tee joueure(euses) QM
recces. Les joueungeuees) choiaissent une carte du swank de la pie
cheque foie qu'd/eNe dolt repondre I tine question_ Line foie qu'une carte
eat revile at Is question regoit tine reponse carrecte ou incorrecte, la
carte de* slier au fond de la pee.
7.31 un(e) joueurieuse) eat envoye au COMMENCEMENT I cause crur(e)
evils joueur(euse) en utilised lets carte (de) SPOILER' iVelle garde
nimporte queles pieces illelle wait collectionne Ice point.
& N'IRM2ORTE QUEL(LE) joueur(euse) a roption d'utiser leur CARTE (de)
SPENLEIr oomme Wale vest pour arreter Ia progree d'un(e) autre
joueur(euse) darts leur DERPLIERE ou N'IMPORTE QUELLE revolution cur
le plateau. Maki un(e) joueudeuse) qui utilise [eve CARTE (de) SPOILER'
dolt informer lella joueue(euse) c5:84(e) AVANT que oet(te) joueur(euse)
pria leur prochaine tour.
& Un joueur peut jouer Is role de lithe I bee, de chninorrietreur at de
clarificateur de niponses en fonction du tenet de reponses.
SPOTS DE JEU / CARTES DE JEU
Lorsqu'un joueur attend cur un point de la question, it prend one carte de
questions an haul de la pile. la lit it haute voix. puts dispose de 2 minutes
maximum pour dormer la bonne reponse.
Un joueur pout rester aur uric place de question en:
1. reexindre coerecternent a one question;
2. obtenir de raids at obtenir to bonne reponse;
3. echanger la question. puts *cricks correctement è Is question outwards.
Si on !Queue ne pout pas reporridire a one question. il reitimsne I rendroit
occupail avant ea mauvaise reponse. Wits retoument at atterriesent 8411 on
point d'interrogation, ta no sant pas obligee de ripondre a one question.
Capendant al tat Jousur nodule parts ne pout pas re'pondre I one
question. it ne pout MS alter plua loin que START En cadre. site ne
repondent pas aux questions auivantes, Is indent A START et ne peuvent
pas collecter des pieces OPS pour passer Start
LE BUREAU DU DIRECTEUR; voua perdez deux (2) tours
TABLE 10B
CA 3032840 2019-02-06

51
LA DETENTION: yowl perdez un (1) tour
LE GYMNASE: voua pouvez choiair une activite physique - pas plus qua
vingt (2o) "rape et pas moms qua dix (10) I
LE TEMPS GRArun-: vow' roma un endroit de TEMPS GRATUIT pour vous
atterrir - pas de questions!
"MATH-UPS" : ai urXe) Joueur(euse) atterri aur un endroir de "MATH-UP' stir
^ plateau Wale regoit une Muses dependant du type de "MATH-UP", ces
types aont : LE DIAMANT. LAMENT, L'OR, ou LE BRONZE
LE D1AMANT bouger en avant six (6) places au TEMPS ORATU1T
UDR : bouger en avant cinq (8) pieces au TEMPS (3FIATUIT
L'ARGENT : bouger an avant quake (4) pieces a ECHANGE ou TEMPS
GRATUIT (tin chemin= aingulier)
LE BRONZE: bouger en avant troia (3) place a ECHANGE ou TEMPS
GRATIAT (un chernirr singulier)
UNE CARTE D'AIDE : Quand uri(e) joueur(euee) atterri stir un endroit d'AlDE
Wale regoit une carte crAIDE Maki, une Joueur(euse) petit collectionner un
maximum de TROIS (3) CARTES crAIDES SEULEMENT I Par Is suite*, re
un(e) loueur(euse) atterri sur bet endroit' petit rester stir cat
endroit' at
caper cat espace - pas plus d'AIDE I Lea joueurs(eusea) no peuvent PAS
echanger lee cartea &ADE! Si un(e) Joueur(euse) penes qu'une question eat
trap difficile ou West pas sOr de Is reponse. A/We petit utiliser une CARTE
&AIDE_ Si "raid'? lui dome une reponse incorrecte, iVeAe no tegoit pas une
SIAM chance pour demander pour &aide stir ce tow Maki. Weds dolt
abandonner LIM carte crAIDE cheque foie qu'iVelle rube:lel
LEIB CARTES crAIDE peuvent etre utiliseee clans lea fawns auivantes,
seulernent
a) un(e))oueur(euse) petit demander a un(e) autre Joueur(euse) ou n'importe
quoits autrea peraonnee pour craide;
b) un(e) Jousur(euse) petit chercher dada stir !Internet dun manual molars,
un dictionnawe ou une aube source simAaire dans Is limite de temps deux ary
rrenutea
UNE CARTE D'ECHAN(3E Quand un(a) Joueur(ause) atterri Bur llrl endroit
crECHANGE iVelle coilectionne une cane crECHANGE. Maki, un(e)
Joueur(euse) petit collectionner at ubliaer un maximum de TROIS (3) CARTES
d'ECHANCE SBAEMENT I Par la suite", ai un(e) loueur(euse) atterri sum oat
endroit Webs pout teeter at cotta place at occuper cot eapace - pas plus
d'ECHANCE I Les joueura(euses) no peuvent pea &hanger lea cartes
crECHANGE 1 Lee cartes crECHANGE peuvent etre utifisees par lea
Joueure(euses) pow ECHANGER or changer une question. Mats, Melte dolt
iabandonner une carte crECHANGE cheque toia iVelle ECHANGE une
question.
UNE ALERTE DE SPOILER': cheque Joueur(euse) recoil UNE (1) de cies
cartea au commencement du leu at lea loueure(euses) PEUVENT ruiiliaer
pour envoyer un(e) aube jousur(euee) au COMMENCEMENT pour ranker de
finir lour DERRIERE, Oil N'IMPORTE QUELLE revolution/
(LA t9171p3) : 103 JOuGurS(90303) ont un maximum 00 deux (2) Mlnut93 pour
repondra a une question.
QUE LE MEILLEUR JOUEUR GAGNE! OEST L'ESPRIT OUR
MATH.
TABLE 10C
CA 3032840 2019-02-06

52
[0060] In some embodiments, the set of game instructions may provide for a
plurality of
strands, while in others, the game instructions may provide for one strand.
For example, where a
focus on one subset of the subject focus is required, the game instructions
may relate only to that
subset and the game may include questions relating only to that subset.
[0061] Educational game 1000 may also include a record keeping table or
notepad, such as a
scorecard depicted in TABLE 11, below. A record keeping table may be provided
in addition to
or in replacement of monetary signifiers.
Scorecard
Names Rev.1 Rev.2 Rev.3 Rev.4 Rev.5 Rev.6 Results
Spoiler
use
tracker
TABLE 11
[0062] In an embodiment, a single game unit may include a 'strand' game board,
an 'all
strands' game board, 1 dice, 4 SPOILER cards 1230, 60 QUESTION cards for each
of 5 strands
for a total of 300 QUESTION cards, 12 HELP cards 1210, 12 SWAP cards 1220, 6
tokens, 6 $10
OPS chips, 6 $100 OPS chips, 6 $1,000 OPS chips, 6 $10,000 OPS chips, 6
$100,000 OPS chips,
6 $1,000,000 OPS chips, 1 recording sheet, 2 rules sheets, and 1 answer
booklet.
[0063] The numbers specified above are provided as an exemplary embodiment. In
other
embodiments, more or less cards may be used, more or less tokens may be used,
more or less
laps and rewards may be used, a subset of the different tile and card types
may be used,
CA 3032840 2019-02-06

53
functional equivalents of the tile or card types may be used, etc. In some
embodiments, more
components may be provided to encourage large games. For example, more than
six tokens may
be provided to allow more than six players, and corresponding increases in the
amount of
monetary pieces, cards, and other game pieces may also be made. In some
embodiments, less
components may be provided to lower production costs and because fewer players
may result in
greater player engagement. For example, the game may be designed for 2 to 4
players, and the
number of tokens, cards, and other items may be provided accordingly. In an
embodiment
designed for four players, a game may include 4 tokens, 12 HELP cards 1210, 12
SWAP cards
1220, and 4 SPOILER cards 1230, instead of the quantities provided for six
players.
100641 In some embodiments, a set of game pieces may include one or more
boards with game
boards provided on each surface. For example a set of game pieces may include
one board with
one face being an 'all strands' board and the other face being a 'strand'
face.
100651 In some embodiments an educational game may include an administrator or
teacher
function, which may allow a teacher or other educator to participate in a
modified role to guide
gameplay. For example, a teacher role may enable an educator to modify the
rules during
gameplay to accommodate situational concerns.
100661 In embodiments, particularly in embodiments of an educational board
game in which
the propagation of learning other than math-related learning is the objective,
changes may be
made to the math-related embodiment detailed herein. For example, playing
tokens may
represent famous artists or works of art, question cards may be replaced with
representations of
artwork or geographic features, HELP options may include consulting a
specified website for an
answer, etc.
100671 In some embodiments a board game may come in a variety of sizes and
compositions.
An educational board game may include a standard table-top board size of 1.5
to 3 feet by 1.5 to
3 feet, and may be made of semi-rigid cardboard-style material. An educational
board game may
include a human-size board proportioned to allow players to walk from tile to
tile, and may be
made of softer material such as a firm foam, such as a set of foam tiles with
serrated edges to clip
together to allow users to customize a game board. An educational board game
may include an
CA 3032840 2019-02-06

54
intermediary sized board, such as a mat made of rollable cloth-style material,
such as to allow
children to play the educational board game on a floor.
[0068] In some embodiments the board of an educational board game may
incorporate one or
more board magnetic components for interaction with one or more play piece
magnetic
components built into play pieces, such as magnets built into tokens. Magnetic
interaction may
assist in keeping the educational board game tidy, and may keep players from
becoming
frustrated or otherwise unfocused from the desired aspects of the game.
[0069] In some embodiments the tiles or spaces of a game board may be
interchangeable or
customizable, allowing players to design their own game, focus on subjects and
subject strands
of particular interest, or otherwise interact with the game and gameplay. In
embodiments in
which magnetic components are integrated, magnetic interaction may be used to
hold a tile face
onto a tile. In other embodiments, other fasteners may be used, such as hook
and loop fasteners.
[0070] In some embodiments educational board game may be provided without
questions, or
may otherwise include options or opportunities for players to come up with and
pose questions
during game play. For example, where an on-turn player is required to answer a
question, the
question could be posed by one or more off-turn players. In some embodiments,
questions may
be formed or provided or posed by a teacher or other authority figure, who may
be one of the
players or may be a non-player participant or may be a player participating in
an executive or
authority role.
[0071] In some embodiments, educational board game may be presented as a
military-style
operation for dealing with an educational subject. For example, when dealing
with math,
educational board game may be presented as a 'Math-Op' game, comprising a
military-style
operation for beating math, and may include reference to math operations such
as addition or
subtraction. Such presentation may assist in player engagement. In other
embodiments, the game
could be presented in ways to appeal to particular demographic groups.
[0072] In some embodiments, an educational board game may not be provided for
play by six
players. In some embodiments, an educational board game may be played by one
or more player.
In some embodiments, play allowing only one player may expand the
opportunities for
CA 3032840 2019-02-06

55
educational board game to be played. In some embodiments, play requiring two
or more players
may provide additional opportunities for the inclusion of desired elements,
such as competition
and teamwork.
100731 This description also relates to teaching a subject using a rubric for
instructing students
in the creation of an educational game. In some embodiments, the rubric may
include a listing of
essential elements of an educational game. In some embodiments, the rubric may
include
required components of an educational game. The rubric may be a project for
incorporation into
a curriculum. The rubric may itself be an educational game involving requiring
players to
develop educational sub-games according to provided guidelines.
[0074] In some embodiments, an educational game may be provided as a project
for inclusion
in a teaching curriculum, such as an end-of-year fun project. As a project, an
educational game
board may include a rubric to go with the project, and may include a marking
guide, such as for
evaluating student participation, completion, teamwork, or other aspects, and
may also include
other project-related instruction.
[0075] In the exemplary embodiment depicted in FIG. 5, an educational game
3000 includes
gathering a group of players at step 3001, such as a class of students.
Educational game 3000
may be provided to encourage player engagement with a subject area of
interest.
[0076] The educational game 3000 also includes assigning a sub-game creation
task at step
3002, such as assigning a class of students to break up into groups with each
group creating a
sub-game, such as a math-related board game. Assigning the creation of sub-
games may
encourage players to engage with a subject area of interest, and may encourage
players to
critically examine a subject area to find material for the game, while also
engaging a creative
aspect. Where groups work together, assigning the creation of a sub-game may
encourage
teamwork. Assigning the creation of an independently playable sub-game may
increase player
interest in the educational game, may encourage an atmosphere of fun, and may
enable players to
bring together outside expertise in combination with the subject area of
interest, such as bringing
their knowledge and love of commonly played games into combination with math
or geography.
CA 3032840 2019-02-06

56
[0077] The educational game 3000 also includes setting sub-game creation
criteria at step
3003, such as requiring that each subgame include a set of questions relating
to a subject or
strand or requiring that the game be a board game or requiring that a board
game include
specified tiles or creating a game brochure having specified elements.
Criteria may enable the
educational game to be sufficiently defined to keep players interested and
enable sub-games to
be compared, while also ensuring sub-game creation includes a significant
educational
component, such as by requiring a set of questions relating to a subject area
of interest.
[0078] The educational game 3000 also includes receiving and grading the
resulting sub-games
at step 3004. Receiving and grading the subgames may include taking up the
games in an
interactive way or a more private grading. Grading may simply involve sharing
the resulting sub-
games with the larger group, or may involve providing a formal mark or
feedback for inclusion
in a broader curriculum evaluation.
[0079] FIGs. 8 to 10 show an example of a box for an educational board game.
FIG. 8 shows
box 4000 closed, while FIG. 9 shows box 4000 partially opened. Box 4000 is
provided as a
convenient container for the delivery and storage of an educational board
game. FIG. 10 shows
an example box blank, box blank 6000, for forming the bottom portion of box
4000, similar box
blanks may be used to form the top portion of box 4000.
[0080] In some embodiments, a rubric or other set of instructions for the
playing of an
educational game involving the creation of subgames may be provided. For
example, a rubric
may be provided in association with gameplay aids for use in classroom
gameplay.
[0081] In some embodiments, an educational game may also be provided in an app
or
otherwise electronically. One or more computers may host a gameplay server,
which may enable
a player to engage with the educational game using one or more display device.
[0082] Various embodiments of the invention have been described in detail.
Since changes in
and or additions to the above-described best mode may be made without
departing from the
nature, spirit or scope of the invention, the invention is not to be limited
to those details but only
by the appended claims.
CA 3032840 2019-02-06

Representative Drawing
A single figure which represents the drawing illustrating the invention.
Administrative Status

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Administrative Status

Title Date
Forecasted Issue Date Unavailable
(22) Filed 2019-02-06
(41) Open to Public Inspection 2019-08-06
Dead Application 2022-08-09

Abandonment History

Abandonment Date Reason Reinstatement Date
2021-08-09 FAILURE TO PAY APPLICATION MAINTENANCE FEE

Payment History

Fee Type Anniversary Year Due Date Amount Paid Paid Date
Application Fee $200.00 2019-02-06
Owners on Record

Note: Records showing the ownership history in alphabetical order.

Current Owners on Record
PESTANO, CLYDE
Past Owners on Record
None
Past Owners that do not appear in the "Owners on Record" listing will appear in other documentation within the application.
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Description 
Date
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Abstract 2019-02-06 1 14
Description 2019-02-06 56 2,728
Claims 2019-02-06 2 67
Drawings 2019-02-06 10 1,142
Representative Drawing 2019-06-28 1 37
Cover Page 2019-06-28 1 71