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Math applications continue to exist in our everyday lives and it has become necessary for people to grasp a basic understanding of the topic. However there are individuals that struggle with math applications and the content of integers, essentially for academically. This invention, ±1nt, enables people to understand how to apply math when needed but also builds confidence in the process. Additionally this invention also allows students to excel in the subject.
This invention ±1nt, signifies the importance of Math and reminds us of why we need it to be integrated in our daily lives. ±1nt has several qualities, which comprise of fun, competitive learning and entertainment. The game also consists of different levels that involves interactive skills and allows every individual to have fun at every level. ±1nt prepares people for real-world applications. More importantly, we are able to learn how the math operations and positive/negative integers are applied by learning the use of operands. Playing the game is extremely fun for the family, friends and even among strangers while being a mentally stimulating challenge.
All figures are detailed below in the section labeled “Detailed Description of the Invention.”
Objective of ±1nt:
The math must be applied with respect to the card and to the player's best ability. The cumulative score must be an integer value and there should be neither decimals nor fractions and should not be outside of the ±1nt Scale Reading.
Further details about ±1nt Scale Reading is in the following pages. The following is an example of how the game is played with positive/negative signed total value. If the current total is +5 and the player throws a card labeled “+(−3)” and its sign is “+”, then the math applied would be +5+(−3)=+2. The current total is +2 and the next player goes. A player must finish the hand in order to win the game.
Tool: A Deck of Cards
Cards:
Number of cards in a deck: 96
Symbols Designed in the cards: “+” (Add); “−” (Subtract); “×” (Multiply); “/” (Divide).
Face Card Value: “+1,” “+2,” “+3,” “+4,” “+5,” “−1,” “−2,” “−3,” “−4,” “−5”—40 positive operands cards and 40 negative operands cards; 80 cards
Number of Special Cards: 12 cards
Name of Special Cards: “Sw1nt” Card—4 cards; “±1nt” Card—4 cards; “0” Card—4 cards. All features are in “Drawings” section.
±1nt Scale Reading: It has an absolute domain of −50 to +50 and the operands displays—4 cards. It is enclosed in the “Drawings” section.
Definitions of Special Cards:
“Sw1nt” Card: can turn the Addition sign “+” to a Subtraction sign “−” and vice versa. It can also turn the Multiplication sign “×” to a Division sign “/” and vice versa.
“±1nt” Card: This card is considered a bonus or wild card. A player can use this card by choosing any operand in the game regardless of the operand stated on a specific card. Specific operands are adding, subtracting, multiplying, and dividing.
The “±1nt” card can be used regardless of where the current total is. For an example: If the total is at +5 and the second player throws a card labeled “+(+3)” and its sign is “+”, then the math applied would be +5++3=+8. The current total is 8. Now it is the first player's turn and he chooses to use a “±1nt” card. The player uses a “±1nt” card with another card in his or her hand such as “+(+4),” but doesn't want to use the add operand. Fortunately with the “±1nt” card, the player can change the operand however the player chooses. The player changes the “+(+4),” to “×(+4)” which translates to +4×+8 and the current total is at +32 and the game continues.
Also, a player can use the “±1nt” card and change the second card to a division operand card only if the remainder of the function is strictly 0 or 1. A further detail is below in the Situations in “±1nt Game”; specifically situation #4)
“0” Card: This card is considered another bonus card. A player can choose whichever operands (adding, subtracting, multiplying, or dividing) to comply with the number 0. All features of the special cards are in the “Drawings” section.
±1nt Game:
Objective:
Math must be applied appropriately and the total must be an integer value between −50-+50. The total starts at 0 where it is considered a neutral point where the next player can decide to use any operand to either go above or less 0 total.
−50-+50 total:
The player must use, if the total is at:
0: Players may use either addition or subtraction operand or special card.
−50-+50: Players chooses any operand to play or special card.
The math must be played appropriately and must be within the scale reading.
The ±1nt Scale Reading is included in the “Drawings” section,
Instruction of “±1nt’ Game:
There are 92 cards that are used (80 operand cards and 12 special cards). The starting total is 0. The first player can use any operand or special card. Special card can be used anytime in the game. The game optionally can have a pad to write down the total. During the game, if the deck is finished then shuffle the played cards to form a new deck and continue the game. Additionally, there is a ±1nt Scale Reading card to emphasize the utility of the cards played which is
Situations of “±1nt’ Game:
1. At the beginning of the game, the total is at 0. The first player can use any operand card to start or special card.
2. If a player does not have a card that is playable then the player must draw one card. If the card that is picked is playable then the player can play, otherwise draw another card and lose a turn.
3. If a player miscalculates during the game, then the player takes the card back, draws another card, and loses a turn. For an example, a player draws a “+(+5),” and its operand sign is add and the current total is at +3. This specific player says (+3)+(+5)=10, which is considered incorrect. The player takes the card back that was drawn which is the “+(+5)” card, draws another card from the deck and loses a turn. Also, the current total remains +3 and continues thereon.
4. If a player miscalculates total without using special card and going beyond the domain of −50 to +50, less than −50 or more than +50, then the player takes the drawn card back, draws another card, and loses a turn.
The only exception is the “±1nt” card which can surpass the total, either −50 or +50. Although the total can surpass −50 or +50 mathematically, the total must be stated as the minimum of −50 or the maximum of +50.
For an example:
Assuming the total is at +20, if a player throws a “±1nt” Card and chooses to use “×(+3)” card. The combination of the “±1nt” card will result over +50, (+20×(+3)=+60) mathematically. However, the current total will be at +50 specifically; vice versa for going beyond the total at −50.
The following is another scenario using “±1nt” card. The total is at −37 and a player chooses to use a “/(−4)” card. Mathematically, it would be incorrect but with the “±1nt” card you can use it since the result will be −37/−4=+9 remainder 1. Therefore, the total is at +9 disregarding the remainder.
5. If a player uses a card that results in a total of exactly 0, the next player must use any operand or special card.
6. If a player has a “0” card, then a player can choose to use whichever operand to comply with 0. For an example, the current total is at 55, and a player decides to use “0” Card using a division operand, the result total is 0; since 0/55=0.
±1nt Game (Advanced Level)
Objective:
Math must be played appropriately with its respect. The rules that are applied in respect to the total and the instructions are the same as above.
±1nt Game
There are no special cards included in this game; therefore there are only 80 operand cards to play with. This advanced game also has the same rules; however exceptional situations are detailed below. The major difference is that instead of focusing on the operands applied the players can manipulate any operand within the ±1nt Scale Reading total. In other words, you can use any operand that is appropriate to apply and must be within the integer domain value of −50 to +50.
−50-+50 total:
The player must use, if the total is at:
0: Players may use either addition or subtraction operand card.
−50-+50: Players chooses any operand card to play.
The math must be played appropriately and must be within the scale reading.
Instruction:
Each player is dealt an equal amount of cards until the deck is finished. If there is a remainder of cards they are used to start the game. There is only one alternative to start the game with the remainder cards, if available.
Take the card with the highest face value to start the game regardless of the operands. The resulting total is the highest face value, which is the card chosen.
For an example:
The remainder cards are “/(+5),” and “×(−3).” The game begins by choosing the +5 as the starting total.
Otherwise if there are equal amounts of cards distributed with no remaining cards available then the total is at 0; the first card must be use as an addition or subtraction operand card to start the game.
The participated players can choose to play predetermined amount of distributed cards with the deck and follow up the situation #4 and #5 indicated below. If the deck is empty, shuffle and continue thereon.
Situation:
1. If a player does not have a card to play with, then the player loses a turn.
2. If any math miscalculation occurs by the player, the player takes the card back that was played and loses a turn.
3. If no players can play on a specific round, then shuffle the cards that have been played and set it up as a deck. Follow up situations #4 and #5.
4. If any math miscalculation occurs, then the player takes the card back that was already played and loses a turn.
5. If the player does not have a card to play with, the player must pick a card from the deck and play it, if playable. Otherwise, draw another card and lose a turn.