KANDUNGAN

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COPYWRITE BY MOHANAH JAYAKUMARAN (MT/PJ/BT)2013

MARILAH BERSERONOK BERSAMA-SAMA

KANDUNGAN

KOTAK MAGIK (MAGIC SQUARE)

3 X 3

PERATURAN :1. Hanya nombor satu hingga Sembilan boleh digunakan untuk mengisi petak kosong yang disediakan.2. Setiap nombor hanya boleh digunakan sebanyak sekali.3. Hasil tambah setiap sebelah perlulah 15.

JAWAPAN :276

951

438

5 X 5

PERATURAN :1. Hanya nombor satu hingga dua puluh lima boleh digunakan untuk mengisi petak kosong yang disediakan.2. Setiap nombor hanya boleh digunakan sebanyak sekali.3. Hasil tambah setiap sebelah perlulah 65.

JAWAPAN :31692215

20821142

72513119

24125186

114171023

TEKA-TEKIMATEMATIK

Salim hendak membeli sehelai baju yang berharga RM 50. Dia telah meminjam kawan dia Magesh sebanyak RM 25. Dia juga telah meminjam Ah Chong sebanyak RM 25. Salim pun telah pergi ke kedai yang sama pada keesokan harinya. Harga baju yang dia ingin beli telah kurang. Baju itu hanya berharga RM 50. Salim telah mendapat baki sebanyak RM 5. Salim telah memberi Magesh dan Ah Chong RM 1 masing-masing. Salim mempunyai baki RM 3. Salim hutang RM 24 daripada setiap kawannya. Tetapi Salim mempunyai RM 3 dengannya. RM 48 + RM 3 = RM 51.Bagaimana Salim mempunyai RM 51 manakala dia meminjam RM 50 daripada kawannya???

Join the multiples of three in sequence.

ACROSSDOWN1.100 752.100 493. 100 684. 100 785. 100 886. 100 727. 100 788. 100 8010. 100 199. 100 112. 100 611. 100 8514. 100 4813. 100 5516. 100 4615. 100 7918. 100 8317. 100 5220. 100 2019. 100 30Find the words.

NUMERALS ALGEBRA POINT SUM PERCENTAGE NUMBERS DECIMAL ROOT PLUS MULTIPLICATION TRIANGLE THEORY RATIO OVAL TRIGONOMETRY DIVISION SQUARE EQUALS MATH HYPOTHESIS ADDITION CIRCLE TRIPOD TOTAL CIRCUMFERENCE ARITHMETIC CALCULUS MINUS TIMESFill in the blanks.33

6

81

4

1

3826

Solve the puzzle below.

BATTLESHIPThis is a great two-player game that gives practice in grids and their related coordinate system. Each player secretly draws ships on a grid. Different ships have different dimensions. Then each player has to guess all of the coordinates of each of the opponent's ships. There's a popular commercial version of this game but you can make your own games with graph paper and pencil.

INSTRUCTIONSThe game is played on fourgrids, two for each player. The grids are typically square usually 1010 and the individual squares in the grid are identified by letter and number. On one grid the player arranges ships and records the shots by the opponent. On the other grid the player records his/her own shots.Before play begins, each player secretly arranges their ships on their primary grid. Each ship occupies a number of consecutive squares on the grid, arranged either horizontally or vertically. The number of squares for each ship is determined by the type of the ship. The ships cannot overlap (i.e., only one ship can occupy any given square in the grid). The types and numbers of ships allowed are the same for each player. These may vary depending on the rules.

There are two typical complements of ships, as given in the Milton Bradley version of the rules:After the ships have been positioned, the game proceeds in a series of rounds. In each round, each player takes a turn to announce a target square in the opponent's grid which is to be shot at. The opponent announces whether or not the square is occupied by a ship, and if it is a "hit" they mark this on their own primary grid. The attacking player notes the hit or miss on their own "tracking" grid, in order to build up a picture of the opponent's fleet.When all of the squares of a ship have been hit, the ship is sunk, and the ship's owner announces this (e.g. "You sunk my battleship!"). If all of a player's ships have been sunk, the game is over and their opponent wins.

Type of shipSize

aircraft carrier5

battleship4

submarine3

destroyer(orcruiser)3

patrol boat(or destroyer)2

Bulls and Cows. This is the precursor to the game of Mastermind, whose object is to guess the opponent's secret code. Each player makes up their own numeric code and give hints to the opponent about the number of correct digits, either in the correct position (called a "bull") or in the wrong position ("cow"). You, could, of course, play the full-blown version of Mastermind with paper and pencil. Bulls and Cows and Mastermind are very interesting games from the perspective of developing a strategy, especially one that can be programmed into a computer.Instructions :On a sheet of paper, the players each write a 4-digit secret number. The digits must be all different. Then, in turn, the players try to guess their opponent's number who gives the number of matches. If the matching digits are on their right positions, they are "bulls", if on different positions, they are "cows". Example: Secret number: 4271 Opponent's try: 1234 Answer: 1 bull and 2 cows. (The bull is "2", the cows are "4" and "1".)The first one to reveal the other's secret number wins the game. As the "first one to try" has a logical advantage, on every game the "first" player changes. In some places, the winner of the previous game will play "second". Sometimes, if the "first" player finds the number, the "second" has one more move to make and if he also succeeds, the result is even.The secret numbers for bulls and cows are usually 4-digit-numbers, but the game can be played with 3 to 6 digit numbers (in every case it is more difficult than with 4).The game may also be played by two teams of 23 players. The players of every team discuss before making their move, much like inches.

Connect Four. Here's a game that can be easily turned into a paper and pencil gamewith a small amount of imagination and paying attention to "gravity" during play. The goal is for two players, taking turns, to connect four disks of their colour in a row. Using graph paper one can make a board. Then, during play, keep the rule in mind that you must place a piece "on top" of other pieces, just as if you had dropped them into one of the slots in the board game.

Instructions :To win the game, the player must connect only four pieces together. In some variations of the game, a connect five is what is known as a bust. Although the object is to be able to successfully connect four pieces, the player loses if they are unable to limit the gameboard to only connecting four pieces.Pop OutPop Outstarts the same as traditional gameplay, with an empty board and players alternating turns placing their own colored discs into the board. During each turn, a player can either add another disc from the top or, if one has any discs of his or her own color on the bottom row, remove (or "pop out") a disc of one's own color from the bottom. Popping a disc out from the bottom drops every disc above it down one space, changing their relationship with the rest of the board and changing the possibilities for a connection. The first player to connect four of their discs horizontally, vertically, or diagonally wins the game.Pop 10Before play begins,Pop 10is set up differently from the traditional game. Taking turns, each player places their opponent's color discs into the slots filling up only the bottom row, then moving on to the next row until it is filled and so forth until all rows have been filled.Gameplay works by players taking turns removing a disc of one's own color through the bottom of the board. If the disc that was removed was part of a four-disc connection at the time of its removal, the player sets it aside out of play and immediately takes another turn. If it was not part of a "connect four", then it must be placed back on the board through a slot at the top into any open space and the turn ends, switching to the other player. The first player to set aside ten discs of his or her color wins the game.

Mengisi Kotak Peraturan 1. Anda perlu menggunakan nombor dua hingga Sembilan. 2. Anda perlu mendapat jumlah 16 setiap sebelah.3. Anda hanya boleh menggunakan satu nombor sekali.