 # Rules: Professor 3Stein

#### Let’s start – Game Preparation

• The game is played with 2 to 4 players- but also teams with two players each can compete against each other.
• You can play different games with the components in the box to match the age and arithmetical abilities of the players
• Choose a game and take the components accordingly from the box.
• The youngest player starts the game.

#### game 1: THE happy professors age 5+ yearsFrom 0 to 100Components: 1 gae board, 1 dice, 1 figure per player

start: 0 | goal: 100

• Each player plays with a professor figure. Al I start at zero.
• The game is played with one dice. Beginning with the starting player, players take turns consisting of: 1. rolling the dice 2. moving their figure. The figure moves as many spaces on the board as the dice number rolled. Smaller children can count the spaces individually. Larger children add the rolled number to the starting space of the figure and place the figure directly on the space with the result.
• lf a figure arrives at an occupied space, the player may skip this space and move it to the next highest number.
• lf a figure reaches a numberwith two identical digits (11, 22, 33 … ), it advances an additional three spaces.At number99 it cannot advance 3 spaces, because the resultwould go beyond as compensation, the player may roll the die once more.
• lf a figure comes to a space that is a multiple of 10, it may even go 10 additional spaces forward. lf the player can then sing a song, he may move another 10 more spaces.
• The winner is who is the first player to bring his or her figure exactly to 100.

start: 0 | goal: 100
type of calculation: substraction

• Game play is the same as above, but the professor starts at 100. The number rolled is always subtracted.
• In this game, the professor may jump 3 fields when reaching the space number 99 or any other number with 2 equal digits.
• The winner is the first player to bring his or her professor figure exactly to 0.

#### Game 2: the industriously counting friends 6+ yearsfrom 0 to 100Components: 1 game board, 2 dice, 1 figure per player

start: 0 | goal: 100
type of calculation: addition & substraction

• Each player plays with one figure. All start at zero.
• Players use both dice. Beginning with the starting player and going around in turn order, players always make a turn, consisting of: 1. Roll dice 2. Move figure.
For movement, the two dice numbers can be added or subtracted. Both dice numbers must be used.
The result of the calculation is added to the current space number of the figure.
• lf the space reached thus is occupied, it may be skipped.
• lf using addition or subtraction you get a multiple of ten, you may go an additional 10 spaces forward.
• The winner is the first player to bring all of his or her figures exactly onto 100.

start: 0 | goal: 100
type of calculation: addition & substraction

• In this variant, the professor goes in the opposite direction, starting at 100.
• Here, the dice result is subtracted from the current space number ofthe figure.
• The winner is the first player to bring his or her figure exactly to zero.

#### Game 3: the funny multiplication tables runners 8+ yearsfrom 0 to 100components: 1 game board, 2 dice, 3 figures per player

start: 0 | goal: 100
type of calculation: multiplication, addition, subtraction, division

• Each player plays with three figures. In the first three rounds each player must bring one of his or her figures into play. Players use both dice. The four basic operations addition, subtraction, multiplication and division can be used. Only one figure may be on each space ofthe board.
• The player decides which type of calculation to use and which figure to move. The result of the calculation is added to the current space number of the figure. lf the space is occupied, another type of calculation (or figure) must be selected.
• Strategic thinking allows players to increase their odds of winning by placing their figures so that they have multiple calculation options on the next roll to reach the target.
• The winner is who is the first to bring all of his or her figures exactly to 100.

#### game 4: the happy backwards runnersFROM 100 TO 0Components: 1 game boards, 2 dice, 3 figures per player

start: 100 | goal: 0
type of calculation: multiplication, addition, subtraction, division

• This game is the reverse form of “The Funny Multiplication Tables Runners”: The first player to bring all three figures to O is the winner.
• Each player plays with three figures. In the first three rounds each player must bring one of his or her figures into play. Players use both dice. Only one figure may be on each space ofthe board.
• The two dice are rolled and combined arithmetically. The four basic operations addition, subtraction, multiplication and division can be used. The player decides which type of calculation to use and which figure to move. In this game, the result of the calculation is always subtracted from the previously reached space number. lf the resulting space is occupied, another type of calculation (or figure) must be selected.
• Using predictive thinking players can increase their odds of winning by placing the figure so that they have multiple options on the next roll to reach the target.
• The winner is the first player to bring all of his or her figures exactly onto 0.

#### Game 5: the smart out of the box thinkers 10+ yearsfrom 100 to 0Components: 1 game board, 2 dice, 3 figures per player

start: determined by dice roll | target: 0
type of calculation: multiplication, addition, subtraction, division

• Each player plays with three figures. In the first three rounds each player must bring one of his or her figures into play. The sum or the difference of the two dice is subtracted at the beginning from the number 100, so that all figures are in the number range 80 to 100. The number 100 can also be the starting field ifthe result ofthe two dice equals 0. Only one figure may stand on each space, otherwise reroll the dice.
• Players use both dice. The two dice numbers can be added, subtracted, multiplied or divided. The result is then subtraded from the space number or the space number is divided bythe result. Players may also use a combination of multiplication, division, addition or subtraction with the individual dice numbers and the space number on which the figure is located.
• Both dice numbers must always be used mathematically. The result of a move must bring a figure closer to the number 0. The player decides which type of calculation is to his or her greatest advantage and which figure to move.
• lf the space is occupied, another type of calculation must be made.
• The winner is the first player to bring all of his or her figures exactly onto 0.

#### game 6: Professor Dreistein and the stolen suitcase 10+ yearsFROM 0 TO 100Components: 1 game board, 2 dice, 3 figures per player, 1 suitcase

start: determined by dice roll | target: 100 (with the suitcase!) type of calculation: multiplication, addition, subtraction, division

• At the start you have to place the suitcase: The youngest player roll both dice. For two players, the sum of the two dice numbers is added to the number 20, with three players to the number 30 and with four layers to the number 40. The suitcase is placed on this space!
• Each player plays with three figures. In the first three rounds each player must bring one of his or her figures into play. Players use both dice. The four basic operations addition, substraction, multiplication and division can be used. Only one figure may be on each space of the board.
• When a player reaches the space with the suitcase, he or she becomes the owner of it.

#### Player WITH suitcase

The player with the suitcase must always use his dice result for the figure with the suitcase, so that the valuable formula can be quickly brought to safety. Unless that figure cannot move – then the player may use the dice result for another figure.
The figure carrying the suitcase may also remove another figure from the board.
But is has a handicap: it can only add or substract the two dice numbers and add that to the space number. The carrying figure can thus only go forward.

#### Player WITHOUT suitcase

For players without suitcase, the result of the dice must be added to or substracted from the space reached so far. The result may also be multiplied with the space number or the space number may be divided by the result. They can therefore move forward or backward. These players may also use a combination of multiplication, division, addition and substraction with the individual dice numbers and the space on which the figure is located.
Both dice numbers must always be used for the calculation.
• If a figure reaches an occupied space, the figure already there is removed and must enter into play again in the next round. The carrier of the suitcase may also remove other figures. If the current carrier of the suitcase is itself removed, the suitcase changes hands accordingly.
• The winner is who is the first to reach the space 100 with a figure carrying the suitcase.

#### Game 7: number chess 10+ yearsComponents: 1 game board, 2 dice, 3 figures per player

start: determined by dice roll | target: remove all opposing figures
types of calculation: multiplication, addition, division, subtraction

• Each player plays with three figures. In the first three rounds each player must bring one of his or her figures into play. Players use both dice. The starting space for a figure is determined using one ofthe four basic operations. On every space of the board (the 100 is also a valid space) there may be only one figure. lf all spaces are filled for all types of calculation or the dice result is zero and zero, you may roll again. Once all figures are in, the game begins.
• Beginning with the starting player every player does a turn in order: 1. Roll 2. Move a figure. In this game, the two dice numbers can be added, subtracted, multiplied or divided. The result is then used with one of the four basic arithmetic operations and the space number on which the figure is located. Players may also use a combination of addition, subtraction, multiplication ordivisionwiththe individual dice numbersandthespace number. Both dice numbers must always be used mathematically.
• The player decides which ki nd of ca lcu lation wi 11 bring the biggest adva ntage a nd wh ich figu re he or she wants to move – the player should try to remove the opposing figures by clever arithmetic.
• lf the player moves a figure to a space where a figure of another player is standing, that figure is removed from the board.
• The winner is the last player to still have at least one figure on the board.

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