EQUATIONS®® Variations Always in Effect: Junior | 1. | Sideways | A cube representing a non-zero number may be used sideways in the Goal or Solution to equal the reciprocal of that number. The reciprocal is a fraction of one over the number. | 2. | Upside-Down | A cube representing a number may be used upside-down in the Goal or Solution to equal the additive inverse of that number. The additive inverse is the negative of that number. | 3. | Zero Wild | The 0 cube may represent any numeral on the cubes, but it must represent the same numeral everywhere it occurs (Goal and Solution). Each Solution writer must specify in writing the interpretation of the 0 cube if it stands for anything other than 0 in his Solution. | 4. | Factorial | There are two occurrences of the factorial operator ( |
5. | Base M | Both the Goal and the Solution must be interpreted as base M expressions, where the player choosing this variation specifies M for the shake as eight, nine, or ten. Two-digit numerals are allowed in Solutions. | 6. | Powers of the Base | 1 (one) may represent any integral power of ten. (If 1 is used in a two-digit numeral, it stands for 1.) If base M is also chosen, 1 represents any integral power of M. | 7. | Multiple of K | A Solution must not equal the Goal but must differ from the Goal by a non-zero multiple of K, where the player choosing this variation specifies K for the shake as a whole number from six to twelve, inclusive. | 8. | AB | The Goal and/or Solution may be or may include a three-cube expression of the form ABEQUATIONS®® Odd Year Variations: Junior | 9. | Multiple Operations | Every operation sign in Required or Permitted may be used many times in any Solution. | 10. | Smallest Prime | 11. |
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EQUATIONS®® Even Year Variations: Junior | 9. | Number of Factors | 10. | Red Numeral Exponent | Any red numeral may be used as an exponent without being accompanied by an |
11. | Add to Goal | Instead of a regular move on his/her turn, a player may add a cube to the Goal. The cube may be placed anywhere in the Goal. However, the limit of five cubes in the Goal, with no numeral containing more than two consecutive digits still prevails. To use this variation, (A) A goal must be set before a challenge is made with at least one cube on the goal line; and (B) If a player states that a Goal is set before actually setting a goal (the goal line is blank), a minus 1 point is assessed. |
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