Educational Battle Game Method Of Teaching Key Theories And Facts
a battle game and key theory technology, applied in the field of educational games, can solve the problems of difficult mastery and remembering, limited pedagogic value of games, and other limitations, and achieve the effect of high pedagogic value and
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example 1
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[0107] In this example one die and 3 electrocoins are rolled. The die covers the 6 to 10 range value. The die has 6 sides and for this range would read: T−Bone=10 (highest value in the range), T−1=9, T−2=8, T−3=7, T−4=6, T−5=6. The T means top range value with the minus number subtracting from that on a T−#. In this example, T−4 and T−5 have the same value because the bottom of the range is listed as 6 (one cannot go any lower than the bottom value of the listed range). In this example, if a T−3 is rolled, the calculated value is 7.
[0108] The three electrocoins are rolled at the same time as the die, and in this example only the plus + side of the coins are counted. If the electrocoin roll results in two plus (+) and one minus (−) as results, the equation requires that only the plus sides are counted, so the result is a 2 value.
[0109] Thus, in this first example, the final damage number is the 7 from the range die plus the 2 from the electrocoin flips, or Damage=7+2=9.
example 2
[0110] In this example one die and 3 electrocoins are rolled. The die covers the range value of 5 to 9. The die has six sides and for this the range would read: T=9 (for Top, highest value in the range), T−1=8, T−2=7, T−3=6, T−4=5, T−5=5. The T means top range value with the minus number subtracting from that on a T−#. In this example, T−4 and T−5 have the same value because the bottom of the range is listed as 5 (again, one cannot go any lower than the bottom value of the listed range). In this example if the roll of the dice showed a T−4, then the value would be 5. The attack equation requires that both plus (+) and minus (−) be counted on the three electrocoins flipped during or after the die are rolled. If the coins showed two plus (+) and one minus(−) for results, the one minus cancels out one plus, leaving one plus result. The final number is 5 from the range die plus 1 from the electrocoin flips, and so Damage=5+1=6.
[0111] Factions: In the inventive game the element characte...
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