Education type dynamic strategy board game device based on hundred-number table rule

Through an educational dynamic strategy board game device based on the rules of the hundred number table, using detachable components and a custom rule system, the static limitations of traditional teaching aids are overcome, and mathematical ability cultivation is achieved for all grades from first to fifth grade, creative thinking and strategic thinking are stimulated, meeting the needs of multi-dimensional mathematical training.

CN120679150AInactive Publication Date: 2025-09-23黄文静
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Patent Information

Application Number
CN202511113772.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-08-11
Publication Date
2025-09-23
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Existing teaching aids for hundred number tables lack interactivity, creativity, and strategic thinking. They are unable to deeply integrate mathematical rules and dynamic strategies, are unable to adapt to the mathematical ability needs of all stages of education, and lack dynamic elements that simulate real mathematical problems.

Method used

Using detachable number blocks, graphic blocks, custom dice, and accidental event grid components, combined with a custom rule system, a three-dimensional chessboard and multi-dimensional dice rules are designed, allowing players to independently design the chessboard layout and event logic, integrating knowledge points such as place value system, calculation, reasoning, and number theory to meet the learning needs of students from first to fifth grade.

Benefits of technology

Through immersive gaming experience, it stimulates active learning and creative thinking, realizes full-chain knowledge training from basic number sense to number theory application, enhances strategic thinking and creativity, and adapts to the mathematical ability development needs of different stages of learning.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses an educational dynamic strategy board game device based on the rule of a hundred-number table, which comprises a three-dimensional chessboard, number blocks, pattern blocks, a dice assembly, rabbit chess pieces, accident cases and accident cards, and is characterized in that the three-dimensional chessboard is provided with chess cases arranged according to the hundred-number table, the chess cases are distributed in a matrix manner to form a 1-100 number arrangement area, and the number blocks are arranged on the three-dimensional chessboard. Each chess grid is used for bearing a digital block or a graphic block; the number blocks are number identification blocks of 1-100. Therefore, through the three-dimensional design of the detachable physical assembly, the user-defined rule system and the full-learning-section knowledge network, the static limitation of a traditional teaching aid is broken through, the mathematical essence of a hundred-number table is reserved, and the multi-dimensional rule and the dynamic strategy mechanism are combined through the accident lattice, the multi-dimensional dice rule and the dynamic strategy mechanism. Core knowledge points such as a bit value system, operation, reasoning and number theory are converted into immersive game experience, differential learning requirements from the first grade to the fifth grade are met, and spiral improvement of knowledge training-strategy thinking-creativity is achieved.
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Description

Technical Field

[0001] The present application relates to the technical field of educational game equipment, and in particular to an educational dynamic strategy board game device based on the rules of a hundred number table. Background Art

[0002] Hundreds tables are an important tool for elementary school mathematics teaching to help students understand the patterns of numbers from 1 to 100. Traditional teaching aids for hundreds tables are usually fixed tables or flat cards, which have the following shortcomings:

[0003] 1. Single form, lack of interactivity and operational depth

[0004] Existing tools mainly use static display methods, and students can only passively observe the arrangement of numbers. It is difficult for them to understand the adjacent relationship between numbers (such as ±1 / ±10), digit differences (such as ±9 / ±11), parity distribution and other rules through active operations. They are even more unable to perceive the practical significance of the place value system (such as the independent changes of tens and units) and addition and subtraction within 100 through concrete operations. The learning process is not interesting enough and remains at the surface level of cognition.

[0005] 2. Fixed rules restrict creativity and strategic thinking

[0006] Traditional board games or educational games have fixed board layouts and movement rules. Players cannot independently design game strategies based on the rules of the hundred number table. For example, they can customize movement rules related to multiples (such as ×2 / ÷3) or prime and composite numbers, or flexibly set rewards and penalties related to place value and mixed operations. This "closed-rule" model makes it difficult to stimulate players' creativity and foster strategic thinking, such as path planning and risk assessment.

[0007] 3. Functional separation and insufficient coverage of educational scenarios

[0008] Existing products mostly focus on knowledge presentation or simple game entertainment, lacking the connection and expansion of mathematical abilities across all stages of learning:

[0009] Lower grades can only carry out basic number sequence recognition, and it is difficult to extend it to in-depth training on place value system and addition and subtraction within 20;

[0010] Middle and upper grades (second and third grades and above) are unable to use the hundred number table to carry out advanced learning such as multiplication multiples (such as the distribution pattern of multiples of 4) and the fifth grade analysis of prime and composite numbers;

[0011] The lack of devices that deeply combine mathematical laws (such as odd-even jumps, digit differences) with dynamic strategy mechanisms (such as random events, custom rules) has led to the separation of number sense cultivation, calculation training and game experience.

[0012] 4. The dynamic strategy component is missing and cannot simulate complex mathematical applications

[0013] Traditional teaching aids do not introduce dynamic elements such as "unexpected events" and "multi-rule dice". They are unable to simulate real mathematical problem scenarios through random event cards or customized dice rules, such as converting addition and subtraction operations into path planning tasks, and converting multiple judgments into strategy choices, which makes it difficult for students to transfer abstract knowledge to practical application scenarios.

[0014] To solve the above problems, the present invention provides an educational dynamic strategy board game device based on the rules of the hundred number table. Through detachable number blocks and graphic blocks, blank custom dice, multiple types of accidental event grids and other components, players can independently design the board layout, rules and event logic, and deeply integrate the rules of the hundred number table with multi-dimensional mathematical training such as place value system, addition and subtraction, multiples, prime numbers, etc. into the strategy game, covering the needs of all stages of education from basic number sense in first grade to the application of number theory in fifth grade, thereby stimulating active learning and creative thinking. Summary of the Invention

[0015] The present application aims to solve one of the technical problems in the related art at least to a certain extent.

[0016] To this end, one of the purposes of this application is to provide an educational dynamic strategy board game device based on the rules of the hundred number table. Through the three-dimensional design of detachable physical components + custom rule system + full-stage knowledge network, it breaks through the static limitations of traditional teaching aids, retains the mathematical essence of the hundred number table, and through the unexpected event grid, multi-dimensional dice rules and dynamic strategy mechanism, transforms core knowledge points such as place value system, calculation, reasoning, number theory, etc. into an immersive game experience, meets the differentiated learning needs from first grade to fifth grade, and realizes the spiral improvement of "knowledge training-strategic thinking-creativity".

[0017] To achieve the above-mentioned purpose, the present application proposes an educational dynamic strategy board game device based on the rules of the hundred number table, including a three-dimensional chessboard, number blocks, graphic blocks, dice components, rabbit chess pieces, accident grids and accident cards, wherein the three-dimensional chessboard is provided with chess grids arranged according to the hundred number table, and the chess grids are distributed in a matrix to form a 1-100 number arrangement area, and each of the chess grids is used to carry number blocks, graphic blocks or accident grids; the number blocks are number identification blocks from 1 to 100, a total of 100, and each of the number blocks has the same shape and size and is adapted to the chess grid, and can be detachably placed in the chess grid to form a basic layout of the hundred number table; the graphic blocks include reward graphic blocks, penalty graphic blocks and functional graphic blocks, the reward graphic blocks include radishes, mushrooms, and tornadoes, the penalty graphic blocks include foxes and puddles, and the functional graphic blocks include thunderclouds; the shape and size of each of the graphic blocks are consistent with the number blocks and are adapted to the chess grid, and can be detachably placed in the chess grid to form a basic layout of the hundred number table The dice are randomly placed on the chess grid to mark different event areas; the dice assembly includes two hexahedral dice, one is a prefabricated math magic dice and the other is a blank custom dice, both of which are of the same size (side length 1.5 cm) and are used independently of the three-dimensional chessboard; the six sides of the prefabricated math magic dice are marked with "±1", "±2 (odd-even jump)", "+5", and "surprise side (roll twice in a row)" respectively; the six sides of the blank custom dice are blank writable sides for players to customize movement rules based on the rules of the hundred number table; the number of rabbit chess pieces is 4, and each of the rabbit chess pieces can be placed on the chess grid and move along the path arranged in the hundred number table; the accident grid is a chess grid with a unified symbol mark, which is used to mark the event card trigger area and does not carry rules itself; the accident card is a card set independent of the chessboard, with mathematical association event rules printed on the surface, which is used to supplement the complex event logic not covered by the graphic blocks; at the same time, it is equipped with blank accident cards for players to customize event rules.

[0018] The educational dynamic strategy board game device based on the rules of the hundred table in the embodiment of the present application breaks through the static limitations of traditional teaching aids through the three-dimensional design of detachable physical components + custom rule system + full-stage knowledge network. It not only retains the mathematical essence of the hundred table, but also transforms core knowledge points such as place value system, calculation, reasoning, number theory, etc. into immersive game experience through accidental event grid, multi-dimensional dice rules and dynamic strategy mechanism, meets the differentiated learning needs of students from first grade to fifth grade, and realizes the spiral improvement of "knowledge training-strategic thinking-creativity".

[0019] In addition, the educational dynamic strategy board game device based on the hundreds table rules proposed in the present application may also have the following additional technical features:

[0020] In one embodiment of the present application, the accident cards include the following types: place value training cards: "Abdication Devil" (the tens place remains unchanged, the ones place decreases by 1), "Number Mirror" (the tens place and the ones place are swapped); addition and subtraction operation cards: "Addition Roulette" (calculate the current number + the pointer number, move forward 5 steps if correct, and move back 5 steps if wrong); reasoning and application cards: "Number Detective" (answer the current number ± 5, move forward 5 steps if the answer is correct, and move back 5 steps if the answer is wrong); "Win-win Cooperation" (all players complete the mental arithmetic problem together, and each player moves forward 3 steps if the answer is correct); advanced expansion cards: "Multiple Jump" (if the current number is a multiple of 3, move forward 6 steps; otherwise, move back 3 steps); "Prime Number Trap" (if the current number is a prime number, return to the starting point; if it is a composite number, move forward 10 steps).

[0021] In one embodiment of the present application, the three-dimensional chessboard is a planar three-dimensional raised structure, the chess squares are arranged in a 10×10 matrix, the size of each chess square is 2cm×2cm, and the sizes of the number blocks, graphic blocks and accidental event grids all match the chess squares.

[0022] In one embodiment of the present application, the number blocks, graphic blocks and accidental event grids are all cubic block structures made of wood or plastic. Arabic numerals are printed on the surface of the number blocks, corresponding event patterns are printed on the surface of the graphic blocks, and unified symbol logos are printed on the surface of the accidental event grids.

[0023] In one embodiment of the present application, the custom movement rules of the blank custom dice include but are not limited to movement instructions based on the adjacent relationship of numbers in the hundreds number table (±1, ±10), digit difference (±9, ±11), parity (odd and even number sequence jumps), or number sequence patterns (such as +5 corresponds to a 5-square shift to the right in the same row).

[0024] In one embodiment of the present application, the event effects of the reward graphic blocks include moving forward a specified number of steps, teleporting to the target grid, or obtaining an additional throwing opportunity; the event effects of the penalty graphic blocks include moving backward a specified number of steps or prohibiting movement in the next round; and the event effect of the functional graphic blocks is triggering the rabbit chess piece to return to the starting point.

[0025] In one embodiment of the present application, the positional relationship between the three-dimensional chessboard, the number blocks, the graphic blocks, the dice assembly, the rabbit chess piece, the unexpected event grid and the unexpected event card is as follows: the number blocks, the graphic blocks and the unexpected event grid are detachably placed on the grids of the three-dimensional chessboard to constitute a game chessboard; wherein the unexpected event grid is embedded in the grids of the three-dimensional chessboard to trigger card drawing; the unexpected event card is independently stored outside the chessboard and is not directly placed on the grids; the rabbit chess piece is initially placed at position "1" of the grid, and is moved along the hundred number table path by throwing the dice assembly, covering the number blocks of the corresponding grid or triggering the graphic block event when moving, and drawing the unexpected event card when moving to the unexpected event grid; the dice assembly is independent of the three-dimensional chessboard, and after throwing, the movement rules of the rabbit chess piece are determined according to the surface display content.

[0026] The advantages of this application compared with the existing technology are:

[0027] (1) Multi-dimensional mathematical ability integration training: Deeply penetrate the rules of the hundred number table, and intuitively show the adjacent relationship of numbers, odd and even distribution, etc. through movements such as ±1 / ±10. Combined with place value training (such as digital mirror event cards), addition and subtraction within 100 (pre-made and custom dice), reasoning ability (odd and even jump rules) and high-level concepts (multiplication multiples in grades 2 and 3, prime and composite number event cards in grade 5), a full-chain knowledge training system is constructed from basic number sense to number theory application.

[0028] (2) Dynamic strategy and autonomous creation mechanism: Through detachable number blocks, graphic blocks and newly added unexpected event grids, players can independently build the hundred number table layout and event grid; blank dice support custom rules (such as ±9 digit difference, ×3 multiple jump), combined with the complex logic of event cards (such as the abdication devil, prime number maze), to inspire players to actively design strategies and achieve advancement from "passive learning" to "rule creation".

[0029] (3) Applicability across all academic stages and scenario expansion: Adapting to the differentiated needs of grades 1 to 5, lower grades master number sequence and place value system through "±1 / ±10" dice and number detective cards, second and third grades use "multiplication dice" and multiple event cards to deepen multiplication and division operations, and fifth grade uses prime number trap cards and number clone event cards to improve number theory analysis and cross-knowledge point strategy integration capabilities.

[0030] (4) Gamified learning drives core competencies: reward / punishment mechanisms (such as tornado transmission and lightning cloud traps) build risk-return game scenarios, requiring players to weigh path planning; dynamic adjustment components (replaceable event cards, modified dice rules) improve adaptability; application event cards (such as shopping calculations) connect mathematics with life, cultivating decision-making ability, resilience and knowledge transfer capabilities.

[0031] (5) Physical design and interactive advantages: The three-dimensional chessboard (10×10 matrix grid, 2cm×2cm size), erasable dice and other components are of uniform size, safe and easy to operate; the four rabbit chess pieces support multi-player collaboration or confrontation, and the "win-win cooperation" event card strengthens team interaction, and realizes an immersive math game experience through the linkage of physical placement and rules.

[0032] Additional aspects and advantages of the present application will be given in part in the description below, and in part will become apparent from the description below, or will be learned through practice of the present application. BRIEF DESCRIPTION OF THE DRAWINGS

[0033] The above and / or additional aspects and advantages of the present application will become apparent and easily understood from the following description of the embodiments in conjunction with the accompanying drawings, in which:

[0034] Figure 1 This is a schematic diagram of the overall structure of an educational dynamic strategy board game device based on the rules of the hundred table according to one embodiment of the present application;

[0035] Figure 2 Schematic diagram of the accident grid rules of an educational dynamic strategy board game device based on the rules of the hundred table according to one embodiment of the present application.

[0036] As shown in the figure: 1. 3D chessboard; 2. Number blocks; 3. Graphic blocks; 4. Dice components; 5. Rabbit chess pieces; 6. Accident grid; 11. Chess grid; 31. Reward graphic blocks; 32. Punishment graphic blocks; 33. Functional graphic blocks; 41. Pre-made math magic dice; 42. Blank custom dice. DETAILED DESCRIPTION

[0037] The following describes an educational dynamic strategy board game device based on the rules of the hundred table according to an embodiment of the present application in conjunction with the accompanying drawings.

[0038] like Figure 1-Figure 2 As shown, the educational dynamic strategy board game device based on the hundred number table rules of the embodiment of the present application may include a three-dimensional chessboard 1, number blocks 2, graphic blocks 3, dice components 4, rabbit chess pieces 5, accidental event grids 6 and accidental event cards 61.

[0039] As will be understood, the three-dimensional chessboard 1 is a flat, rigid substrate with a 10×10 matrix of squares 11 arranged according to a hundred-number table, forming a numerical arrangement area from 1 to 100 (e.g., the first row of squares is 1-10, the second row is 11-20, and so on). Each square 11 is a 2-cm square groove for holding a number tile 2, a graphic tile 3, or an unexpected event tile 6. The groove edge is slightly higher than the substrate surface to ensure stable placement of the block components and facilitate removal.

[0040] The number tiles 2 consist of 100 cube-shaped components (2 cm side length), each printed with Arabic numerals from 1 to 100 (e.g., "1," "2," ..., "100"). Their dimensions perfectly fit within the grooves of the grid 11. The number tiles 2 are removably secured by snapping into the grooves of the grid 11. Initially, they must be placed in the grid 11 in the order of the hundreds table (from left to right, top to bottom) to form the basic game board (e.g., "1" in row 1, square 1, "11" in row 2, square 1).

[0041] Graphics Block 3 contains three types of cube-shaped components (each 2 cm long, the same size as Number Block 2):

[0042] Reward graphic block 31: The surface is printed with "radish", "mushroom" and "tornado" patterns, which correspond to the specified number of steps forward, additional throwing opportunities and teleportation functions respectively;

[0043] Penalty graphic block 32: The surface is printed with "fox" and "puddle" patterns, which correspond to retreating a specified number of steps and being prohibited from moving in the next round respectively;

[0044] Functional graphic block 33: The surface is printed with a “thunder cloud” pattern, corresponding to the return to starting point event.

[0045] Graphic Block 3 is a physical block embedded in the chess grid (directly carrying the event effect). Its function differs from that of the unexpected event grid (which merely serves as a card draw trigger): the former, when triggered, directly executes the event printed on the block (e.g., "radish" corresponds to moving forward 3 steps), while the latter requires the unexpected event card to execute the rule. Graphic Block 3 can be removably placed randomly on the basic chessboard formed by the number blocks 2 by embedding in the grooves of the chess grid 11 (e.g., replacing the number block 2 with the carrot graphic block 31 in the chess grid with the number "5") to mark different event areas.

[0046] Contingency Grid 6 is a grid with a uniform symbol, used to identify the event card trigger area and does not carry any rules. It is accompanied by independent Contingency Cards 61, with mathematically related event rules printed on the surface (such as "Calculate the current number + 7, and move forward 5 steps correctly"), which are used to supplement the complex event logic not covered by Graphic Block 3 (such as "place value transformation" and "reasoning task"). It is also accompanied by blank Contingency Cards, allowing players to convert core knowledge points such as place value, calculation, comparison, reasoning, and number theory into custom event rules. Contingency Grid 6 is embedded in grid 11 of the three-dimensional chessboard and is used to trigger card draws. Contingency Cards 61 are stored independently outside the chessboard (such as in an included card box) and are not placed directly on the chessboard grid.

[0047] The dice assembly 4 includes two hexahedral dice, namely a prefabricated math magic dice 41 and a blank custom dice 42. The two are of the same size (1.5 cm side length) and are used independently of the three-dimensional chessboard. The movement rules of the rabbit chess piece are determined by the throwing results.

[0048] Prefabricated Math Magic Dice 41: A hexahedral dice, each side of which is marked with "+1," "-1," "+2 (odd-even jump)," "-2 (odd-even jump)," "+5," and "surprise side (roll twice more)" to provide preset movement rules. It should be explained that the design of the "surprise side (roll twice more)" is intended to train the user's two-step calculation ability (continuous addition, continuous subtraction, and mixed addition and subtraction) through the design of this surprise side.

[0049] Blank Custom Dice 42: A six-sided dice with a blank, writable surface on each side (e.g., covered with an erasable coating). Players can use a marker to write movement rules related to the hundred number table (e.g., "+10," "-9," "odd number column +5," etc.) on the surface.

[0050] Rabbit chess pieces 5: 4 rabbit-shaped markers (bottom diameter 2cm, height 3cm), which can be placed upright in the groove of chess grid 11 to mark the player's current position and can be moved on chess grid 11 along the numerical sequence of the hundred table (from 1 to 100).

[0051] Detailed workflow:

[0052] 1. Basic chessboard construction

[0053] The player first places 100 number blocks 2 into the squares 11 of the three-dimensional chessboard 1 in the order of the hundred numbers, forming a number matrix from 1 to 100 (for example, the squares in the first row are 1 to 10, and the squares in the tenth row are 91 to 100). At this point, each square 11 holds a number block 2, forming the initial game board.

[0054] 2. Event grid delivery

[0055] The player selects a number of blocks from the graphic blocks 3 (e.g. 10 reward blocks, 5 penalty blocks, 3 function blocks), randomly removes the number blocks 2 in the corresponding squares 11, and replaces them with graphic blocks 3. For example:

[0056] A mushroom graphic block 31 is placed in the square of number "8" to indicate the event of "obtaining an additional throwing opportunity";

[0057] Place the fox graphic piece 32 in the square numbered "23" to indicate the "step back 2 steps" event;

[0058] A thunder cloud graphic block 33 is placed in the square with the number "50" to mark the "return to starting point" event.

[0059] The chess square 11 that has not been replaced still retains the number block 2 and serves as an ordinary moving square.

[0060] The accidental event grid 6 (with a unified symbol) is embedded in the designated position of the chess grid 11 (as the card drawing trigger point); the accidental event card 61 is stored separately in the card box next to the chessboard.

[0061] 3. Dice rule setting

[0062] Pre-made math magic dice 41: Directly use the preset rules, for example, "+2 (odd-even jump)" means if the current chess square number is odd, move forward 2 steps, and if it is even, move back 2 steps; "surprise side" is rolled twice in a row.

[0063] Blank custom dice 42: Players write rules based on the hundreds table, for example:

[0064] Write "+10" on one side to move up one row according to the hundreds table (e.g., from "15" to "25").

[0065] Write "-9" on the other side, which means moving one space to the upper left according to the diagonal rule of the hundreds table (such as moving from the number "20" to "11").

[0066] 4. Game movement logic

[0067] The player selects a rabbit chess piece 5 and places it at position "1" (initial position) on square 11.

[0068] Roll the dice component 4:

[0069] If you roll the prefabricated math magic dice 41, move the piece according to the rules shown on the face (e.g., if you roll "+5," you move forward 5 spaces from your current position along the hundreds table);

[0070] If a blank custom dice 42 is rolled, the player moves according to the player's custom rules (e.g., if a "-9" is rolled, 9 is subtracted from the current number and the player moves to the corresponding square).

[0071] When the rabbit chess piece 5 moves to the square 11 that carries the graphic block 3, the corresponding event is triggered:

[0072] Bonus graphic block 31: For example, "Tornado" allows the player to teleport the chess piece to any square where a bonus graphic block 31 is located;

[0073] Penalty graphic block 32: such as "puddle" causes the player to skip the next round;

[0074] Functional graphic block 33: For example, "Thunder Cloud" forces the rabbit chess piece 5 to return to position "1".

[0075] If the rabbit moves to Event Square 6 (a square marked with a uniform symbol), the movement process is paused and a card is randomly drawn from the separately stored Event Cards 61. Completing the task assigned to the card results in a reward or penalty. After the task is completed, the card is returned to the reusable card box and the dice rules continue to apply, or the turn ends. For example, if the event card is "Addition Challenge," the player must calculate "Current Number + Card Random Number." If correct, the player moves forward three steps; if incorrect, the player moves back two steps.

[0076] 5. Flexibility of detachable mechanism

[0077] During the game, players can remove and reposition the number block 2, graphic block 3 or accidental event grid 6 at any time to adjust the board layout (for example, move the "fox" from grid "23" to grid "35"), or modify the movement rules on the blank custom dice 42 (for example, erase "+10" and rewrite it as "+11") to achieve dynamic strategy adjustment.

[0078] In one embodiment of the present application, Figure 1-Figure 2 As shown, the types and workflow of accident grid 6 are:

[0079] 1. Place Value Training Cards

[0080] 1. Abdicate the Little Devil

[0081] Physical form: 2cm×2cm card with the "Abdicated Devil" pattern and the rules printed on the surface: "The tens digit remains unchanged, and the ones digit decreases by 1."

[0082] Trigger condition: Rabbit chess piece 5 moves to accident square 6 (such as the square with the number "36").

[0083] Effect execution:

[0084] Calculate the new number: keep the tens digit of the current number unchanged, and subtract 1 from the ones digit (36 → 35);

[0085] Chess piece movement: Move from square "36" along the hundred number table path to square "35" (move 1 column to the left).

[0086] 2. Digital Mirror

[0087] Physical form: Cards printed with a "Number Mirror" pattern and the rule: "Swap the tens and ones digits."

[0088] Trigger condition: Rabbit chess piece 5 moves to accident square 6 (such as the square with the number "18").

[0089] Effect execution:

[0090] Calculate the new number: swap the tens and ones digits of the current number (18 → 81);

[0091] Chess piece movement: Move from "18" square (2nd row, 8th column) to "81" square (9th row, 1st column), that is, move 7 rows down and 7 columns left.

[0092] 2. Addition and subtraction operation cards

[0093] Addition Roulette

[0094] Physical Form: A realistic, working plastic roulette wheel with the numbers 0-9 printed on it.

[0095] Trigger condition: Rabbit piece 5 moves to accident square 6.

[0096] Effect execution: There is a pointer. When you draw the addition / subtraction wheel, rotate the wheel and perform a + / - operation on the number pointed by the pointer on the wheel based on the number of the current chess piece.

[0097] 3. Reasoning and Application Cards

[0098] 1. Digital Detective

[0099] Physical form: Cards printed with a "Number Detective" pattern and the rules: "Answer the current number ±5, move forward 5 steps if the answer is correct, and move back 5 steps if the answer is wrong."

[0100] Trigger condition: Rabbit chess piece 5 moves to accident square 6 (such as the square with the number "23").

[0101] Effect execution:

[0102] Players need to answer "current number + 5" and "current number - 5" at the same time (23 + 5 = 28, 23 - 5 = 18);

[0103] If all the answers are correct, the chess piece moves forward 5 steps (from "23" → "28"); if any of the answers are wrong, the chess piece moves back 5 steps (from "23" → "18").

[0104] 2. Win-win cooperation

[0105] Physical form: Cards printed with a "win-win cooperation" pattern and rules: "All players complete mental arithmetic problems together, and each player advances 3 steps if the answer is correct."

[0106] Trigger condition: Rabbit chess piece 5 moves to accident square 6 (such as the square with the number "50").

[0107] Effect execution:

[0108] (Referee) raises a mental arithmetic problem (e.g. "37+25");

[0109] All players answer at the same time. If all answers are correct, each player advances 3 steps (e.g., from "15" to "18"). Otherwise, no reward is given.

[0110] 4. High-end expansion cards

[0111] 1. Multiple jump

[0112] Physical form: The card is printed with a "multiple jump" pattern and the rule: "If the current number is a multiple of 3, move forward 6 steps; otherwise, move back 3 steps."

[0113] Trigger condition: Rabbit chess piece 5 moves to accident square 6 (such as the square with the number "15").

[0114] Effect execution:

[0115] Determine whether the current number is a multiple of 3 (15÷3=5, yes);

[0116] If yes, move forward 6 steps (from "15" → "21"); if no (such as the number "16"), move back 3 steps (from "16" → "13").

[0117] 2. Prime Number Trap

[0118] Physical form: The card is printed with a "prime number trap" pattern and the rule: "If the current number is a prime number, return to the starting point; if it is a composite number, move forward 10 steps."

[0119] Trigger condition: Rabbit chess piece 5 moves to accident square 6 (such as the square with the number "7").

[0120] Effect execution:

[0121] Determine whether the current number is a prime number (7 is a prime number, 8 is a composite number);

[0122] If it is a prime number (such as "7"), the chess piece returns to position "1"; if it is a composite number (such as "8"), it moves forward 10 steps (from "8" → "18").

[0123] In one embodiment of the present application, Figure 1-Figure 2 As shown, the three-dimensional chessboard 1 is a planar, three-dimensional raised structure. Specifically, the surface of the base is provided with regularly arranged rectangular raised borders, forming recessed chessboard areas 11. The chessboard areas 11 are arranged in a 10×10 matrix, each measuring 2cm×2cm. The recesses are 2.5mm deep, and the raised borders are 1mm high and 0.5mm wide. These borders surround each chessboard area 11, making it easier for players to identify the chessboard boundaries and preventing the number blocks 2 and graphic blocks 3 from sliding or misaligning during movement.

[0124] It can be understood that the number block 2, graphic block 3 and accident grid 6 are all 2cm×2cm×0.5cm cubic block structures (the height is consistent with the depth of the chess grid 11), made of wood or plastic, and have slightly convex anti-slip textures on the bottom surface, which form a slight fit with the concave area of ​​the chess grid 11, making it easy to disassemble by hand and keep the position fixed during movement.

[0125] Number block 2: The Arabic numerals 1-100 are printed on the surface. In the initial state, they need to be embedded in the chess squares 11 according to the order of the hundreds table. For example, put "1" in the chess square of the first row and the first column, and "11" in the chess square of the second row and the first column.

[0126] Graphic block 3: The surface is printed with an event pattern (such as carrot, fox), the size is exactly the same as the number block 2, and it can replace the number block 2 in any chess square 11.

[0127] Contingency Grid 6: A uniform symbol (no regular content) is printed on the top surface to identify the card draw trigger area;

[0128] Workflow based on the 11-grid layout:

[0129] 1. Build a basic chessboard for the hundred number table

[0130] The player first embeds 100 number blocks 2 into square 11 in numerical order:

[0131] Row 1: Put "1" to "10" in order from column 1 to column 10;

[0132] Row 2: Put "11" to "20" in order from column 1 to column 10;

[0133]

[0134] Row 10: Place "91" to "100" in order from column 1 to column 10.

[0135] At this time, the three-dimensional chessboard 1 forms a standard hundred number table matrix, and the number blocks 2 in each chess square 11 intuitively display the row and column relationship of the numbers (the ones digit of the numbers in the same column is the same, and the numbers in adjacent rows differ by 10).

[0136] 2. Random placement of event grids

[0137] The player selects a number of tiles from the graphic blocks 3 (e.g., 10 bonus tiles and 5 penalty tiles), removes the corresponding number tiles 2 in the corresponding squares 11, and replaces them with graphic tiles 3:

[0138] For example, placing a carrot graphic block 3 in the 5th column of the 1st row (number "5") indicates the "forward 3 steps" reward event;

[0139] Place the fox graphic piece 3 in the 3rd row and 7th column square (number "27") to mark the "back 2 steps" penalty event.

[0140] Some of the unexpected event grids 6 (with uniform symbols) are randomly placed in the chess grid 11; the unexpected event cards 61 are stored in the card box and are not directly embedded in the chess grid.

[0141] Since the size of the chess grid 11 is strictly uniform, the replacement process will not cause the block to tilt or loosen, ensuring the accuracy of the event grid position.

[0142] 3. Coordinate positioning of chess piece movement

[0143] When the rabbit piece 5 is placed on square 11, its position can be uniquely determined by "row number - column number" (for example, row 2, column 3 corresponds to number "13"). After the player rolls the dice, the target square 11 is calculated according to the movement rules:

[0144] If the rule is "+10", then add 1 to the current row number (e.g., if you move from row 2, column 3 to row 3, column 3, the number changes from "13" to "23");

[0145] If the rule is "+1", then add 1 to the current column number (for example, if you move from the 5th column of the 1st row to the 6th column of the 1st row, the number changes from "5" to "6").

[0146] If you move to the accident square 6, draw the corresponding accident card 61 to execute the rules, including "Abdication Little Devil", "Digital Mirror", "Digital Detective", "Win-Win Cooperation", "Multiple Jump", "Prime Number Trap", etc.

[0147] The matrix arrangement of the 11 chess squares completely corresponds to the numerical pattern of the hundred number table, ensuring the mathematical logic consistency of the movement rules.

[0148] In one embodiment of the present application, Figure 1-Figure 2 As shown, the custom rules for blank custom dice 42 are:

[0149] It is understood that the blank custom dice 42 is a hexahedral hard plastic dice with a side length of 1.5 cm. Each side is an erasable surface (covered with a matte coating or with an erasable sticker), allowing players to write movement rules with a marker or erasable pen. The edges of the dice are slightly rounded to facilitate throwing and reduce random deviations during rolling.

[0150] The blank custom dice 42 has the same size as the prefabricated math magic dice 41, but has no preset rules on the surface. It only provides a blank surface for players to independently design based on the rules of the hundred number table, forming a double dice system of "prefabricated rules + custom rules".

[0151] Specific types and mathematical logic of custom movement rules:

[0152] 1. Based on the adjacent relationship of numbers (±1, ±10)

[0153] ±1 rule: corresponds to the adjacent cells on the left and right in the hundreds table

[0154] The dice face is written with: "+1" or "-1"

[0155] Movement Logic: When the rabbit piece is on square number "n", if a "+1" is rolled, it moves to square "n+1" (i.e., the adjacent square to the right); if a "-1" is rolled, it moves to square "n-1" (i.e., the adjacent square to the left). For example, starting from square "15", a "+1" moves to square "16", and a "-1" moves to square "14".

[0156] ±10 rule: corresponding to the upper and lower adjacent rows in the hundreds table

[0157] The dice face is written with: "+10" or "-10"

[0158] Movement logic: Each row in the hundred number table contains 10 numbers. When "+10" is rolled, the chess piece moves down one row, and the corresponding number is "n+10" (such as moving from "23" to "33"); when "-10" is rolled, the chess piece moves up one row, and the corresponding number is "n-10" (such as moving from "47" to "37").

[0159] 2. Based on digit difference (±9, ±11)

[0160] ±9 rule: corresponds to the upper left / lower right diagonal grid in the hundreds table

[0161] Writing on the dice: "-9" or "+9"

[0162] Movement logic: The number in the upper left square is 9 less than the current number. When "-9" is rolled, the chess piece moves 1 square to the upper left of the current position (that is, 1 column to the left and 1 row up), and the corresponding number is "n-9" (for example, the upper left square of "20" is "11"); the number in the lower right square is 9 greater than the current number. When "+9" is rolled, the chess piece moves 1 square to the lower right of the current position, and the corresponding number is "n+9" (for example, the lower right square of "11" is "20").

[0163] ±11 rule: corresponds to the lower right / upper left diagonal grid in the hundreds table

[0164] The dice face is written with: "+11" or "-11"

[0165] Movement logic: When "+11" is rolled, the chess piece moves 1 square to the lower right of the current position, and the corresponding number is "n+11" (such as moving from "10" to "21"); when "-11" is rolled, the chess piece moves 1 square to the upper left of the current position, and the corresponding number is "n-11" (such as moving from "21" to "10").

[0166] 3. Based on parity (jumping odd and even series)

[0167] Writing on the dice: "Odd-Even Jump"

[0168] Movement Logic: Define the 1st, 3rd, 5th, 7th, and 9th columns of the Hundreds Table as odd columns (corresponding to the odd numbers), and the 2nd, 4th, 6th, 8th, and 10th columns as even columns (corresponding to the even numbers). When the rabbit piece is on an odd square (the odd column), rolling "Odd-Even Jump" moves it forward two squares (the number "n+2," for example, "15" moves it to "17"). When it is on an even square (the even column), it moves it back two squares (the number "n-2," for example, "16" moves it to "14").

[0169] 4. Based on the number sequence rules (e.g. +5 corresponds to 5 squares to the right in the same row)

[0170] Writing on the dice: "+5" or "-4" (can be expanded to other movement rules)

[0171] Movement logic: Numbers in the same row increase by 1 from left to right, so "+5" corresponds to moving 5 spaces to the right within the row (that is, the current number is "n+5", such as moving from "3" to "8"); "-4" corresponds to moving 4 spaces to the left within the row (that is, the current number is "n-4", such as moving from "10" to "6").

[0172] The workflow of player-defined rules:

[0173] 1. Rule design stage

[0174] The player writes different hundred number table rules on each of the six sides of the blank custom dice 42, for example:

[0175] Page 1: "+10 = move down 1 row" (corresponding to ±10 adjacent relationship)

[0176] Side 2: "-9 = move 1 square to the upper left" (corresponding to the digit difference -9)

[0177] Page 3: "Odd-even jump = odd number + 2 / even number - 2" (corresponding to parity jump)

[0178] Page 4: "+5 = Move 5 spaces to the right" (corresponding to the number sequence pattern)

[0179] Page 5: "+11 = move right down 1 space" (corresponding to the digit difference +11)

[0180] Page 6: "-1 = move left 1 square" (corresponding to adjacent relationship -1)

[0181] 2. Throwing phase of the game

[0182] The player rolls the blank custom dice 42 and moves the rabbit piece 5 according to the face rule displayed after landing:

[0183] If you roll "+10 = move down 1 row" and are currently in row 4, column 7 (number 37), you move down to row 5, column 7 (47), which is number +10;

[0184] If the dice roll is "Odd-Even Jump", and the current position is "25" (odd number, 3rd row, 5th column, odd column), then move forward 2 spaces to "27"; if the dice roll is "26" (even number, 3rd row, 6th column, even column), then move back 2 spaces to "24";

[0185] If you roll "+5 = move 5 spaces right in this row", and you are currently in the 3rd column of the 1st row (number 3), move 5 spaces right to the 8th column of the 1st row (number 8), that is, 3+5=8.

[0186] 3. Rule amendments and adjustments

[0187] Players can erase and rewrite the rules of the blank custom dice 42 during the game (such as changing "+11" to "+12"), but they must ensure that the new rules are still based on the inherent rules of the hundred number table (row and column differences, digit relationships) to maintain the consistency of mathematical logic.

[0188] In one embodiment of the present application, Figure 1-Figure 2 As shown, the event effect and trigger logic of graphic block 3:

[0189] It can be understood that the event effects of the reward graphic block 31 include moving forward a specified number of steps, teleporting to the target grid, or obtaining an additional throwing opportunity; the event effects of the penalty graphic block 32 include moving back a specified number of steps or prohibiting movement in the next round; and the event effect of the functional graphic block 33 is to trigger the rabbit chess piece 5 to return to the starting point.

[0190] It is understood that the graphic blocks 3 are all 2cm×2cm cube blocks made of wood, with corresponding event patterns printed on the surface using screen printing technology, and the colors distinguish the function types:

[0191] Bonus graphic block 31: red "radish", green "mushroom", blue "tornado";

[0192] Penalty graphic block 32: orange "fox", gray "puddle";

[0193] Functional graphic block 33: purple “thunder cloud”.

[0194] The sizes of all graphic blocks 3 are completely compatible with the number blocks 2 and the chess grid 11, and can be detachably placed by being embedded in the grooves of the chess grid 11.

[0195] Bonus graphic block 31

[0196] 1. Radish graphic block: move forward a specified number of steps

[0197] Trigger condition: Rabbit piece 5 moves to square 11 that carries the carrot graphic piece.

[0198] Effect execution:

[0199] The player immediately receives the "Forward 3 Steps" bonus, which means moving 3 consecutive squares to the right (or down, according to the movement rules) from the current square 11 along the hundred number table.

[0200] Example: If the rabbit piece 5 is on the carrot square with the number "12", it moves to "15" (12+3).

[0201] 2. Mushroom graphic blocks: get extra throwing opportunities

[0202] Trigger condition: Rabbit piece 5 stops at square 11 where the mushroom piece is located.

[0203] Effect execution:

[0204] After completing the current throw, the player can throw the dice component 4 (prefabricated math magic dice 41 or blank custom dice 42) an additional time before the end of the round, and continue to move according to the result of the second throw.

[0205] Example: After rolling the dice for the first time, the player moves to the mushroom space and can immediately roll again. If a "+5" is rolled, the player moves 5 steps forward from the current position.

[0206] 3. Tornado graphic block: teleport to the target grid

[0207] Trigger condition: Rabbit piece 5 enters square 11 of the tornado graphic block.

[0208] Effect execution:

[0209] The player can independently select any chess grid 11 where the bonus graphic block 31 has been placed as the target (such as the carrot grid, mushroom grid or other tornado style grid), and move the rabbit chess piece 5 directly to the target grid.

[0210] Example: If the tornado is at square "45", the player can choose to teleport to the carrot square at square "10", and the rabbit piece 5 will move instantly from "45" to "10".

[0211] Penalty graphic block 32

[0212] 1. Fox graphic block: Back a specified number of steps

[0213] Trigger condition: Rabbit piece 5 moves to square 11 of the fox graphic block.

[0214] Effect execution:

[0215] The player must perform the "2 steps back" penalty, which is to move 2 squares to the left (or up) in reverse order from the current square 11 along the hundreds table.

[0216] Example: If the rabbit piece 5 is on the fox square numbered "28", it retreats to "26" (28-2).

[0217] 2. Puddle block: prohibited from moving in the next round

[0218] Trigger condition: Rabbit piece 5 stops at square 11 of the puddle graphic block.

[0219] Effect execution:

[0220] After the current round ends, the player skips the next round (i.e., no dice are rolled in the next round, and the position of rabbit chess piece 5 remains unchanged).

[0221] Example: After a player moves to the puddle square, when it is his turn to act in the next round, the round ends immediately and the rabbit piece 5 remains in its original position.

[0222] Functional graphic block 33

[0223] Thunder cloud graphic block: return to the starting point

[0224] Trigger condition: Rabbit piece 5 enters square 11 of the lightning cloud graphic block.

[0225] Effect execution:

[0226] When the player triggers the "bomb" mechanism, Rabbit Piece 5 must immediately move to position "1" (the starting point) on square 11, regardless of its current position.

[0227] Example: If the rabbit chess piece 5 is located at the lightning cloud square of "99", it will be directly returned to "1" and the previously accumulated movement progress will be reset to zero.

[0228] In one embodiment of the present application, Figure 1-Figure 2 As shown, the interaction process between the three-dimensional chessboard 1, the number block 2, the graphic block 3, the dice component 4, the rabbit chess piece 5 and the accident grid 6 is described in detail below.

[0229] It is understandable that, 1. Board building stage

[0230] The player inserts the number blocks 2 into the squares 11 of the three-dimensional chessboard 1 in the order of 1-100 to form a hundred number table;

[0231] Randomly disassemble some number blocks 2 and replace them with graphic blocks 3; embed the accident grid 6 (with a unified symbol) into the designated chess grid 11 (such as placing a carrot in the "5" grid, a puddle in the "20" grid, and embedding the "50" grid into the accident grid); store the accident card 61 in the card box.

[0232] 2. Game preparation stage

[0233] The player chooses rabbit pawn 5 and places it at position "1";

[0234] Determine the dice usage rules: the pre-made math magic dice 41 can be used alone, or in combination with the blank custom dice 42 (two dice must be rolled at the same time for each roll, and either rule can be selected).

[0235] 3. Round Execution Phase

[0236] Throwing the dice: The player throws the dice component 4 and observes the content on the display (e.g., the blank custom dice 42 displays "+10");

[0237] Calculate the move: according to the rules, move the corresponding number of steps from the current square 11 (for example, the current square is "30", after "+10", move to "40");

[0238] Triggering event:

[0239] If you move to the grid where graphic block 3 is located, the corresponding effect is performed (e.g. grid "40" is a tornado, and the player chooses to teleport to the carrot grid at grid "8");

[0240] If you move to the square where the accidental event square 6 is located, pause the movement process, draw the accidental event card 61 (such as "Abdication Devil", "Digital Mirror", "Addition Roulette", etc.) from the card box, execute the card rules, put the card back, continue moving or end the round.

[0241] End of turn: Rabbit piece 5 stably covers target square 11, and the next player repeats the above process.

[0242] 4. Key points of interaction between dice and chessboard

[0243] The rules of the dice component 4 are always associated with the layout of the hundreds table (e.g. "+10" corresponds to moving down one row), ensuring that the movement path can be uniquely determined by the numbering of the chess square 11;

[0244] The position change of the rabbit chess piece 5 is fed back to the chessboard 1 in real time, and the event effect of the graphic block 3 is realized through both physical position (chess replacement) and logical rules (effect execution).

[0245] Specifically, taking a game between two players (Player A and Player B) as an example, the collaborative workflow of various components is fully demonstrated when only the prefabricated mathematical magic dice 41 is used:

[0246] 1. Game Preparation Stage

[0247] Players A and B embed 100 number blocks 2 into the chess grid 11 according to the hundred number table to form a standard matrix.

[0248] Place the "radish" graphic block 31 in the 3rd column of the 1st row (number 3), and move forward 3 steps;

[0249] Place the "fox" graphic piece 32 in the 3rd row and 9th column (number 29), and move back 2 steps;

[0250] The 5th row and 10th column (number 50) is embedded in the accident grid 6 (with a unified symbol);

[0251] Place "Prime Number Trap" event card 61 in the card box (rules: if the number is prime, return to the starting point; if it is composite, move forward 10 steps);

[0252] The 2nd row and 5th column (number 15) is embedded in the accident grid 6;

[0253] A "multiple jump" event card 61 is placed in the card box (rule: if the number is a multiple of 3, move forward 6 steps; otherwise, move back 3 steps).

[0254] Players A (red) and B (blue) place their pieces at position "1" (row 1, column 1).

[0255] Only pre-made math magic dice 41 are used, rules: ±1, ±2 (odd-even jump), +5, surprise side.

[0256] 2. Detailed explanation of the round process

[0257] Player A's first round

[0258] Roll the dice: Roll "+5", move 5 spaces right from position "1" to position "6" (row 1, column 6, number block 2).

[0259] Event trigger: If graphic block 3 or accidental event grid 6 is not touched, the round ends.

[0260] Player B's first round

[0261] Roll the dice: Roll "+2 (odd-even jump)", the current number "1" is odd, move forward 2 steps to position "3" (radish graphic block 31).

[0262] Graphic block event: Trigger "Carrot", move forward 3 steps to position "6" (the same square as player A).

[0263] Player A's second round

[0264] Roll the dice: Roll the "surprise side", then roll twice in a row, roll 5, -2, calculate "6+5-2", move right 3 spaces from the "6" position to "9" (the 9th position in the 1st row, number block 2).

[0265] Event trigger: No special parts are touched, and the round ends.

[0266] Player B's second round

[0267] Roll the dice: Roll "-1", move 1 space left from position "6" to position "5" (row 1, column 5, number block 2).

[0268] Event trigger: No special parts are touched, and the round ends.

[0269] Player A's third round

[0270] Roll the dice: Roll "+5", move 5 spaces right from position "9" to position "14" (row 2, column 4, number block 2) → continue to move to position "17" (row 2, column 7, number block 2).

[0271] Event triggering: No event was triggered.

[0272] Player B's third round

[0273] Roll the dice: Roll "+5", move 5 spaces right from the "5" position to the "10" position (1st row, 10th column, number block 2).

[0274] Event triggering: No event was triggered.

[0275] Player A's fourth round

[0276] Roll the dice: Roll "+5", move 5 spaces right from position "17" to position "22" (3rd row, 2nd column, number block 2).

[0277] Event triggering: No event was triggered.

[0278] Player B Round 4

[0279] Roll the dice: roll "+2 (odd-even jump)", the current number "10" is an even number, step back 2 steps to position "8" (row 1, column 8, number block 2).

[0280] Event triggering: No event was triggered.

[0281] Player A's fifth round (accidental event grid triggered)

[0282] Roll the dice: Roll the "surprise side" and roll it twice in a row, eventually moving right 8 spaces from position "22" to position "30" (row 3, column 10, number block 2) → then moving down 1 row to position "40" (row 4, column 10, number block 2) → continue moving to row 5, column 10 (number 50, accident space 6).

[0283] Event card execution: Draw the "Prime Number Trap" card, determine that "50" is a composite number, trigger "Forward 10 Steps", move down 1 row (+10) from the "50" position to the "60" position (6th row, 10th column, number block 2), and put the card back into the box.

[0284] Player B's fifth round

[0285] Roll the dice: Roll "+5", move 5 spaces right from position "8" to position "13" (row 2, column 3, number block 2).

[0286] Event triggering: No event was triggered.

[0287] Player A's sixth round (sprint to the finish line)

[0288] Roll the dice: Roll "+5", move 5 spaces right from position "60" to position "65" (7th row, 5th column, number block 2).

[0289] Continuously roll "+5": Finally, move 5 squares right from position "95" to position "100" (10th row, 10th column), triggering the victory condition.

[0290] 3. Key Synergy Points (The Role of Accident Grid 6 and Accident Card 61)

[0291] 1. Event cards are deeply bound to mathematical rules

[0292] "Prime Number Trap": Players need to quickly judge the properties of numbers (50 is a composite number) and strengthen their knowledge of number theory;

[0293] "Multiple Jump": If the player moves to position "15" (a multiple of 3), he or she can trigger "Forward 6 Steps" after drawing a card. Combined with the distribution pattern of multiples of 3 in the hundred number table (columns 3, 6, and 9), it can cultivate the ability to reason about multiples.

[0294] 2. The unity of physical occupancy and logical triggering

[0295] The accident grid 6 marks the trigger area through the grid 11. When the player moves to the corresponding grid, he executes the rules (such as calculation and judgment) by drawing independent cards to ensure that the "game operation" and "mathematical training" are synchronized.

[0296] 3. Dynamic strategy adjustment

[0297] Players can change the position of the accident grid 6 during the game (such as moving it from grid "50" to grid "80"), or combine it with dice rules (such as "+10" to quickly approach the event grid trigger point) to improve the flexibility of strategic planning.

[0298] It should be noted that a blank instruction manual can also be provided for players to customize various graphic blocks in the game device. The function of the graphic can be defined and the description can be recorded in the instruction manual.

[0299] In summary, the educational dynamic strategy board game device based on the rules of the hundred number table in the embodiment of the present application breaks through the static limitations of traditional teaching aids through the three-dimensional design of detachable physical components + custom rule system + full-stage knowledge network, retains the mathematical essence of the hundred number table, and transforms core knowledge points such as place value system, calculation, reasoning, number theory, etc. into immersive game experience through accidental event grid, multi-dimensional dice rules and dynamic strategy mechanism, meeting the differentiated learning needs from first grade to fifth grade, and realizing the spiral improvement of "knowledge training-strategic thinking-creativity".

Claims

1. An educational dynamic strategy board game device based on the rules of the hundred number table, characterized by: The game comprises a three-dimensional chessboard (1), a number block (2), a graphic block (3), a dice assembly (4), a rabbit chess piece (5), an unexpected event grid (6) and an unexpected event card (61), wherein: The three-dimensional chessboard (1) is provided with chess grids (11) arranged according to a hundred number table, the chess grids (11) are distributed in a matrix to form a 1-100 number arrangement area, and each of the chess grids (11) is used to carry a number block (2), a graphic block (3) or an unexpected event grid (6); The number blocks (2) are number identification blocks from 1 to 100, with a total of 100. Each number block (2) has the same shape and size and is adapted to the chess grid (11). It can be detachably placed in the chess grid (11) to form a basic layout of a hundred number table. The graphic blocks (3) include reward graphic blocks (31), penalty graphic blocks (32) and function graphic blocks (33), wherein the reward graphic blocks (31) include carrots, mushrooms and tornadoes, the penalty graphic blocks (32) include foxes and puddles, and the function graphic blocks (33) include thunderclouds; the shape and size of each graphic block (3) are consistent with those of the number blocks (2) and are adapted to the chess grid (11), and can be detachably and randomly placed in the chess grid (11) to mark different event areas; The dice assembly (4) includes two hexahedral dice, namely a prefabricated math magic dice (41) and a blank custom dice (42), both of which have the same size (side length 1.5 cm) and are used independently of the three-dimensional chessboard; the six faces of the prefabricated math magic dice (41) are respectively marked with "±1", "±2 (odd-even jump)", "+5", and "surprise face (throw twice in a row)"; the six faces of the blank custom dice (42) are blank writable faces, for players to customize movement rules based on the rules of the hundred number table; The number of the rabbit chess pieces (5) is 4, and each of the rabbit chess pieces (5) can be placed on the chess grid (11) and moved along the arrangement path of the hundred number table; The accident grid (6) is a chess grid with a unified symbol mark, which is used to mark the event card trigger area and does not carry any rules. The accident card (61) is a set of cards independent of the chessboard, with mathematical correlation event rules printed on the surface, which is used to supplement the complex event logic not covered by the graphic block (3). At the same time, a blank accident card is provided for players to customize event rules.

2. The educational dynamic strategy board game device based on the rules of the hundred number table according to claim 1 is characterized in that: The accident cards (61) include the following types: Place value training cards: "Abdicate Devil" (keep the tens place unchanged, subtract 1 from the ones place), "Number Mirror Image" (swap the tens and ones places); Addition and subtraction cards: "Addition Roulette" (calculate the current number + the pointer number, move forward 5 steps if correct, and move back 5 steps if wrong); Reasoning and Application Cards: "Number Detective" (answer the current number ±5, move forward 5 steps if correct, move back 5 steps if wrong), "Win-Win Cooperation" (all players complete mental arithmetic together, each player moves forward 3 steps if correct); Advanced expansion cards: "Multiple Jump" (if the current number is a multiple of 3, move forward 6 steps; otherwise, move back 3 steps), "Prime Number Trap" (if the current number is a prime number, return to the starting point; if it is a composite number, move forward 10 steps).

3. The educational dynamic strategy board game device based on the rules of the hundred number table according to claim 1 is characterized in that: The three-dimensional chessboard (1) is a planar three-dimensional raised structure, the chess grids (11) are arranged in a 10×10 matrix, the size of each chess grid (11) is 2 cm×2 cm, and the sizes of the number blocks (2), graphic blocks (3) and accident grids (6) all match the sizes of the chess grids (11).

4. The educational dynamic strategy board game device based on the rules of the hundred number table according to claim 1 is characterized in that: The number blocks (2), graphic blocks (3) and accident grid (6) are all cube-shaped structures and are made of wood or plastic. Arabic numerals are printed on the surface of the number blocks (2), corresponding event patterns are printed on the surface of the graphic blocks (3), and a unified symbol mark is printed on the surface of the accident grid (6).

5. The educational dynamic strategy board game device based on the rules of the hundred number table according to claim 1 is characterized in that: The custom movement rules of the blank custom dice (42) include but are not limited to movement instructions based on the adjacent relationship of numbers in the hundred number table (±1, ±10), digit difference (±9, ±11), parity (odd and even number sequence jumps) or number sequence rules (such as +5 corresponds to 5 squares rightward shift in the same row).

6. The educational dynamic strategy board game device based on the rules of the hundred number table according to claim 1 is characterized in that: The event effects of the reward graphic block (31) include moving forward a specified number of steps, teleporting to a target grid, or obtaining an extra throwing opportunity; the event effects of the penalty graphic block (32) include moving backward a specified number of steps or prohibiting movement in the next round; and the event effect of the function graphic block (33) is to trigger the rabbit chess piece (5) to return to the starting point.

7. The educational dynamic strategy board game device based on the rules of the hundred number table according to claim 1 is characterized in that: The positional relationship between the three-dimensional chessboard (1), the number block (2), the graphic block (3), the dice assembly (4), the rabbit chess piece (5), the accidental event grid (6) and the accidental event card (61) is as follows: The number blocks (2), the graphic blocks (3) and the unexpected event grid (6) are detachably placed on the grid (11) of the three-dimensional chessboard (1) to form a game board; wherein the unexpected event grid (6) is embedded in the grid (11) of the three-dimensional chessboard to trigger a card draw; The accident card (61) is stored independently outside the chessboard and is not placed directly on the chess grid; The rabbit chess piece (5) is initially placed at position "1" of the chess grid (11), and moves along the hundred number table path by throwing the dice assembly (4), covering the number block (2) of the corresponding chess grid (11) or triggering the graphic block (3) event when moving, and extracting the accident card (61) when moving to the accident grid (6); The dice assembly (4) is independent of the three-dimensional chessboard (1), and after being thrown, the movement rules of the rabbit chess piece (5) are determined according to the surface display content.