**Honor System**
**"CAL-Q-ABLE"** is an educational game for all ages, using numbers, and can be played by 2, 3 or 4
players.

**"CAL-Q-ABLE"** will assist in better understanding and knowledge in the use of numbers and will
contribute towards an improvement in mental arithmetic.

The game consists of forming numerical equations, either across or down the "CAL-Q-ABLE" playing
board using the numbered tiles which have a score value alloted to each tile.

Each player tries to get a high score with his equation In combinations and situations to give him
the best advantage of number values and premium squares.

Every tile in "CAL-Q-ABLE" has a value number printed on the tile, this being the small number which
is used when calculating the score value of your equation.

#### TO BEGIN

Turn the white and fawn tiles face down on the table and Shuffle well. Draw for first play from the
fawn tiles. The player with the highest number (not value number) plays first. Put the exposed tiles
back into the pool and reshuffle. The grey coloured tiles equals sign are placed face-up and drawn
upon as each player needs one to complete his equation. Each player then draws seven fawn and two
white tiles and places them on his rack in front of him.

#### START OF PLAY

**1.** The first player makes an equation with his tiles but one of the tiles in the equation must go
on the square which has the Brain Grain-Games Logo on it and the equation can be pieced either
across or down the playing board. After the first move the next player must include In his
equation one of the tiles of the previously formed equation (see example 2) and succeeding players
can then move with their equation. Every equation placed on the playing board must include any
one of the tiles in an equation already on the playing board.

**2.** A player completes his turn by counting the total value of the small numbers on each tile of the
equation he has played on the playing board Including the value of the premium squares covered by
the equation.

**3.** The score is put on the scoring pad and he then replaces from the pool the number of tiles used in
his equation so that he still has nine tiles on his rack in readiness for his next turn. The player
on his left then takes his turn and the play continues in that direction.

**4.** If a player cannot make an equation he can either "pass" or replace all his tiles from the pool
but loses his turn to make an equation. Tiles that are returned to the pool must be well shuffled
in with the other tiles in the pool.

**5.** A player may remove from the board all the tiles in front of an equals (=) sign and replace with
other tiles from his rack but the answer to the equation so altered must be the same (see Example 5).
All tiles so removed are returned to the pool and shuffled well in. The player who makes this move
receives an additional 20 points.

**6.** No tile can be moved after a player has completed his equation except that as provided by Rule 5.

**7.** A player can, In his turn, add to or subtract from, any equation on the playing board with his
tiles and scores the total value of all the tiles on the amended equation, including premium
squares (see example 6).

**8.** If a player uses all his nine tiles in an equation then he scores an additional 50 points to the
total value of his
equation.

**9.** No equation can have two equals (=) signs as, to be mathematically correct, there is only one
equals (=) sign in an equation.

**10.**When making an equation in which the fractions (I) sign is used all the tiles in the fraction are
placed slightly below the line (see Example 4).

**11.**The lowest common denominator is not compulsory when making an equation in which the answer has
tractions, I.e. 12 divided by 5 can be, in the answer, expressed as 2 and 2/5, or 2 and 4/10, or
2 and 8/20. The formation of an equation in which the fractions sign is used depends upon the tiles
in the player’s raclc which are availabie for such an equation.

**12.**No equation can be placed on the playing board which does not cross an existing equation (see
Example 7). For clarification of this rule refer to Rule 1.

**13.**The game ends when either all the tiles in the pool and on the rack have been used. If there are
still tiles in the pool and on the rack then the last player to have moved adds to his score the
value of the tiles on the other player’s racks.
The player with the highest score at the end of the game is declared the winner.

**14.**The game can be shortened by removing some of the equals (=) signs from the pool.

#### PREMIUM NUMBER SQUARES

Any tile that is placed on an ORANGE square doubles the score value of that tile.

Any tile that is placed on a YELLOW square triples the score value of that tile.

Any tile that is placed on a BLUE square doubles the score value of that equation including
premium squares, score value only.

Any tile that is placed on a GREEN square triples the score value of that equation, including
premium squares, score value only.

If an equation covers two BLUE squares then the equation is doubled and then re-doubled, score
value only, Including premium squares.

If an equation covers a BLUE square and a GREEN square then the equation is doubled and then
tripled, score value only, including premium squares.

If an equation covers two GREEN squares then the score value of that equation, including
premium squares is tripled, then that score is tripled again.

For a more advanced game players can increase the number of white tiles to nine and grey tiles
to three making twelve tiles to start the game with.

#### CAL-Q-ABLE

Examples of Equation Formation and Scoring. Example 1. one tile in this equation covers the
BGG Logo.