Equations: The Game of Creative Mathematics, by Layman E. Allen. $6.50, WFF'N PROOF, 1490-SM South Blvd., Ann Arbor, MI 48104. Instructional Math Play (IMP Kits: Simulations of Computer Assisted Instruction Programs, by Layman E. Allen and Jon K. Ross. $1.00 per kit, $15.00 for set of 21. WFF'N PROOF. On-Words: The Game of Word Structures, By Layman E. Allen, Frederick L. Goodman, Doris J. Humphrey, and Joan K. Ross, $6.50, WFF 'N PROOF. It is both convenient and natural to review these two games, and the associated instructional-simulation aids, as a single publication because they are, besides being designed by the same person or persons, very closely related in purpose, playing equipment, rules, and interest for the players. EQUATIONS is played by two or more persons (or, as the IMP kits indicate, by a person and a computer program) with the objective of finding ways of expressing equations in simple arithmetic operations. One player defines a goal (one side of the equation) by selection of some of the numbers and operators provided by a roll of a dozen or more special dice. The players then try to come as close as possible to supplying a left-hand side, without actually doing so, by selecting one die at a time from the remaining dice. Getting too close to a solution, or preventing all solutions (by eliminating crucial dice from play) loses the game; successfully challenging an errant opponent wins. The above description does not do full justice to the rules. Let me hasten to add that the actual rules supplied, including variants for those who find the standard rules too tame, covers forty (40) pages of printed text, so there is no way that a review can do justice to the rules. In fact, the standard rules, once understood, are not all that complex: rather, it is the presentation that is complex. This is the major problem with what are basically very interesting games: the statement of the rules is far too formal and complex. The IMP kits contain a summary of the rules which is vastly easier to read and comprehend, and I would strongly recommend that anyone who buys EQUATIONS get some of the IMP kits as well. They provide solo practice as well as a clearer understanding of the rules (in Kit No. 1 only.) Once the rules have been assimilated, the game can be played by elementary school children (4th grade up) and will be enjoyed by many, I believe. The games have considerable popularity in some schools in which they are used. My two boys (5th and 7th grades) found that they picked up new insights into arithmetic in their first attempts to play. However, they do not seem to be ready to accept the game as part of their regular selection (they are currently hung up on Cribbage.) The play of ON-WORDS is similar: the goal is the length of a word, which is to be made up from a selection of the remaining cubes, which have letters on them. The general structure of the rules is identical, including, unfortunately, the complexity of the explanation. I find the game interesting and challenging, but an attempt to introduce it to a group of word-game enthusiast friends was met with furrowed eyebrows and eventual rejection. Maybe it's my poor powers of explanation, maybe they are just not ready for a game of this sophistication, but we did not get past the first game. It is a real pity that the author did not spend less time making the rules rigorous in favor of making them clear and concise. L. D. Yarbrough Lexington, Mass. "With regard to excellence, it is not enough to know, but we must try to have and use it." Aristotle On-Sets (Game), by Layman E. Allen, Peter Kugel, and Martin F. Owens, $6.50, WFF'N PROOF, 1490 South Blvd., Ann Arbor, Ml 48104. Objectives: After a student plays the game of ON-SETS he should know 1. what a set is. 2. the relationship between the names of a set and the number of things that are in the named set. 3. operations with sets such as union, intersection, complementation and difference. 4. what is meant by the universal set and the null set. Evaluation: There are many variations of the game; the simplest versions are for use in the primary grades. The game increases in complexity and should be suitable for use all the way up to the adult level. The instructions for the elementary versions are easy to follow, and this game can be used to effectively introduce concepts of set theory at an early age. The game is played by 2-3 children at any one time and should not take more than approximately 5-10 minutes to complete. lt is, therefore, suitable for use in a classroom where a short time filler is needed to keep small groups of students occupied. This game is highly recommended for use at this level in the classroom. The more advanced versions of this game are too complicated for general classroom use. lt would be much simpler to explain set theory to the middle and high school student than the mechanics of this game. The rewards involved in playing the game do not warrant the time needed to explain the play of the game. Ms. E. T. Rubin Richmond, VA * * * Space Hop: A Game of the Planets by Helmut Wimmer. $12.95. Teaching Concepts, Inc., 230 Park Ave., New York, NY 10017. "Space Hop is a valuable teaching tool in the form of a game which illustrates the scientific facts of our Solar System, its sun, moons, planets, comets and asteroids. One of a series of GAMES BY TEACHERS." (Publisher's description.) This game is suggested as suitable for 9-to-adults, and that evaluation seems accurate. My two boys, 10 and 12, enjoy it thoroughly and like to show it off to their friends. The educational aspects are well planned and the competitive elements are just enough to make the game fun without introducing too many stress situations of the type likely to set siblings at each other's throats. ln addition to coming away from the game with reinforced facts about the solar system (What was the first planet to be discovered by telescope? My mission is to go there...), they will subliminally pick up the concept of odd-even parity, and just may come away bemused by the peculiar topology of the "outer space" defined by the rules. I recommend the game for any group of "kids" with a scientific bent. Lynn D. Yarbrough Lexington, Mass. * * * BASIC in a Flash, by Earl Orf and Royce Helmbrecht. $1.50. The Math Group, Inc., 5625 Girard Ave. South, Minneapolis, MN 55419. "This set of cards is designed to help students learn the meaning of symbols, commands, and statements used in the BASIC programming language. Terms are printed in red on one side and definitions in black on the other side. Many cards also contain examples showing how the term might be used. Blank cards are included to add your own terms. Could be used as flash cards or as a reference near the computer terminal." - Publisher's summary. 288