GAME RULES - (4-8 Players)

Materials

3 Standard Card Decks - Shuffled together

White and Black Markers (Chess Pawns)

1 Prophet Marker (Another Chess piece)

Objective

To figure out the "RULE" governing the ordering of the Universe,

which consists of a linear sequence of cards.

God

In ordinary play, one player at a time plays God (or they may

select an alternative name, e.g., Oracle, Delphi, Seer, Almighty,

etc.). God's first task is to devise a rule that will define

the ordering of their Universe (defining what sequence of cards

may be legally played). Example: Each card played must differ in

color from the preceeding card (a too simplistic rule resulting

in an alternating pattern of red and black cards). The rule must

concern intrinsic features of the cards themselves. The scoring

is such that God's score is optimized by choosing a rule which is

neither too hard or too easy.

Circumstances beyond the cards, e.g., the time, the sex of the

player, which hand of God is touching their nose, are not

allowed. If God deems it necessary, a truthful hint may be

given, e.g., "Suits are irrelevant in this Universe", or "The

rule depends on the 2 previously played cards".

In real play, a game would consist of one round wherein each

player would play God once. Scoring (described below) can be

adjusted in a partial round to compensate players not having the

opportunity to be God.

The rule must be written down on a card or piece of paper in

unambiguous language.

The Play

God starts play by dealing 14 cards to every other player. God

does not get a hand and plays the remaining deck. A single

starter card is taken from the top of the deck (or selected if

necessary) and placed upon the playing surface, which ideally

will be large and flat. If the rule depends on more than one

starter card, e.g., 2 or 3, the correct number would be placed on

the playing surface (with an explanation, i.e., a hint from God,

as mentioned above).

Face cards have the numerical values of Jack = 11, Queen = 12,

King = 13; Aces are one.

To determine which player starts, God starts counting with the

player to the immediate left and continues CW around the circle

until reaching the count on the starter card.

A play consists of placing one or more cards upon the playing

surface in a linear sequence from the starter card(s) or the last

legally played card. God will then indicate whether the card or

cards are in accord with their rule of the Universe. If

correctly played, the cards become part of the Main Sequence, and

the play rotates CW to the next player. If incorrect, the card

or cards are placed in a vertical column perpendicular to the

last correctly played card in the main line, forming a side line.

Thus consecutive correct plays constitute the main line, and

consecutive incorrect plays constitute the side lines. A white

Pawn (or other marker) is placed upon every tenth card played.

For each card incorrectly played, God gives the player a 2 card

penalty. Since in the scoring it is advantageous to get rid of

your cards first, playing strings of cards is advantageous, but

only if you are quite certain of the "rule". Strings are

initially played by displaying them in a slightly overlapping

spread. If one card in a string is incorrect, the entire string

is invalidated and God does not indicate what in particular is

wrong. The string is placed on the sideline overlapping so other

players can see they were played as a string.

If a player thinks they have no cards in their hand which may be

legally played, they may declare "No Play". The hand is placed

upon the table and examined by God. All other players get to

look as well. If the player is correct and has 4 or fewer

cards, the cards are returned to the deck, since this player has

no cards left, the round ends. If the player is correct and has

5 or more cards, the hand is returned to the deck and God deals

the player a new hand less 4 cards, and the play continues. So a

valid No Play hand of 8 cards results in a new hand of three. If

God declares that there is a play (i.e., the player is wrong),

God selects one correct card and places it upon the main

sequence. The player receives a 5 card penalty and play

continues. Note: If you do not know the rule, it is much better

to play a single card at random than declaring "No Play".

After 30 cards have been played (in both the main sequence and

sidelines combined), if there is no Prophet (see below), players

are expelled from the round when they make an incorrect play and

receive their penalty cards. The round ends when a player plays

their last card, or the last player is expelled.

The Prophet

When a player decides they know and understand the Rule of the

Universe, they can greatly increase their score by declaring

themselves a Prophet and proving their understanding to all. The

Prophet stops playing their hand and immediately takes over the

role of God judging the correct order of cards played by the

remaining players. A player may declare themselves a Prophet

only if (1) the player has just played (correctly or

incorrectly), and the next player has not played; (2) there is

no other Prophet; (3) at least 2 other players in addition to God

and the Prophet remain in the round; (4) they have not been a

Prophet before in this round.

If a Prophet is declared, the main sequence is marked with a

Prophet marker, and every 10 cards played subsequently with a

black marker. Expulsions are delayed until after 20 cards have

been played following the Prophet's marker. Thus if on the 15th

card a Prophet is declared, no expulsions take place until after

the 35th card is played. If expulsions have begun when a Prophet

is declared, they are suspended for 20 more cards, but previously

expelled players remain out.

Following declaration, play continues with the Prophet deciding

which cards are correct and incorrect. If the Prophet is

successful the play continues until a player is out of cards or

all other players are expelled. However, God verifies the

Prophet's every decision, and if judged incorrect by God, the

Prophet is instantly cast down as a False Prophet, and God

resumes their original role. The False Prophet gets 5 penalty

cards and resumes play of their hand in correct turn. The

Prophet's marker and black pawns are removed from the cards, and

the white markers are brought up to date. If more than 30 cards

have been played, with their next wrong play, the player is

expelled. After a Prophet is cast down, any remaining player

satisfying the necessary conditions may declare themselves a

Prophet. The Prophet marker is placed on the last legally played

card, and expulsions are suspended for another 20 cards.

The play that results in the downfall of a Prophet is completed

by God. If correct cards were ruled incorrect by the Prophet,

they are moved to the main sequence, there is no penalty, and

play resumes. If incorrect cards were ruled correct by the

Prophet, they are moved to the sideline, but the player IS NOT

PENALIZED because their play resulted in the discovery of a False

Prophet. Thus players are encouraged to make plays that may

potentially cast down the Prophet.

If a player declares No Play, and the Prophet correctly agrees,

play continues as described above. But if the Prophet says

correct, and God disagrees, the Prophet is cast down, God takes

over and handles everything as above, EXCEPT the player receives

no penalty. If the Prophet says No Play is incorrect (thinking

there is a legal play), and God disagrees (there isn't a legal

play, so the player was correct), the Prophet is cast

down and God deals the player the appropriate number of new

cards. If the Prophet declares the No Play incorrect, and God

agrees, the Prophet must now select a correct card and play it.

If the Prophet does this correctly, the player receives their

penalty cards and play continues. If the Prophet makes a mistake

and selects an incorrect card to play, they are cast down, the

card goes back into the player's hand, God selects a correct

card, and play continues. The player is not penalized because

their play resulted in the downfall of the Prophet.

Scoring

1. At the end of a round, the largest hand remaining including

the Prophet is the high count. Each player receives a score

which is the number of cards in their hand subtracted from the

high count. So if the largest hand is 11, and you hold 8, your

score is 3. If one player has played all their cards, the score

is the high count plus a bonus of 4. In the example above they

would get 11 (11 - 0) + 4 = 15.

2. If there is a successful Prophet, they score a bonus also,

which is calculated at 1 point for every main sequence card that

follows the Prophet marker until the end of the game, and 2

points for every sideline card played after the Prophet marker (1

pt for every correct and 2 pts for every incorrect card played

while they were Prophet).

3. God's score equals the highest score of any player, unless

there was a Prophet. If there is a Prophet, count the cards

(right and wrong) played up to and including the card with the

Prophet marker and double this number. If this number is smaller

than the highest score (including the Prophet), God's score is

the smaller number. This is designed to place a premium on being

a Prophet, and helps optimize God's score when the rule is

neither too hard or too easy.

4. If the game ends before everyone gets to be God, the winner is

determined by the total of all rounds, and every player who has

not been God get 10 more pts in compensation.

The Logic

Just like discovering the rules governing our own Universe, the

rules of this Universe are discovered by a combination of

inductive reasoning to form tentative hypotheses based upon

whatever evidence is available. Initially, with no information

to go on, hypotheses are little more than guesses. But, whatever

hypothesis is chosen tentatively, a correct play is predicted and

the appropriate card selected. Both correct and incorrect plays

are informative, and like real science, hypotheses cannot be

proven true, but they can be falsified with certainty. So as

more cards are played, a pattern emerges that allows you to

correctly hypothesize the Rule of the Universe based upon both

correct and incorrect cards. Many possible hypotheses can be

rejected upon the basis of previously played cards.

This can best be illustrated with an example. Suppose the play

starts with the 3H, and the next player's guess is the 9S, the

play is correct. But several rules might give this result, for

example, if the number is higher, change color or suit, and if

lower, keep it the same. If you decided this was a possible

hypothesis you could test it by selecting the JD (an increase,

therefore change color or suit). But God says this is incorrect,

so your hypothesis is falsified, it cannot possibly be true. The

next player decides the rule says to simply alternate colors, so

they select the 5D, and it also is incorrect, thus falsifying

this hypothesis also. The next player decides the rule is play a

pattern of odd, odd, even, even, and so on without regard for

color or suit. So they select the 4C, which is correct, but this

does not prove the hypothesis is true. In fact, this hypothesis

is immediately falsified when the next player selects the JD.

After several more plays, the mainline and sideline sequences

look like the card layout that follows.

*(10)

3H - 9S - 4C - JD - 2C - 10D - 8H - 7H - 2C - 5H - ?

| | | |

JD AH AS 10H

| | | | *(20)

5D 8H 10S 10S-9H-4S-2S

|

QD

There is an incorrect four card side line sequence under the

7H, but remember, only one wrong card makes the entire string

wrong. 22 cards have been played; asteriks mark the 10th and

20th cards played. Consider the pattern carefully and try and

figure out the Rule before you read on. Pick a card (any card)

to play.

If told any black card would be correct, and any red card

incorrect can you explain the Rule?

The rule is "If the last legally played card is odd, play a black

card; if the card is even, play a red card".

Bibliography

Abbott, Robert. 1963. Abbott's New Card Games. Stein & Day,

New York.

Gardiner, Martin. 197?. Mathematical Games. Scientific

American

Gardiner, Martin. 1961. The 2nd Scientific American Book of

Mathematical Puzzles. Simon & Schuster, N.Y.

Kruskal, Martin D. 1962. Delphi: A game of Inductive Reasoning.