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Author: Joseph E. Armstrong

Dept. of Biological Sciences - 4120

Illinois State University

Normal IL 61790

Title & Keywords: ELUSIVE

Card game, logic, hypothesis, deductive, inductive, testing,

predictions.

Credit: This exercise is based upon the game New Eleusis (see

citations below). I thank a former colleague, Dr. Colin Barnett

for introducing his friends to this game.

Abstract:

ELUSIVE is an entertaining a card game that requires players

to formulate and test hypotheses regarding the nature of the

Universe, which consists of a linear sequence of cards. The game

teaches the skills of inductive and deductive logic, and allows

the players to make predictions and test their hypotheses. The

game is adapted to be a laboratory exercise.

Fair Usage:

BIOLAB is supported by NSF grant 9165094 to Joseph E.

Armstrong (ISU) and Marshall Sundberg (LSU). Although an

original laboratory exercise, this exercise is based upon the

published game Eleusis (references included). The teaching

materials placed on BIOLAB BBS may be freely copied, modified,

and disseminated for all non-commercial educational activities

provided that appropriate credit is given to the author, this

source, and its NSF support.

ELUSIVE - A LAB EXERCISE TO TEACH LOGICAL THINKING

INSTRUCTOR'S GUIDE

BACKGROUND INFORMATION

Science teaching has two primary goals: conveying an

understanding of the subject matter of science, and training

students to think logically and use the scientific method to

solve problems. This is no small challenge. Often the subject

matter is taught bereft of logic and without mentioning the means

by which such knowledge was learned. Students with little or no

training or experience in problem-solving thinking find it

difficult to attempt scientific investigation, even when well

guided, because they fail to grasp central concepts. Thus we

seem to have a vicious cycle, students cannot think logically or

conceptually, so subject matter is learned by memorization, and

students still have not developed problem-solving skills.

The game ELUSIVE offers a more familiar environment in which

students may obtain considerable practice in thinking logically.

This exercise is based on the game Eleusis which was originally

designed to teach inductive logic. When confronted with

unfamiliar subject matter, many students will play it safe, and

merely memorize as much as they can and hope for the best. While

struggling with concepts, they find hypotheses, predictions and

testing too much to deal with. But in this game, the subjects

are familiar, playing cards. Most students have experience with

evaluating their many patterns and permutations. Hopefully this

exercise will provide practice with logical thinking where

students are not distracted by new terms and facts.

The complete game rules of Eleusis are provided. The

laboratory exercise only makes a few modifications. In the

original game, everyone takes a turn at being GOD, and your score

will depend upon formulating a good rule upon which to base the

Universe. Without experience it is very easy to make up a rule

which is too easy or too difficult. To keep things on an even

plane, I suggest the instructor will provide God with a rule; a

number are suggested below. After the first couple, students

will have a better idea of what will and will not work. In the

original game, since you are playing against everyone else,

players do not state their hypotheses or their reasoning, but if

you make and test sound hypotheses, you improve your chances of

winning. For classroom use, I think students benefit from

exercise in making explicit hypotheses. In this way, poorer

students will benefit from better students using the small group

situation.

This is an amusing and challenging game. At a departmental

picnic, faculty and graduate students participated in a large

version of the game, and I must report that the faculty really

cleaned up on the students. Many of my colleagues and their

spouses enjoy playing this game just for fun. Curiously both

students and colleagues often initially react negatively

displaying very bad attitudes ("This sounds dull!" "How

awful!"). Discovering a positive introduction might help.

OBJECTIVES:

To gain experience and develop logical skills by formulating

and testing hypotheses.

CONCEPTS:

To discover a rule that governs a linear sequence of cards

you must make and test explicit hypotheses. Initially hypotheses

are little more than guesses based upon our biases, experiences,

hunches, and intuition. But as cards are played, both correctly

and incorrectly, observations accumulate that allow the

formulation and testing of explicit hypotheses. Hypotheses are

plausible explanations accounting for the sequence of cards

played, just as scientific hypotheses must account for all

observed data. By being explicit students must observe and

think logically. Once a hypothesis has been developed, they then

must think about what play of cards would be consistent with the

hypothesis or falsify it. Thus this game mimics the scientific

process in an environment familiar to students, playing cards.

FACTUAL BACKGROUND:

The version of Eleusis published in Scientific American's

Mathematical Games feature written by Martin Gardiner provides a

brief history of the game's development, and the set of rules

provided.

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.

PROCEDURES:

Divide the class into groups of 6-8. Provide each with 3

decks of playing cards shuffled together, and several chess pawns

for markers.

A fairly quick review of the rules can get things started,

more details will surface as play progresses.

To start out, it will be necessary to provide inexperienced

players with reasonable rules; several suggestions follow. If

they are too easy or too hard, the game does not play well. The

rule can exclude certain cards from play, but any more than 1 in

5 is usually too many for good play. Type rules upon cards to be

distributed to the Gods once chosen. You may want to include a

sequence of cards as an example.

The groups can keep score as described below, and at the end of

play, I reward players with the highest scores with some type of

prize. A worksheet should be supplied upon which students keep

track of the sequence of cards, hypotheses being tested, and

whether they remain possibly true, or were falsified.

SOME SUGGESTED RULES

1. Each card should match the previously played card in either suit

or number. (So after play of QS, any Q or any S would be legal.

Play of another Q changes the suit, and play of another S changes

the number, and so on.)

2. If the last legally played card is odd, play a black

card; if the card is even, play a red card. (This rule was used

in the example below.)

3. On black cards, play a card of equal or higher value; on

a red card play a card of equal or lower value.

4. Play a consecutive sequence of three cards, increasing or

decreasing in value by 1, then play a face card. Any card may

start the next sequence after a face card is played.

5. Cards are played consecutively upward or downward by 1,

except skipping all the prime numbers (3,5,7,11,13). When 1 or

12 is reached the pattern reverses with the next card up or down.

This Universe may start on any card except a prime number.

6. Play a progressive pattern of alternating red and black

cards, such that first one black and one red card alternate, then

two black and 2 red, then 3 black and 3 red, then repeat the

pattern.

7. Play a sequence of suits from clubs to spades and back

repeating the suit with clubs and spades, thusly, C, D, H, S, S,

H, D, C, C, etc.

8. Play a sequence of cards by 2's either up or down. At 2

the correct play is either 4 or 13, at 12 the correct play is

either 10 or 1; at 13 the correct play is either 2 or 11, and at

1 the correct play is either 12 or 3.

9. Each card played must be lower in value than the previous

card, unless the card is 3 or less (3, 2, or 1), then the next

card is that card's value plus 10 (3+10=13, 2+10=12, 1+10=11).

10. The sum of the card played plus the last card played

must total a number that can be divided by 3 evenly. Thus totals

of 3, 6, 9, 12, 15, 18, 21, & 24 are allowed. (For example, if

the first card turned is an 8, correct cards are 1, 4, 7, 10,

13). The starting card may be anything but a 3, 6, 9, or 12, and

that means these 4 values will never be played.

MATERIALS AND SUPPLIES

3 decks of playing cards per group. Casinos and bridge

clubs often give away old decks if your budget can't stand this

expense.

Several white and black markers. One cheap chess set should

provide more than enough pawns.

EXPECTED OUTCOMES

1. Value of Specific Hypotheses - By formulating specific

hypotheses regarding a somewhat familiar subject, a sequence of

playing cards, students will understand how sometimes limited

observations of both successful and unsuccessful tests are used

to generate more possible explanations.

2. Role of Prediction and Testing - Depending upon their

hand and the cards previously played, each specific hypothesis

will allow a number of potential tests, either plays expected to

be correct, or plays expected to falsify the hypothesis.

3. Truth versus Falsification - This simulation of science

clearly will demonstrate that hypotheses can be falsified with

certainty, but that they cannot be proven absolutely true. The

play of the game generates many opportunities where the value of

certainty found in falsification will be obvious.

4. Practice in making explicit statements - While scientists

are quite comfortable with this language, students are not. This

game offers an opportunity to practice in a non-threatening, non-

critical environment.

TIME FRAME

A 3 hour laboratory section should provide sufficient time.

Subsequent rounds of play proceed much faster after learning the

rules and scoring. It also is not necessary to play a complete

round, wherein every student has the opportunity to play God.

STUDENT PROTOCOL

ELUSIVE

A Game to Teach Inductive and Deductive Logic

Introduction

Normal problem-solving thinking involves an unconscious

cylcing between inductive and deductive reasoning, generating

and testing explanations, and accepting them as tentatively true

or rejecting them as absolutely false accordingly. Science is no

different than regular problem-solving thinking except that the

inductive and deductive reasoning is explicit rather than

unconscious.

When confronted with a problem, you have already made an

observation about which you generate a plausible, that is, a

testable explanation. For example, if your car's engine quits

while you are driving, you might think, "I've got another

carburator demon", an untestable explanation. However, rather

than seek an auto exorcism, "I've run out of fuel", represents a

testable and more useful explanation of the observation. You use

INDUCTIVE logic to construct aa tentative explanation, a

hypothesis, based upon the observation that the engine had

stopped running. This hypothesis allows you to make a simple

testable prediction using DEDUCTIVE logic. IF the car is out of

gas, THEN adding fuel to the tank will allow the engine to

restart. If it starts, you are reasonably confident your

hypothesis was true, but if it does not start, you are absolutely

certain that your hypothesis was false. In the first case (the

engine starts), the results are consistent with your hypothesis,

but they do not prove it is true. Perhaps your car overheated

and stalled, but while waiting for fuel the engine cooled down

and would restart. Note that all observations are consistent

with the over-heated hypothesis also. However, in the second

case the falsification of the "out-of-gas" hypothesis is

absolute. There must be something else wrong with your car, and

you must formulate another plausible explanation to solve the

problem.

In problem-solving and in science our thinking cycles from

observation to hypothesis formation to prediction and testing to

the test observation, and then if the problem remains unsolved,

back to hypothesis formation. This in its simplest and most

idealized form is the scientific method, something that active

scientists do routinely.

The following game was invented to teach inductive and

deductive logic. This adaptation is based upon rules published

in Scientific American in Mathematical Games feature by Martin

Gardiner. The rules of the game are included so that you may

play with other people. The name ELUSIVE refers to the search

for truth in science. The original name of the game is Eleusis

referring to classical mysteries.

Science is a process that attempts to discover how nature,

the Universe, operates. In this game, the Universe is

simplified; you must attempt to discover the one rule governing a

linear sequence of playing cards. You will discover this rule by

applying inductive and deductive reasoning, and testing your

hypothesis by playing certain cards.

MATERIALS

3 Standard Card Decks - Shuffled together

White and Black Markers (Chess Pawns, 3 or 4 each)

1 Prophet Marker (Another Chess piece)

6-8 Players

OBJECTIVE

To determine the "RULE" governing the ordering of the Universe,

which consists of a linear sequence of cards. The rule will be a

statement that unambiguously determines the order of cards.

HOW TO PLAY GOD

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

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

Umpire, Dean, Mom, etc.). God's first task is to devise a rule

defining the ordering of their Universe (defining what sequence

of cards may be legally played).

In this case the first player to be God will be determined by a

draw of cards; the lowest card (a humble beginning) will play

God. Because you lack experience in creating, God will receive a

rule written upon a card handed down from an even higher diety,

your Laboratory Instructor, who in turn got the rule from the

most, high and mighty Faculty.

RULES ABOUT THE RULE

The rule must concern the physical characterisitics of the cards

themselves, the order of their numbers 1-13 (A=1, J=11, Q=12,

K=13), their colors, their suits, or their status (e.g. face

cards vs. number cards). 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". The scoring is such that God's score is optimized by

choosing a rule which is neither too hard or too easy.

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

player would play God once. Scoring (described below) is

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.

PLAY OF THE GAME

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

does not get a hand and uses 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 of starting cards

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 Aces = one, Jack = 11,

Queen = 12, King = 13. Here and below, C = clubs, D = diamonds, H

= hearts, and S = spades. Although more difficult to keep track

of in print, remember that Clubs and Spades are black, and Hearts

and Diamonds red.

To determine which player starts, God starts counting with the

player to their immediate left and continues CW around the circle

until reaching the count on the starter card. Play then

continues CW player to player.

THE PLAY

The first player will basically have to guess about the rule and

state a hypothesis accordingly. This will be recorded in

everyone's notes as well as the starting card. For each

hypothesis, the player will decide how to test the hypothesis

with the play of what they think will be a correct or an

incorrect card. NOTE: since there is only certainty in

falsification, and the object is to determine truth, deliberately

trying to falsify a hypothesis can be a very profitable play.

For example if the starter card is 3H, the 1st player may guess

the rule is "Black and red cards must alternate." The prediction

is simple, if true, then a black card will be correct and a red

card wrong." The player then selects one or more cards and plays

it. In early stages of the game, a single card play is the best

strategy.

God will then indicate whether the card or cards played are in

accord with their Universe (the rule) or not. If correctly

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

arranged in a linear sequence, and the play rotates CW to the

next player. Players will record that the hypothesis remains

tentatively true (TT). 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 Sequence, and

consecutive incorrect plays constitute the Side Lines. A white

Pawn or other marker is placed upon every tenth card played

counting both the Main Sequence and Side Line cards.

For the "black and red cards must alternate" hypothesis, playing

a black card after the red 3H is predicted to be correct, while a

red card is predicted to be incorrect. If the player chooses to

play the black 4S, and God says correct, the Main Line appears as

follows.

3H - 4S

If the 4S was ruled incorrect the "black alternating with red

hypothesis" would be falsified, and players will record this (F)

as well. However, a true prediction does not prove the

hypothesis is true. Even though the 4S played was a correct

card, many alternative hypotheses still exist that can account

for the sequence so far. The rule could also be "alternate even

and odd cards," "play cards of greater and lesser values in

alternation," "play cards in consecutive value to 13 and then

back down to one," and so on. So, in falsification there was

certainty, but correct cards, while conforming to the hypothesis

do not prove it was true.

THE PENALTY

For each card incorrectly played, God deals 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 any 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. The player gets a

2 card penalty for each card of the string, so 4 wrong cards

results in an 8 card penalty.

The play rotates CW to the next player who states another

hypothesis, or a more explict statement of the first hypothesis.

If the next player uses the same hypothesis as the previous

player, this player must deliberately predict and make a play

that will potentially falsify the hypothesis. After recording

the hypothesis and explaining their play, play proceeds as above.

This is a small penalty for not being original.

OBJECTIVE

To determine the "RULE" governing the ordering of the Universe,

which consists of a linear sequence of cards. The rule will be a

statement that unambiguously determines the order of cards.

HOW TO PLAY GOD

Eventually you may get to the point where you think, none of

your cards can be played correctly based upon a particular

hypothesis. After stating their hypotheis, 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 and all other players. If the player is correct

and has 4 or fewer cards, the cards are returned to the deck, and

since this player is out of cards, 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 four.

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

God selects one correct card from the hand and places it upon the

main sequence. The player receives a 5 card penalty and play

continues. Note: In the actual game, 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 (3 markers), unless there is a 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

If a player thinks 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 over 30 cards had been played prior

to a Prophet, expulsions are suspended until 20 more cards are

played, although 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 (also probably having lost one or more opportunities to get

rid of cards). 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, then expulsions begin with

the very next incorrect play. 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.

Any 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, the player gets 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 falsify the operating hypothesis of the Prophet,

which will demonstrate they are in reality a False Prophet.

PROPHESY AND THE NO PLAY

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

(New hand = Old hand - 4). 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's 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

deductive and inductive logic. Initially, with no information to

go on, discovery must be by random guessing. However, 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.

You make observations of correct and incorrect cards, those that

conform to the Universe and those that do not, then you use

inductive logic or reasoning to construct a possible explanation,

a hypothesis. Next, deductive logic is used to predict which

card or cards from your hand will be correct or incorrect based

upon your hypothesis. Thus false hypotheses may be discarded,

and simple hypotheses may become more complex, more correct.

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,

and your hypothesis is falsified, it cannot possibly be true.

The next player decides the rule says to simply alternate colors

and values, 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 the play of 22 cards, the mainline

and sideline sequences look like this (*s mark the 10th (2C) and

20th (2S) cards):

*

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

JH AS AS 10H *

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. Consider the pattern carefully and try and

figure out the Rule before you read on.

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

incorrect can you explain the Rule?

RECORD KEEPING

You should keep a record of the cards played, the hypotheses

stated, and whether they were falsified or remain tentatively

true. Make your notes explicit enough that you can reconstruct

the logic and the testing of the sequence. The best way to do

this is to keep a master sequence showing the mainline and

sideline sequences. Then below, keep more specific notes. For

each player's turn, indicate (1) the card being played upon, (2)

the hypothesis, (3) the prediction and card(s) played, and (4)

the result (allowed by the Rule or not allowed).

REPORT

To demonstrate your understanding to the higher dieties, write a

report completely describing the logic, the hypotheses, the

predictions, and the results of one round of the game. Then

construct a diagram showing the cycling between inductive and

deductive logic, hypotheses, predictions, and testing.

CONCLUSIONS

Based upon your experiences with this game, what would be

important features for a scientific hypothesis? Why is potential

falsification so important?

* * * * * * * * * * * * * * * * * *

NEW ELEUSIS

A game that simulates the scientific search for truth.

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.

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

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

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