From frc-owner@nvg.unit.no Mon Sep 26 19:12:30 1994 Return-Path: owner-frc Received: (from bin@localhost) by sabre-wulf.nvg.unit.no (8.6.9/8.6.9) id TAA23763 for frc-outgoing; Mon, 26 Sep 1994 19:10:18 +0100 Received: from lion.statslab.cam.ac.uk (lion.statslab.cam.ac.uk [131.111.20.59]) by sabre-wulf.nvg.unit.no (8.6.9/8.6.9) with SMTP id TAA23739 for ; Mon, 26 Sep 1994 19:09:43 +0100 Received: by lion.statslab.cam.ac.uk (UK-Smail 3.1.25.1/17); Mon, 26 Sep 94 19:04 BST Message-Id: From: Stephen Turner Subject: Round 24, final summary To: frc@nvg.unit.no Date: Mon, 26 Sep 94 19:04:36 BST Cc: dgwagner@math.uwaterloo.ca Organization: University of Cambridge Statistical Laboratory Mailer: Elm [revision: 70.85] Sender: owner-frc@nvg.unit.no Precedence: bulk Status: OR This was the Fantasy Rule Round with the most rules ever (the previous record was 39 in Round 17). FRC round 24, final status -------------------------- Start of round: Mo-12-Sep-94 08:00 (all timings GMT). End of round: Mo-26-Sep-94 17:16 Winner, and Judge for Round 25: Waggie Theme: The creation of a new board game. The Wizard for Round 24: Bruce Judge for Round 24: Stephen (though Ronald won the previous round and started the judging this round). Rules judged: 40 (15 valid, 24 invalid, 1 unsuccessful) Total style points awarded: 17.8 Average style points per rule: 0.445 Summary of style points: Style Points ------------ Stein 6.8 Stephen 1 Alyxx - 4 Keith 1 Ronald 5 Waggie 11 Joshua - 2 Peter 2.5 Doug - 3.5 So The Wizard for Round 25 is Waggie. Proposals voted upon: That 24.3 be declared INVALID -- PROPOSAL FAILED Proposed by: Waggie Vote ended: Th-15-Sep-94 16:33 FOR: AGAINST: Stephen, Waggie, Andrew, Ronald, Stein, Alyxx, Joshua, The Wizard That 24.17 be declared VALID -- PROPOSAL PASSED Proposed by: Peter Vote ended: Fr-16-Sep-94 22:48 FOR: Stein, Jeremy, Alyxx, Peter, Joshua, The Wizard AGAINST: Waggie That 24.18 be declared INVALID -- PROPOSAL FAILED Proposed by: Peter Vote ended: Fr-16-Sep-94 22:48 FOR: Jeremy, Peter, The Wizard AGAINST: Stein, Waggie That 24.27 be declared VALID -- PROPOSAL FAILED Proposed by: Waggie Vote ended: Mo-19-Sep-94 09:38 FOR: Waggie, Alyxx, Jeremy AGAINST: Stephen, Doug All rules submitted, with validity and style comments: ===== Rule 24.1 (Stein) Mo-12-Sep-94 08:01 VALID (0 Points) >>>>> Every Fantasy Rule shall give a legal move and a rule of a game that will be defined by the Fantasy Rules. The game is played with playing pieces on a 10x10 board. After the first move the board looks like: .......... .......... .......... .......... .......... .......... ..R....... .......... .......... .......... >>>>> ===== Rule 24.2 (Stephen) Mo-12-Sep-94 08:02 VALID (1 Point) >>>>> Each new piece after the first must be placed next to a piece already on the board, horizontally, vertically or diagonally. After the second move the board looks like this: .......... .......... .......... .......... .......... ...S...... ..R....... .......... .......... .......... >>>>> ===== Rule 24.3 (Alyxx) Mo-12-Sep-94 08:03 VALID (-2 Points) Still VALID after vote. >>>>> The pieces must be placed on the board such that no words of three or greater are formed. Furthermore, all pieces placed must be letters of the standard English-language alphabet. A "word" is to be defined as any legitamate word in any language in which the JUDGE is fluent. The board currently looks like this: .......... .......... .......... .......... ...A...... ...S...... ..R....... .......... .......... .......... >>>>> Style note: Too much like Scrabble (FRC round 16) ===== Rule 24.4 (Keith) Mo-12-Sep-94 08:04 INVALID (1 Point) >>>>> It shall be possible to gain style points by performance within our (still nameless) game, as well as by the proposal of rules. Every player starts with zero (0) points. Any time a "loop" is formed, in which letters completely surround one or more empty "squares" (represented by dots in our notation), the player who completed the loop shall receive one-third as many points as enclosed dots, rounded UP to the nearest integer. [i.e. 0 dots give 0 points, 1-3 give 1, 4-6 give 2, etc.] After my move, the board looks like this: .......... .......... .......... .......... ...A...... ...SQ..... ..R....... .......... .......... .......... >>>>> Reason for invalidity: R.O.7 ===== Rule 24.5 (Ronald) Mo-12-Sep-94 08:28 INVALID (1.5 points) >>>> There are exactly four ways to make a move in our game. One (as we have seen) is placing a new playing piece on an empty point on the board. The second one consist of taking a piece already on the board and moving it to and adjacent, empty square, which itself is vertically adjacent to another playing piece. If such a move can be made, without repeating an earlier position in the game, it is obligatory. The board currently looks like this: .......... .......... .......... .......... ...A...... ...S...... ...R...... .......... .......... .......... >>>>> Reason for invalidity: would make the move at 24.3 invalid. ===== Rule 24.6 (Stein) Mo-12-Sep-94 09:18 INVALID (1 point) >>>>> A piece may jump over one other piece horizontally, diagonally or vertically, unless stated restrictions forbid this. One such restriction is that the piece to jump over may not be labelled 'Z'. Whenever a piece is jumped over it shall have its letter label increased by one, alphabetically. Whenever a fantasy rule makes such a jump move, its author gets one JUMP POINT. After my move the board looks like this: .......... .......... .......... ...S...... ...B...... .......... ...R...... .......... .......... .......... JUMP POINTS: Stein 1 others 0 >>>>> Reason for invalidity: Assumed 24.5 was valid, so moved from wrong board. ===== Rule 24.7 (Waggie) Mo-12-Sep-94 12:58 VALID (0 points) >>>>> Whenever an X is placed on the board or moved to a new point, all points on the board which are one knight's move away from the new location of the X become 'hot' until the end of that player's turn. Pieces occupying hot points may be destroyed or moved to other hot points at will, at the discretion of the player who moved the X. There may be at most two X-s on the board at any time. For example, I place the X as shown, and the A becomes hot. Other hot points are marked with a +' .......... .......... .......... .......... ...A.+.... ..+S..+... ..R.X..... ..+...+... ...+.+.... .......... Now I may destroy the A, but instead I decide to move it as follows: .......... .......... .......... .......... .......... ...S...... ..R.X..... ......A... .......... .......... >>>>> ===== Rule 24.8 (Joshua) Mo-12-09-94 16:08 INVALID (-2 points) >>>>> Vowel Rule: There may never be more then 4 non-vowels for every vowel on the board. The following letters are vowels for the purposes of this rule - a, e, i, o, and u. The board looked like this: ........... ........... ........... ........... ........... ....S...... ...R.X..... .......A... ........... ........... The board now look likes this - after the move: ........... ........... ........... ........... ........... ....S...... ...R.X..... ...T...A... ........... ........... >>>>> Reason for invalidity: would make the moves at 24.1 and 24.2 invalid. Also disobeys 24.1 by making the board the wrong size. ===== Rule 24.9 (Alyxx) Mo-12-09-94 16:14 INVALID (-2 points) >>>>> As of this rule (24:9), any pieces placed on the board, even in an INVALID rule, will remain there unless that placement is in direct contradiction to an existing rule regulating placement. This rule is to become effective as of 24:9, and does not apply to any pieces placed prior to this rule, which stand as follows: .......... .......... .......... .......... ...Q...... ....S..... ...R.X.... .......A.. .......... .......... (with the addition of my (hopefully) legal placement. >>>>> Reason for invalidity: Got the game position wrong. ===== Rule 24.10 (Waggie) Mo-12-09-94 16:23 VALID (2 points) >>>>> The playing pieces for our game are {A,E,I,O,U,Q,R,S,T,V,W,X,Z}. There can be at most one of each of {A,E,I,O,U} on the board at any time, at most two of each of {W,X,Z}, and no limit on the other pieces. When two pieces of the same type are on the same line (meaning row, column, or diagonal) a player may use eir turn to move one of them to any other unoccupied point on that line. Such a move is not possible in the current position, but when I place another R as shown, it becomes possible. .......... .......... .......... .......... .......... .......... .......... .......... .......... goes to .......... ...S...... ...S...... ..R.X..... ..R.X..R.. ......A... ......A... .......... .......... .......... .......... >>>>> ===== Rule 24.11 (Waggie) Mo-12-09-94 17:48 INVALID (2 points) >>>>> From the second move of the game onward, the player whose turn it is to move may not place or move any type of piece which was placed or moved in the previous turn. Pieces adjacent to vowels {A,E,I,O,U} may not be moved, except for {W,X,Z} which are exempt from this restriction. If a player cannot make a legal turn then e is disqualified and out of the game. For example, I place an I as shown: .......... .......... .......... .......... .......... .......... .......... .......... .......... goes to .......... ...S...... ...S...... ..R.X..R.. ..RIX..R.. ......A... ......A... .......... .......... .......... .......... >>>>> Reason for invalidity: 24.7 and 24.10 already allow such moves. Style note: High points for linking success in the fantasy game to success in the board game. ===== Rule 24.12 (Peter) Tu-13-09-94 06:36 INVALID (1 point) >>>>> Zuber is a four-player game. The players in our current game (none of whom, to reduce headaches, share any names with FRC players) are each seated on a different side of the board. When a player completes his turn, play passes to the next player clockwise. The letters AQV are colored red. IRW are blue. OSX are green. UTZ are yellow. E is white. Whenever the rules refer to a piece's "type," they are referring to the letter represented on that piece. Players score points for various groups, patterns, and alignments of colored letters. Whenever a scoring combination is achieved, the letters involved are removed from the board (except for the letter just placed, which always remains). For example, aligning three pieces of the same color in any row, column, or diagonal is worth 10 points. Future rules must indicate which player is making the move, and what the total score is. For ease of reference, the columns shall be designated a-j and the rows 0-9. In our sample game, Calvin places the letter O at f7: Calvin abcdefghij 0.......... P 1.......... P l 2.......... l a 3.......... a y 4.......... y e 5...S...... e r 6..RIX..R.. r 7.....OA... 4 8.......... 2 9.......... Player 3 This forms a diagonal line of S,X, and O worth 10 points. The S and X, which were already on the board, are removed, leaving the following: Calvin abcdefghij 0.......... P 1.......... P l 2.......... l a 3.......... a y 4.......... y e 5.......... e r 6..RI...... r 7.....OA... 4 8.......... 2 9.......... Player 3 Calvin: 10 Player 2: 0 Player 3: 0 Player 4: 0 Note: The designations of Player N doesn't necessarily mean that player was the Nth player in the game. They are merely offered as placeholders until all players have been named. >>>>> Reasons for invalidity: Used the board after the (invalid) 24.11. Would make the move at 24.11 invalid anyway. An R disappeared in making the move here. Style comment: Colours nice, but too many invalidations. ===== Rule 24.13 (Stein) Tu-13-Sep-94 08:47 INVALID (0.8 points) >>>>> In general a move may only consist of moving or placing a single piece. There are three exceptions to this rule where placing one piece allows limited movement of other pieces. One such exception is when placing a piece makes a previously nonsurrounded piece surrounded by four other pieces, then the surrounded piece can be moved anywhere on the board. A piece is surrounded if it has at least four adjacent pieces, out of which one is above it, another is below it, yet another is left of it and the last is right of it. I place a W below the I, and move the I, so after my move the board looks like: .......... .......... .......... .......... .......... ...S...... .IR.X..R.. ...W..A... .......... .......... >>>>> Reason for invalidity: Moved from the wrong current position. ===== Rule 24.14 (Stein) Tu-13-Sep-94 08:47 INVALID (2 points) >>>>> The game is played in rounds. The object of a round is to connect left and right sides of the board, or top and bottom, with a string of adjacent pieces. If a player succeeds in doing this, he earns one game point, the board is cleared and a new game round is started. However a player is only allowed to play such a connecting move if another player played the previous move, ie. no avalanching to victory. The game will end when the Fantasy Rules Comittee round ends, and the player with the most game points will be the winner of the game. After my play the board looks like (note my X removes the other X, and moves one R): .......... .......... ....R..... .......... ...X...... ...S...... .I.....R.. ...W..A... .......... .......... >>>>> Reason for invalidity: Moved from the wrong current position. Style note: A sensible game objective, and using the hotspot rule. ===== Rule 24.15 (Stein) Tu-13-Sep-94 10:01 VALID (0 points) >>>>> In general a move may only consist of moving or placing a single piece. There are three exceptions to this rule where placing one piece allows limited movement of other pieces. One such exception is when placing a piece makes a previously nonsurrounded piece surrounded by four other pieces, then the surrounded piece can be moved anywhere on the board. A piece is surrounded if it has at least four adjacent pieces, out of which one is above it, another is below it, yet another is left of it and the last is right of it. My move: .......... .......... .......... .......... .......... ...SW..... ..R.X..R.. ......A... .......... .......... >>>>> Validity note: Not inconsistent with 24.3 provided we allow "placed" only to mean "initially put on the board", not "moved". Style note: This was a repost, erroneously believing 24.13 had got lost. Style already awarded there. ===== Rule 24.16 (Stein) Tu-13-Sep-94 10:01 INVALID (-1 points) >>>>> The game is played in rounds. The object of a round is to connect left and right sides of the board, or top and bottom, with a string of adjacent pieces. If a player succeeds in doing this, he earns one game point, the board is cleared and a new game round is started. However a player is only allowed to play such a connecting move if another player played the previous move, ie. no avalanching to victory. The game will end when the Fantasy Rules Comittee round ends, and the player with the most game points will be the winner of the game. After my play the board looks like (note my X removes the other X, and moves one R): .......... .......... ....R..... .......... ...X...... ...SW..... .......R.. ......A... .......... .......... >>>>> Reason for invalidity: Middle paragraph contradicts R.O.5. Style note: Referring to the Fantasy Game in the board game rules is bad style. ===== Rule 24.17 (Peter) Tu-13-Sep-94 17:14 INVALID (-1 points) Declared VALID by vote. >>>>> We already know that there can only be one of each vowel in play at any time in Zuber (our game). This is because each vowel has a unique special power which is invoked when played, and unlimited use of these powers could corrupt the game. The use of these special powers is mandatory, and, although part of a player's turn, is entirely separate from his move. These powers are ONLY invoked when a vowel is placed onto the board (as opposed to being moved to a new location) as part of a player's move. For example, playing an E allows a player to exchange any piece on the board for the next legal piece alphabetically, with the alphabet "wrapping around" such that the first letter also follows the last letter. Treat this new letter as having just been placed onto the board as a move. My move: .......... .......... .......... .......... .....E.... ...TW..... ..R.X..R.. ......A... .......... .......... (Note my E changed the S into a T) >>>>> Reason for invalidity: Would make move at 24.3 illegal. Reason for overrule: Maybe 24.3 did use a power which was not evident. ===== Rule 24.18 (Waggie) Tu-13-Sep-94 17:16 VALID (3 points) Still VALID after vote. >>>>> If the U piece is on the board, then no piece of types {W,X,Z} may be placed on the board. If the O piece is on the board, then no piece of types {W,X,Z} may be moved. For my move, I place an X at the point marked 1. The X which is already on the board becomes hot-- I move it to 2. Since this X has moved, all points one knight's move away from 2 become hot, so I move the other X to 3. Continuing in this manner I can move the other X to 4. Now all pieces occupy hot points. I remove them all. .......... .......... .......... .......... .....1.... ...SW4.... ..R.X.2R.. ....3.A... .......... .......... After this turn the board is empty. >>>>> ===== Rule 24.19 (Doug) Tu-13-Sep-94 18:17 INVALID (-1 points) >>>>> The object of this game called Zuber is, of course, to get the board into a state from which no further legal moves may be made (and no further pieces placed). If after the first move of the game, the board is ever made empty, then the next move must be the placement of an X. So, for example, given the empty board, a player can place an X thusly: .......... ....X..... .......... .......... .......... .......... .......... .......... .......... .......... If the previous Fantasy Rule is VALID, then I make the move described above. If the previous Fantasy Rule is INVALID, then I place a T on the spot in the second column of the seventh row of the game board. >>>>> Reason for invalidity: 24.2 ===== Rule 24.20 (Peter) Tu-13-Sep-94 23:23 VALID (-2 points) >>>>> A player may, on his OR HER turn, elect to pass (presumably to use the lavatory) if, on the previous player's turn one of the letters in EXCRETE was placed on the board. This is the only circumstance under which a player may pass. This counts as the player's move for that turn. I pass. >>>>> Validity comments: 24.15 doesn't say that there aren't other exceptions. ===== Rule 24.21 (Stein) We-14-Sep-94 11:11 INVALID (1.5 points) >>>>> Whenever the board has been empty for one whole player turn the vowel U magically appears in the upper left corner. Now the game enters its castle-building phase, where a castle is any 4 pieces that form a square, and when each castle produced earns the player one free somersault. Remember that as always, a maximum of one piece may be placed per turn. I place an S below the U U......... S......... .......... .......... .......... .......... .......... .......... .......... .......... >>>>> Reason for invalidity: 24.2 ===== Rule 24.22 (Waggie) We-14-Sep-94 14:35 INVALID (1 point) >>>>> If at any time after the end of the first turn the board is empty, an old piece which once was on the board may be replaced on the board at the position it last occupied. This may only be done when the board is empty. Note that this piece must be of vowel type {A,E,I,O,U} since only these pieces have a definite identity (the other pieces having indistinguishable duplicates). For my move I replace the A which was on the board to its former location: .......... .......... .......... .......... .......... .......... .......... ......A... .......... .......... >>>>> Reason for invalidity: 24.7 says "destroyed" not just "removed". ===== Rule 24.23 (Ronald) We-14-Sep-94 15:39 VALID (3 points) >>>>> The object of this game called Zuber is to get the board into a state such that no further legal game actions can be taken. If this happens the player who first screams, posts or otherwise communicates to the other players the nonsens word SAPERLIPOPELEPET wins the game of Zuber. A new game is started, when that happens. As I can not make a legal placement or movement on the board, and as I am not allowed to `pass' according to Peter's last Rule, I have no other choice than writing: SAPERLIPOPELEPET Have fun with the next game in my absence! >>>>>> ===== Rule 24.24 (Doug) We-14-Sep-94 17:26 INVALID (-1.5 points) >>>>> There is another game, called Hofstadter, that is somewhat different from the game just described. The rules and characteristics of the game of Zuber described above also hold for Hofstadter, but all other aspects are different. The legal first move for Hofstadter (which I make) is the same as that made in Fantasy Rule 24.1. Future rules shall restrict themselves to describing the rules of and making legal moves in the game of Hofstadter. Future rules may be no longer than this one. >>>>> Reason for invalidity: Self-contradictory, because the other aspects (e.g. whether a certain move is legal) depend on the shared rules. ===== Rule 24.25 (Stein) Th-15-Sep-94 07:31 INVALID (0 points) >>>>> There is one - and exactly one - exception to the general rule of 24.15 which not only allows limited movement of other pieces, but unlimited movement, removal and/or placing. This option can be excercised only once in the lifetime of our universe. I do so now, by doing an infinite number of random legal submoves timed at t+2^i and at t+2-0.5^j, where t is now, and i ranges from (-inf to 0) and j from (1 to inf). The move ends with an undefined board state. >>>>> Reason for invalidity: Doesn't give a move (24.1), only describes how a move was made. ===== Rule 24.26 (Doug) Th-15-Sep-94 16:46 VALID (1 point) >>>>> In order to start the second game, I place an R in the first row of the first column of the game board. If there is a piece in one of the four corners, then it is illegal to place a new piece in any of the other corners. However, an already placed piece can be moved to a corner, if such a move is permitted by the valid rules described above. In future rules the game board shall not be displayed. Moves shall (in future rules) be described in words or in the standard Zuber move- recording shorthand, to be described in the next valid rule. >>>>> ===== Rule 24.27 (Waggie) Th-15-Sep-94 18:14 INVALID (1.5 points) UP FOR VOTE >>>>> The rows of a Zuber board are numbered 0,1,2,...,9 in order (so 0 is the first row); the columns are lettered a,b,c,...,j in order (so a is the first column). The last move was [R-->a0]; the current board position is [a0:R]. The special power which a U has when placed on the board is to forbid the placement of any vowels on the board until the U is removed. The next Rule must describe the special power of the A. My move is [U-->b1]; the board is now [a0:R, b1:U]. >>>>> Reason for invalidity: doesn't go far enough to satisfy 24.26. ===== Rule 24.28 (Stein) Fr-16-Sep-94 11:01 INVALID (2.5 points) >>>>> Zuber is probably the second most popular game in the entire Fantasy universe, being played on the continents of Velva as well as in the nethernmost caverns of Hell, in Florin as well as in Guilder, it is praised in several keioalu val$ar, and it is a favourite lunchbreak pastime both in the 4D-scrabble clubs and in the Hurgleburgle family. With such a diverse set of ethnic backgrounds among players it is not strange that a unique notation is needed to allow players which could not otherwise communicate, to play. The adopted notation is stunningly simple. A move consists of a series of submoves enclosed in square brackets. A submove is a letter designing piece followed by a digit designing column (0-9), another digit designing row (0-9) and a + or a - indicating whether the piece shall be removed or placed at this position. When a piece is moved this is indicated by a removing indication immediately followed by a placing indication without the colon that otherwise separates submoves. Pass is notated by [PASS] and the crucial winning move is not notated, it is simply excersised as prescribed. Thus Doug's last move was [R00+], my move is [X12+:R00-R20+] >>>>> Reason for invalidity: 24.2 Style note: Extra points for referring to 6 previous Fantasy Rule rounds. ===== Rule 24.29 (Waggie) Fr-16-Sep-94 15:26 VALID (0.5 points) >>>>> The rows of a Zuber board are numbered 0,1,2,..., 9 in order, so that 0 marks the first row. The columns of a Zuber board are lettered a,b,c,...,j in order, so that a marks the first column. The game state is recorded by a sequence of entries separated by commas, enclosed in square brackets, each entry being of the form xy:N where x is the index of a column, y in the index of a row, and N is the type of a piece, except that the last entry may be a phrase or sentence describing exceptional circumstances such as whether the last move was a "pass", what the last piece placed was if that is relevant, etc. The other entries indicate that a piece of type N occupies point xy. For example, the current game state is denoted by [a0:R]. The placement of a piece of type N at the point xy is denoted by [N-->xy]. The movement of a piece from xy to uv is denoted by [xy-->uv]. The removal of a piece at xy is denoted by [*xy]. The change of identity of the piece at xy to a piece of type N is denoted by [xy-->N]. Other game actions are recorded by enclosing a word, sentence, or phrase to that effect within square brackets. If multiple placements, movements, removals or other actions are made in one turn then they are separated by ampersands. For example, my move is to place a U at b1 and do a somersault; this is denoted by [U-->b1]&[somersault]. The game state is now [a0:R,b1:U]. This is truly an amazingly beautiful notational system! The special power of a U when it is placed on the board is that as long as it remains on the board then no other pieces may be placed onto or moved on the board. A U may only be removed from the board by occupying the eight (or fewer) points immediately adjacent to it with pieces. The next valid rule must describe the special power of the A piece. >>>>> Validity note: "amazingly beautiful" is a good enough description for 24.26. Style note: some taken off because makes superfluous first sentence of 24.18. ===== Rule 24.30 (Peter) Fr-16-Sep-94 19:40 INVALID (2 points) >>>>> The letter A is the first letter of the alphabet, the rock upon which the rest of the alphabet is built. The special power of its namesake piece reflects this stability. The A is immune to all special abilities and properties of the other vowels-- it ignores them completely and cannot be affected by them. In addition, the A creates a "sanity zone" in the spaces immediately adjacent to it in all directions, in which no special abilities, characteristics, properties, or restrictions of any other vowels have any effect. My move: [A-->c2] (that is, I place an A in the space immediately below and to the right of the U). Note that this creates an 8-space sanity zone. >>>>> Reason for invalidity: Contradicts 24.29. Style note: 1 bonus point for a funny notational system in another message. ===== Rule 24.31 (Ronald) Su-18-Sep-94 16:24 VALID (1.5 points) >>>>> SAPERLIPOPELEPET The special power of the `A' is that when it's on the board no `U' may be placed anywhere else on the board. Note that I couldn't pass, nor do anything else after Waggie's U-turn! >>>>> ===== Rule 24.32 (Ronald) Sa-17-Sep-94 21:05 UNSUCCESSFUL (0 points) >>>>> SAPERLIPOPELEPET The special power of the `A' is that when it's on the board no `U' may be placed anywhere else on the board. Note that I couldn't pass, nor do anything else after Waggie's U-turn! >>>>> Validity note: 24.31 was a repost of this. This arrived later. ===== Rule 24.33 (Doug) Mo-19-Sep-94 17:45 INVALID (2 points) >>>>> In Zuber, a player may not take two consecutive turns unless the second such turn ends the game. Otherwise, a player may move whenever e sees fit. In future rules, the move required by 24.1 shall be attributed to one of the following :Ronald, Waggie, Peter, Doug. However, the author of a rule may not (in future rules) attribute a move to himself, nor shall the same author attribute two moves to the same player. To start the third game, Peter places an A in the fifth row of the fifth column. The next valid rule shall discuss the subject of penalties for violation of the rules of Zuber and shall elaborate on the punishments provided for in the Really Satanic Version (RSV) of Zuber, which is the established version played in Hell's Olympics. >>>>> Reason for invalidity: Waggie made consecutive moves at 24.7, 24.10. ===== Rule 24.34 (Peter) Mo-19-Sep-94 19:11 VALID (3 points) >>>>> In the first Zuber International Championship, pitting American champion Michael Stark against German master Karl Teuber, an unusual situation arose. In the middle of the match, which due to the rigorous, taxing nature of Zuber, took place over the course of many weeks, Stark was hospitalized in a freak car accident. Immobile in traction, Stark found himself unable to take his next move. Since, in Zuber, any player who does not make a legal game move within 5 days automatically forfeits the game, this caused a great deal of concern. A hasty convocation of the International Zuber Committee, during which the Proxy Rule was passed, legalized moves by proxy. Stark was able to give his move to Miguel, his swarthy and devoted manservant, who conveyed the move to the tournament hall. This move, by the way, was not [A-->d4] which I make now. All future FRC rules must be submitted by proxy, as this one is, by another current member of the FRC. To elaborate: You may not submit your own rule. Someone else who is a member of the FRC, as of September 19, 1994, must submit the rule for you from their own account. The rule must, of course, be composed or dictated by you. You are still considered to be the "poster" of the rule. You may not submit a rule for somebody if you were not actually asked to do so by that person. It is recommended, but not required, that you publicly authorize your proxy for each rule. >>>>> ===== Rule 24.35 (Doug) Tu-20-Sep-94 10:41 INVALID (-3 points) >>>>> In Zuber, a player may not take three consecutive turns unless the third such turn ends the game. Otherwise, a player may move whenever e sees fit. In future rules, the move required by 24.1 shall be attributed to one of the following :Ronald, Waggie, Peter, Doug. However, the author of a rule may not (in future rules) attribute a move to himself, nor shall the same author attribute two moves to the same player. I make the move [R-->a3]. The next valid rule shall discuss the subject of penalties for violation of the rules of Zuber and shall elaborate on the punishments provided for in the Really Satanic Version (RSV) of Zuber, which is the established version played in Hell's Olympics. >>>>> Reason for invalidity: 24.2. Style note: Resubmitting a rule (cf 24.33) is bad style. ===== Rule 24.36 (Doug) Tu-20-Sep-94 13:46 VALID (-3 points) >>>>> In Zuber, a player may not take three consecutive turns unless the third such turn ends the game. Otherwise, a player may move whenever e sees fit. In future rules, the move required by 24.1 shall be attributed to one of the following :Ronald, Waggie, Peter, Doug. However, the author of a rule may not (in future rules) attribute a move to himself, nor shall the same author attribute two moves to the same player. I make the move [R-->d3]. The next valid rule shall discuss the subject of penalties for violation of the rules of Zuber and shall elaborate on the punishments provided for in the Really Satanic Version (RSV) of Zuber, which is the established version played in Hell's Olympics. >>>>> ===== Rule 24.37 (Waggie, via Alyxx) Th-22-Sep-94 18:34 VALID (1 point) >>>>> Zuber is a game not to be taken lightly, and the IZC has established standard penalties for the three official levels of Zuber competition: club play, tournament play, and "play" in Hell's Olympics. Any player who violates the rules of Zuber during a club match is thereon denied the priviledge of making somersaults during the rest of the match. (As you may know, somersaults generally can be made at the rate of up to one per turn.) Any free somersaults the player may have earned are forfeit. In tournament play, a player violating the rules of Zuber is required to chisel a Zuber board one hectare in area on a basalt mesa using only a stalk of celery. Until this task is complete e is forbidden from playing Zuber at tournament level. A player found violating the rules of Zuber in Hell's Olympics is forbidden to play Zuber or even speak about the game ever again for the rest of Eternity, and is doomed to watch neophyte Zuber players make really stupid mistakes over and over and over again. If, at the end of a player's turn, a piece (N) is sandwiched between two pieces of the same type (C) as indicated here: ... .C. CNC or .N. ... .C. then the piece of type N may be removed, and if it is removed then the player whose move it is earns one free somersault. Oh, by the way, Peter's move is [Z-->c2]. The game state is now [d4:A, d3:R, c2:Z]. Future rules will indicate the game state after their required move. It is dismaying that the Z pieces have not yet been described, in that (as befitting the first letter of "Zuber") they are extremely powerful. The next valid rule will describe the powers and effects of the Z pieces, keeping in mind their special status in the game. >>>>> ===== Rule 24.38 (Ronald, via Stephen) Sa-24-Sep-94 14:21 INVALID (-1 points) >>>>> The next game move is: [pass]. The move is attributed to Waggie. Waggie (as we all know, but I have to fill my lines) has already been World Champion of Zuber several times. The 'pass' move is his favourite weapon in difficult positions. And this despite the game penalty attached to it: a serious sermon of the Zuber Judge. In Hell, of course, things are quite different. Duringthe Olympics [pass] is punished by sending the passing (passed?) Player for a millenium to the Zuber Hell: here the Players are the pieces, moved and placed on an 1000x1000 board by various assorted demons. Future Zuber Game moves shall be attributed to the Player (or one of the Players, if there are more then one) that has the least Game moves attributed to him. They shall also detail a trivia about a Zuber World Champion. >>>> Reason for invalidity: 24.37. ===== Rule 24.39 (Peter, via Stephen) Mo-26-Sep-94 08:19 INVALID (-0.5 points) >>>>> The Z is an extremely powerful piece because it is the only one which forces another player to make a move. When a Z is placed on the board, the player whose first name next follows the placer of the Z alphabetically must place a V in the space immediately below the Z, if possible. If this move is possible, it is made automatically in the instant following the conclusion of the move where the Z is placed. This counts as a move for that player, and since it happens automatically it occurs even if the player is not currently at the game board (perhaps having taken advantage of the "Pass" rule and its associated opportunities). Thus, after Peter placed the Z, Ronald placed a V immediately below it. If a game of Zuber deteriorates to the point where only one player remains, that player is automatically declared the winner of the game and a new game begins. In fact, since a new game always begins immediately upon the conclusion of the old one, Zuber is as much an endurance test as a board game. And while time may flow differently in Hell (where philosophers are still grappling with the 4 centuries = 1 year equation), our Earth-bound games must crawl forward in normal time-- leading some Zuber players to just abandon the game in exhaustion and frustration. Of course, the IZC requires such players to sign a flurry of forms, in triplicate, leading to lag times of at least a year before such resignations are recognized. But that's neither here nor there for us. In our game, Ronald makes the following move: [S-->b1], leaving the following game state: [d4:A, d3:R, c2:Z, c3:V, b1:S] Future moves may only be attributed to players who are still eligible to post rules in this round of the FRC. >>>>> Reason for invalidity: Richard Doug Chatham is before Ronald alphabetically. ===== Rule 24.40 (Doug) Mo-26-Sep-94 17:16 INVALID (1.5 points) >>>>> Doug resigns. Of course, since resignation is illegal in Zuber, the standard penalty will be applied (shoot, no somersaults!). >>>>> Reason for invalidity: 24.1, 24.34, 24.36 Style comment: 1 for generosity (resigning), 0.5 for humour. ===== -- Stephen R. E. Turner Stochastic Networks Group, Statistical Laboratory, University of Cambridge e-mail: sret1@cam.ac.uk WWW: http://www.statslab.cam.ac.uk/~sret1/home.html From CIA factbook: world population 5,554,552,453 (July 1993 est.)